Morphecy
11-06-2003, 08:40 PM
Hi there,
background & stuff done already
I have been reading DavidRM's "The indie game development survival guide" and I must say that there was stuff I didn't realize earlier.
We (morphecy games = me + 3 other members) have been creating online multiplayer game for year now. As we do part time job it has been about 700 man hours during this time. So far we have learned to use our SDK and have build the basis for upcoming game (including server/client, game lists, level construction kits etc.) without actual gameplay. We also did quite a lot graphics & animation (6 characters with several animations and textures + some equipment and little scenery)
Now, the game is about "combat in battlefield with tactic elements, gameplay directed towards team playing (you get rewarded by team work) but now DavidRM's book gave me inspiration about non-combat game. It sounds very sad if I have to re-create (okay... our 3d modeler has to do it, not me ;)) all characters etc. (now they are quite bloody ones ;))
new idea
The idea about "team playing in non-combat 'battle' field" could be some kind of creatures trying to build something in team. There would be TWO sides in game (let's call them Black and White teams).
Idea is that there perhaps could be BIG (and slow) creatures which are the "polices" there, they will grap little creatures and throw them away. Nobody could get killed, but big creatures could throw little creatures so that "builder" creatures on their side could concentrate on building something to win the game.
new idea - some definitions...
"Little creature" = fast folk, they try to ruin the stuff "builders" do
"Builder" = they build SOMETHING in order to achieve victory. this something could be perhaps a statue of their god, and building this thing would need group work (because statue is so high, you must climb each other shoulders - and remember, this is also online multiplayer game, there would be humans on each side)
"Big creature" = like a giant but VERY slow, can throw little creatures away so that they can't ruin your sides statue of god.
"this thread will end soon..."
Back to the subject: so this was basically the idea, keep the server/client code we have build but change the visual style & storyline to something else.
I'm not sure if combat thingies could work, but as I think our compnay coming product line I see non-violent better option that violent games... please gimme your thoughts.
I'm kind of in a very bad place - we must make a decision about this and each day (or week) we don't have that decision made our time-to-market increases.
Fact is that we could complete our current game in playable shape in one month (let's say it would take about 50-100 man hours), and I could estimate that this new game would require at least 2-3 months (maybe 200-300 man hours) much more time.
Please gimme your ideas, and I insist that DavidRM answers here because it was his book which put me in this situation ;)
background & stuff done already
I have been reading DavidRM's "The indie game development survival guide" and I must say that there was stuff I didn't realize earlier.
We (morphecy games = me + 3 other members) have been creating online multiplayer game for year now. As we do part time job it has been about 700 man hours during this time. So far we have learned to use our SDK and have build the basis for upcoming game (including server/client, game lists, level construction kits etc.) without actual gameplay. We also did quite a lot graphics & animation (6 characters with several animations and textures + some equipment and little scenery)
Now, the game is about "combat in battlefield with tactic elements, gameplay directed towards team playing (you get rewarded by team work) but now DavidRM's book gave me inspiration about non-combat game. It sounds very sad if I have to re-create (okay... our 3d modeler has to do it, not me ;)) all characters etc. (now they are quite bloody ones ;))
new idea
The idea about "team playing in non-combat 'battle' field" could be some kind of creatures trying to build something in team. There would be TWO sides in game (let's call them Black and White teams).
Idea is that there perhaps could be BIG (and slow) creatures which are the "polices" there, they will grap little creatures and throw them away. Nobody could get killed, but big creatures could throw little creatures so that "builder" creatures on their side could concentrate on building something to win the game.
new idea - some definitions...
"Little creature" = fast folk, they try to ruin the stuff "builders" do
"Builder" = they build SOMETHING in order to achieve victory. this something could be perhaps a statue of their god, and building this thing would need group work (because statue is so high, you must climb each other shoulders - and remember, this is also online multiplayer game, there would be humans on each side)
"Big creature" = like a giant but VERY slow, can throw little creatures away so that they can't ruin your sides statue of god.
"this thread will end soon..."
Back to the subject: so this was basically the idea, keep the server/client code we have build but change the visual style & storyline to something else.
I'm not sure if combat thingies could work, but as I think our compnay coming product line I see non-violent better option that violent games... please gimme your thoughts.
I'm kind of in a very bad place - we must make a decision about this and each day (or week) we don't have that decision made our time-to-market increases.
Fact is that we could complete our current game in playable shape in one month (let's say it would take about 50-100 man hours), and I could estimate that this new game would require at least 2-3 months (maybe 200-300 man hours) much more time.
Please gimme your ideas, and I insist that DavidRM answers here because it was his book which put me in this situation ;)