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bork22: Thanks, man. Any base mechanic to get the game going? I feel like that's going to be the hardest part. :P
Arrow and/or WASD keys move the square. But in the opposite direction :P so left/A moves the square right etc
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011284mm:
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Sachys: I think the idea is more of a communally organic / abstractedly developed game concept - hence the base start and the ideas required to grow it.
On the button. Although if that doesn't end up working, I will indeed pick a genre or simply a base idea an try that.
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bork22:
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Sachys: If you can manage a decent disclaimer I can be satisfied with and i have the time / ideas to fit the project then of course.

As to a legal disclaimer, anything in plain english about your intentions, goals and the ultimate copyright state of ownership should be enough.
For instance it could be something like:

"This is an opne sourced and free to download project for all. Whilst the copyight control of the final executables and their content remains the property of__________, all due credit is given to those that have contributed ideas within the credits and the ______file contained within the download and on the website. This is a non-profit project and any unexpected profits will go into web server costs and charitible donations as decided by concensus of the creative contributers".

Not sure how accurate this is in this particular case (as ive taken liberties of course) but should give you an idea and will also stand up enough in court - should it be prominent enough for people to read / have the option to read before contributing - and you get some arsehole trying to ruin your day / panic you. In the case of twitter, it would be wise to have a url shrink under your profile and bomb it out every day or so (if you get busy with it).

Edit: scuse the typos! heheh
Mind if I use this, with some mods?
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011284mm: I think you need to know what type of game you wish to do first.

shooters work best - 3rd person over shoulder / first person / top down.
platformers - 3rd person and side on
adventure games - side on / 3rd person
RTS - top down
racing - top down / 3rd person / first person.

Once you have chosen the genera then you can build the rest of the development to match. You can make the parts fit, but you need the base to build it upon.

(This is advice from someone who has only ever build games for personal fun. So no real usable experience)
Thanks for the advice, but Sachys is right when he says I'd prefer to do the more abstract thing. HOWEVER, if that doesn't work out, you're idea is the first I'll go for.
Post edited February 17, 2014 by bork22
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bork22: Mind if I use this, with some mods?
of course not - its actually a modded version of a base legal agreement template a friend and I drew up years ago for various projects we collaborated on and have used since in other projects with different people.

nontheless, if you CAN get the good advice of a lawyer, then its also worth it - but make sure they're relative to entertainments AND have a good knowledge of non-US law as the EU is still a little better protected. wont be cheap, but should the project take off quickly...
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011284mm: I think you need to know what type of game you wish to do first.

shooters work best
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Wishbone: What on Earth is that supposed to mean?
if you read the whole line it was for camera angles.
I was basically saying that if he can find the genera of game he wants to build then he can see and get advice on how to build up the rest of the game. He can get all the ideas in the world but without a focused start then he could build up 6 - 20 games without ever really getting a game to be happy with.


// This is the problem with design by comity.
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011284mm:
1: by "genera" do you mean "genre"?
2: as i've already said to you (and then backed up by the OP as well) the idea is to make an abstracted / organic development flow - therefore deciding on a a genre at such an early stage, or even something such as a camera angle would be detrimental to its growth / ability to be sporadic and generate good or insane ideas.
3: with the exception of AAA games and in particular larger franchises, most game concept development is just that - the genre specifics and minutae such as camera angles etc are decided as things go along, so in the case of this project, its actually very sensible.

Edit: and heres a suggestion to start (no need for legal disclaimer as I see many dont get the idea): LOW GRAVITY
Post edited February 17, 2014 by Sachys
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bork22: Cool man! :) If you scroll back up, you can find a link to the very base. Camera control will be the first added thing! Any specific idea of how to make the camera function?
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cmdr_flashheart: How about a top down camera?

But now that I think about it, even something like camera placement would be dependent on game genre/type. Or your playable character. Maybe the thread should start with that first? I can't think of anything good, atm :]

However, I submit that the game should be a strategy game :D
Camera added, new version uploaded!
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bork22: Thanks, man. Any base mechanic to get the game going? I feel like that's going to be the hardest part. :P
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Thistler: Arrow and/or WASD keys move the square. But in the opposite direction :P so left/A moves the square right etc
Backwards movement added, new version uploaded!
Cross in the middle added by me to show the camera movement easily.
Post edited February 17, 2014 by bork22
^ its working!
keyboard numbers switch the number of sides (or corners) of the shape.

dot/line(or circle)/triangle/squape/pentagon

woot, flatland here they come
It needs a potato. Definitely a potato.
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skeletonbow: It needs a potato. Definitely a potato.
troof!
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skeletonbow: It needs a potato. Definitely a potato.
All right, but what should the potato do?
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bork22: All right, but what should the potato do?
I'm thinking it should be a potato that somehow got missed during a cultivation season and was allowed to continue growing, only due to a large asteroid passing by the earth causing an effect on gravity and altering the Earth's trajectory slightly it created an anomaly in the seasons and the potato was able to continue growing as winter was disrupted for several years. At the same time, a truck carrying various bio-hazardous chemicals and radioactive materials had an accident on the highway and caused a huge spill which entered into the water table that supplies the potato with it's source of life. The potato was allowed to grow to immense proportions and developed mutations over time, able to assimilate the DNA of some other plants and animals etc. that it came in contact with and eventually in a few years time it develops self awareness and the ability to freely move about.

It struggles but eventually becomes mobile and is able to remove itself from its Earthbound prison and walk the surface with various superpotato powers. It's eyes are like tendrils which it can use sort of like arms, but perhaps in a not fully articulate way kind of like Octodad perhaps but not quite so uncontrollable.

This superpotato could be an evil superpotato trying to take over the Earth, or it could be a friendly superpotato trying to spread goodwill and kindness towards man.

Seriously though? Evil superpotatoes attempting to take over the Earth will outsell some Gandhi wannabe superpotato 1000 to 1, lets be honest. So it has to have some kind of evil superpotato powers of some kind, and it needs to have an end goal in mind and the game needs a plot that can lead evil superpotato towards that end game. Let's call our potato supervillain... um... Spudlock? Yeah, I'm going to go with Spudlock unless someone else comes up with a more evil name.

That's a bit of a storyline to start with and some fuel for creative building.

Discuss.
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bork22: All right, but what should the potato do?
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skeletonbow: I'm thinking it should be a potato that somehow got missed during a cultivation season and was allowed to continue growing, only due to a large asteroid passing by the earth causing an effect on gravity and altering the Earth's trajectory slightly it created an anomaly in the seasons and the potato was able to continue growing as winter was disrupted for several years. At the same time, a truck carrying various bio-hazardous chemicals and radioactive materials had an accident on the highway and caused a huge spill which entered into the water table that supplies the potato with it's source of life. The potato was allowed to grow to immense proportions and developed mutations over time, able to assimilate the DNA of some other plants and animals etc. that it came in contact with and eventually in a few years time it develops self awareness and the ability to freely move about.

It struggles but eventually becomes mobile and is able to remove itself from its Earthbound prison and walk the surface with various superpotato powers. It's eyes are like tendrils which it can use sort of like arms, but perhaps in a not fully articulate way kind of like Octodad perhaps but not quite so uncontrollable.

This superpotato could be an evil superpotato trying to take over the Earth, or it could be a friendly superpotato trying to spread goodwill and kindness towards man.

Seriously though? Evil superpotatoes attempting to take over the Earth will outsell some Gandhi wannabe superpotato 1000 to 1, lets be honest. So it has to have some kind of evil superpotato powers of some kind, and it needs to have an end goal in mind and the game needs a plot that can lead evil superpotato towards that end game. Let's call our potato supervillain... um... Spudlock? Yeah, I'm going to go with Spudlock unless someone else comes up with a more evil name.

That's a bit of a storyline to start with and some fuel for creative building.

Discuss.
Okay, not going to lie, I was not at all expecting to see a post that long about a potato. :D I have a good idea of how I want to implement this story, but I can't quite do it with the base that's there right now. I'll keep this in the file and add it in whenever the game can actually support narrative of any kind. :) Thanks!
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Wishbone: What on Earth is that supposed to mean?
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011284mm: if you read the whole line it was for camera angles.
I was basically saying that if he can find the genera of game he wants to build then he can see and get advice on how to build up the rest of the game. He can get all the ideas in the world but without a focused start then he could build up 6 - 20 games without ever really getting a game to be happy with.

// This is the problem with design by comity.
I'm aware you were listing camera angles for different genres. However, I still have no idea what you mean by "shooters work best", and you didn't elaborate on it at all in your answer, despite the fact that that is what I asked about.
Enlighten me about point 2 first:
"2. We are a Christian-centered company, and we will not be putting anything that would break Christian morals. Please keep that in mind."
Does that mean that no murdering, adultery, gambling, prostitution etc can happen in the game?