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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Tue Jul 27, 2010 8:25 am    Post subject: Reply with quote

I was really looking forward to Cobalt Runner. Sad

When I found out about mapping, I wanted to remake Legend of Zelda in Quake. Even made notes on how to fake some things like the raft with platforms, ugh. Obviously I never got further than the first empty "room".


And of course http://www.quaddicted.com/stuff/hdgdl3d.avi , maybe this fall. Started as non-violent protest against the crazy violent games hype. Got it 95% done. Nowadays my view on violent games shifted a bit plus I am more realistic about the media. Still, this is a rabbit-hugging game I would like to cross off my list.
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Supa



Joined: 26 Oct 2004
Posts: 122

PostPosted: Tue Jul 27, 2010 9:55 am    Post subject: Reply with quote

I once tried to design a Battlefield clone with the goal of making strategic maneuvering over the (open world) map interesting, in an attempt to avoid making the only relevant parts of the map the objective sites and the choke points that lead up to them. I also wrote up a full electronic warfare/chain of command system and a artificial morale modifier system, too, which modify the player's view/reload speed/weapon spread and other things based on how well their team was doing and what kind of events they've recently witnessed.

I got as far as writing up code for (rather crude) collapsing multilevel buildings before I realised why I never liked tFPS designs in general (other than W:ET :P) and that I wasn't really breaking new ground, so I went back to working on my Gloom clone. I'm much happier now. :)
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Tue Jul 27, 2010 1:45 pm    Post subject: Reply with quote

The excuse for my vapor is time and interest. Vapor being "everything that isn't OpenArena"
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Tue Jul 27, 2010 2:24 pm    Post subject: Reply with quote

I'm kind of like Sajt, atleast in the sense of having years of Quake modding experience, but little to show, for the very same reasons. I was always too busy doing things "right" and "clean" instead of finishing stuff. I didn't learn the immense value of breadth-first until I hacked that little cargame together. That one took me 2 months, working on weekends and an odd evening here and there, with planning, designing, art and code involved, although having Twig available helped a lot.

To Error: ideas are never worth a lot, it all lies in the details and the execution. Everyone should steal eachothers ideas. You're definitely welcome to steal mine.

Some unfinished ideas from the top of my head, attempting to get them in chronological order:

Liero-clone: me working as "ideas-guy" and 2D artist, mostly "ideas" ofcourse. Got as far as engine framework.

MMORTS: "ideas-guy" and 2D artist again, this was before the term MMO existed, and I didn't know what overambitious meant. Got as far as engine with basic console and heightmap terrain support.

Rocket-arena-like: This was before I knew RA had already been made. Scrapped the plans when I found out about RA, and played that a lot instead.

Aliens vs Marines teamplay FPS: "ideas-guy", mapper and 2D artist. Quake3 mod, got as far as half a map and new menu.

Max-payne-clone but with demons and without guns, using traps and infighting instead. It still seems cool to me. Got as far as an idea.

1v1 class mod: This was my tutorial-mashup mod, got pretty far but felt very unpolished and so, I was unable to do what I really wanted. It was supposed to feature 2 classes, a class vs class fight basicly, and switching classes between the 2 players between rounds.

Battlefield-like: I think I've attempted to make like 5 different ones or so. Got as far as lots of subsystems, no maps or art besides test-rooms.

Quake-metroid-mashup-sidescroller: Got as far as sidescrolling dm game with depth movement and shooting. It was weird, some of you might remember playing it with me a bit.

Diablo-like: Too many of these as well, got practicly nowhere.

Z-like RTS: Almost finished all systems, then ruined it attempting to CSQC-ify it before knowing enough CSQC. I will pick this up again, from scratch probably.

There's obviously tons more... Might update this post soon.
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Last edited by Urre on Tue Jul 27, 2010 2:43 pm; edited 1 time in total
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Irritant



Joined: 19 May 2008
Posts: 115
Location: Maryland

PostPosted: Tue Jul 27, 2010 2:27 pm    Post subject: Reply with quote

Alot of things I worked on were never "finished" even if some where released.

The one game though, that nobody ever saw, other than a few screenshots, was the original "Alteria" game. This game was played from the perspective of a mouse who was being terrorized by housecats. The mouse would have to run around and pick up cat treats and toys as weapons, and instead of killing the cats, you had to to throw toys and treats at them to distract them, or make them take naps. You also had to find garbage to pick up and eat or your health would start to decline until you died. It was actually a pretty frantic and fun little game.
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Jukki



Joined: 07 Apr 2010
Posts: 19

PostPosted: Tue Jul 27, 2010 7:57 pm    Post subject: Reply with quote

Downsider wrote:
Cobalt Runner.

The domain expired the other day, I think.



Sad
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Tue Jul 27, 2010 8:03 pm    Post subject: Reply with quote

You know what ? I think we could create a "mod junkyard" area at Quaketastic.com and deploy everything we have - code, models, maps, textures - even if not in a final stage, so other peoples could try to reuse or just learn messing around with our unused stuff.
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hondobondo



Joined: 26 Sep 2006
Posts: 101

PostPosted: Tue Jul 27, 2010 8:48 pm    Post subject: Reply with quote

frag.machine wrote:
You know what ? I think we could create a "mod junkyard" area at Quaketastic.com and deploy everything we have - code, models, maps, textures - even if not in a final stage, so other peoples could try to reuse or just learn messing around with our unused stuff.


(liking this post)
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Tue Jul 27, 2010 9:02 pm    Post subject: Reply with quote

I'd do it.
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Error
Inside3D Staff


Joined: 05 Nov 2004
Posts: 558
Location: VA, USA

PostPosted: Tue Jul 27, 2010 9:08 pm    Post subject: Reply with quote

hondobondo wrote:
frag.machine wrote:
You know what ? I think we could create a "mod junkyard" area at Quaketastic.com and deploy everything we have - code, models, maps, textures - even if not in a final stage, so other peoples could try to reuse or just learn messing around with our unused stuff.


(liking this post)


seconded.

I have a ton of things to upload.

I'll get around to making my extensive list with reasons tonight.
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Tue Jul 27, 2010 9:31 pm    Post subject: Reply with quote

Downsider wrote:
Cobalt Runner.

The domain expired the other day, I think.


Finish the mod without the domain name? Question
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goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Tue Jul 27, 2010 9:45 pm    Post subject: Reply with quote

Community SVN for semi-abandoned, or even active, mods?
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gnounc



Joined: 06 Apr 2009
Posts: 120

PostPosted: Tue Jul 27, 2010 10:40 pm    Post subject: Reply with quote

Want cobalt runner!

Spirit...that bunny hugging game is hilarious, and quite good looking.
Not sure how much you have decided on already, but how about shooting those hearts at them until they cross their arms happy to be loved, and contentedly lie gently down awash in amorous glow?
So they can still be down for the count...just not you know, bloody
with missing extremedies.

Mod junkyard would be awesome. It should get its own fancy icon on the frontpage for promo.
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Biodude



Joined: 27 Aug 2008
Posts: 83

PostPosted: Tue Jul 27, 2010 10:46 pm    Post subject: Reply with quote

My first 2 psp/pc games I tried to make with a modified quake engine.
At the time, I only went by how far poly models I could use on the psp (2000tris max), before it crashed. I was more noob at the time.
Both never had a solid story line, and my coder got into some major trouble, and dissapeared for months. My team mates got busy with life, jobs, other projects, and majorly slowed down.


Spawn of the dead
- A zombie shooter game, was supposed to be a mix of brain bread, zombie panic, and left for dead. I never had a solid story for this mainly, but It was very cool looking :p

Perfect dark sector 6
- After getting re-addicted to perfect dark on the n64, I wanted to make a real sequal, rather than that fail of a prequel game perfect dark zero. At first it started good, with a seperate team from Spawn of the dead, but I started it during the time I was working on spawn of the dead. In the end , they were 2 trains heading at eachother.

I was in denial for 2 months, thinking that I could keep both games up, but I honestly got un-interested of the 2 games. I over played perfect dark 64(almost everyday for a summer), and L4d1, l4d2 ,killing floor, and a bunch more zombie games came out came out, and I over played zombies.

Then, I had an idea. I always liked the half life 2 beta style, original story, weapons, etc. So why not make a game with some hl2 beta weapons , monsters, etc. for the psp? I closed both pds6 and sotd down, and put up conscript. At first It was a bumpy start, but then I buckled down, got a reliable team, and made a rough draft of the story.

pics of the old games:







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Downsider



Joined: 16 Sep 2008
Posts: 477

PostPosted: Wed Jul 28, 2010 2:03 am    Post subject: Reply with quote

Baker wrote:
Downsider wrote:
Cobalt Runner.

The domain expired the other day, I think.


Finish the mod without the domain name? Question


No, no, it's got nothing to do with the domain name. I stopped working on it soon after the last video I made, which was around 6 months ago, maybe? I'm just noting that the domain expired.
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