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Author Topic: The (hopefully averted) fall of a city (pregame discussion and stuff)  (Read 1372 times)

qwertyuiopas

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Re: The (hopefully averted) fall of a city (pregame discussion and stuff)
« Reply #15 on: June 24, 2010, 09:53:44 am »

I am currently procrastinating making the initial maps. Once I actually make them, the game can begin. As for the player count, I'm thinking at least 8, and 16 or less.
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Jerick

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Re: The (hopefully averted) fall of a city (pregame discussion and stuff)
« Reply #16 on: June 24, 2010, 05:19:29 pm »

To echo the sentiments of many posters here, this looks interesting and I'd like to join if there is space for me.
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qwertyuiopas

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Re: The (hopefully averted) fall of a city (pregame discussion and stuff)
« Reply #17 on: June 24, 2010, 05:21:21 pm »

If intrest is high enough, I won't even bother with a maximum player limit. It just means that the game might be somewhat slower, waiting for everyone.
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Mishy

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Re: The (hopefully averted) fall of a city (pregame discussion and stuff)
« Reply #18 on: June 24, 2010, 06:46:08 pm »

Edit.. nevermind.
« Last Edit: June 24, 2010, 06:48:31 pm by Mishy »
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Diablous

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Re: The (hopefully averted) fall of a city (pregame discussion and stuff)
« Reply #19 on: July 04, 2010, 03:14:01 pm »

So, any ideas on when this will be ready?
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Ghazkull

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Re: The (hopefully averted) fall of a city (pregame discussion and stuff)
« Reply #20 on: July 04, 2010, 03:45:47 pm »

I would join, if im allowed...
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qwertyuiopas

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Re: The (hopefully averted) fall of a city (pregame discussion and stuff)
« Reply #21 on: July 04, 2010, 08:00:14 pm »

It will be ready when it is. Specifically, once I finally put some time into making at least the first section...
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qwertyuiopas

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Re: The (hopefully averted) fall of a city (pregame discussion and stuff)
« Reply #22 on: July 05, 2010, 12:19:28 am »

How do you make a 2d map slice of a 3d structure while trying to find a plausible explaination for every archetectural detail but kep it possibly fun, all for an imaginary archetextural style relying on a technology not historically present additionally avoiding directly copying other multimedia in the genre, and sticking with the arbitrary decision that 1 pixel = 5 cm?

I don't even have the luxury that video game designers have of making a wall indestructible and not needing to put anything there nor that of an author who can know ahead of time where the characters will go...

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ed boy

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Re: The (hopefully averted) fall of a city (pregame discussion and stuff)
« Reply #23 on: July 05, 2010, 03:58:46 am »

It doesn't neccessarily have to be a single 2d map: you could make several maps, each representing a room or a group of rooms.
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Hugehead

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Re: The (hopefully averted) fall of a city (pregame discussion and stuff)
« Reply #24 on: July 05, 2010, 10:51:31 am »

If you have modeling experience sounds like it would be easier to make a true 3d map...

Maybe make a tileset so you dont have to draw it all over and over again and just set down pieces, the steampunk environment tends to have jagged edges.
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