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Author Topic: CCS now under development  (Read 32775 times)

LordBucket

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Re: CCS now under development
« Reply #90 on: February 17, 2010, 11:10:49 pm »

Quote
EuchreJack :
Can we customize issues, so as to create our own for the game?

No. Issues are a core part of the game.

That said, all the issue descriptions will be stored in an uncomplied text-only format. If you really want, you'll be able to directly edit game files and any changes you make will appear immediately without having to recompile or anything. But it's not going to change gameplay. If you change "Guns are legal" to "Bunny rabbits are cuddly" you're still going to get shot at.

Quote
Neonivek
Don't be too afraid about offending people because
it will happen. Not may, it will.

Yes, I'm inclined to agree...but for all that I'm willing to accept annoying people, I'm also only making this game if people wil play it. I spent hundreds of hours working on Dragonball T and Bubblegrum Crisis, and all told I'm not certain that more than dozen or so people ever played either of them. Bubblegum Crisis in paticular had some amazingly cool features that took a lot of time...three dimensional maps, customizable battle armor patterned after Mechwarrior III, multiple character support...but it was a complete flop and barely anybody ever played it. They said it was too complicated. That the learning curve was too steep. So I abandoned it.

So yes...I'm willing to accept annoying some people, but if I'm going to spend the time to make game I want it to be something that people will actualy play.

Jonathan S. Fox

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Re: CCS now under development
« Reply #91 on: February 18, 2010, 01:43:11 am »

I'm certainly planning to play it.
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Servant Corps

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Re: CCS now under development
« Reply #92 on: February 18, 2010, 03:39:01 pm »

Wait, you're actually a Famous Game Designer?

What is Dragonball T?
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Jonathan S. Fox

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Re: CCS now under development
« Reply #93 on: February 19, 2010, 04:08:51 am »

Wait, you're actually a Famous Game Designer?

What is Dragonball T?

I'm sure LordBucket can provide a better description, but here are links to the games:

http://modules.t-o-m-e.net/module.php?id=51
http://modules.t-o-m-e.net/module.php?id=63
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jasonred79

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Re: CCS now under development
« Reply #94 on: February 19, 2010, 03:43:54 pm »

Dragonball T Downloaded 3495 times
'Bubblegum Crisis' Downloaded 1196 times

Not bad, not bad.

Though, it would be nice if you put more detailed descriptions of the games there, so people would know what they're about...
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EuchreJack

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Re: CCS now under development
« Reply #95 on: February 19, 2010, 05:27:37 pm »

That is a lot of downloads, far more than a dozen.  Might just add one more to them so I can understand this whole "TOME" system...

EDIT: Where's the bloody executable...grumble grumble grumble...Time to surf the tome of online help on TOME

BAH!  Compile this...install that...it's like they DON'T want me to play this...

EDIT4: Still trying, but it gets more and more fustrating...Quote from MinGW site: "it is easy to start compiling a C++ executable"  And then they start talking about "elevated command prompt"...I know what a command prompt is, but what the hell is an 'elevated command prompt'....Sorry for sounding so stupid to all Computer Majors out there.

Edit final: I give up. LordBucket, please put the CCS game in an executable, or at least give detailed "computers for dummies" instructions on installing the CCS game.  I'm done messing with TOME.  If they don't want me to play it, then I won't.

Jonathan S. Fox

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Re: CCS now under development
« Reply #96 on: February 19, 2010, 07:00:37 pm »

Yeah, I missed with TOME awhile back but it was bit too fiddly for what I got out of it. I think I downloaded a precompiled version for OSX, which may or may not be sufficient for using modules, I don't know. For what it's worth, I don't know what an elevated command prompt is either.  ???
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EuchreJack

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Re: CCS now under development
« Reply #97 on: February 19, 2010, 07:56:13 pm »

Thanks, I feel better.

LordBucket

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Re: CCS now under development
« Reply #98 on: February 19, 2010, 10:22:37 pm »



Quote
Dragonball T Downloaded 3495 times
'Bubblegum Crisis' Downloaded 1196 times

That is a lot of downloads, far more than a dozen

Also slightly deceptive. DBT went through roughly a dozen development releases, and there was a core group of people who downloaded with every new release. Though I suppose even then, yes...that's more than a dozen. Well, only a dozen people were giving me feedback, anyway.

The BGC downloads surpise me though. That only ever had three development releases, and none of them were ever far enough along to really be 'playable' like Dragonball T was.

Quote
Servant Corps
What is Dragonball T?

Dragonball T is/was a module for the T3 roguelike engine.DBT was the flagship module for the engine, with ~700K of dialogue, 70+ unique maps and more than 50 dungeons. So far as I know, it's the biggest roguelike ever made, though even at that the final version only included about half of the original design plan.

DBT's biggest claim to fame is that it received a full color two-sided postcard advertisement that was placed in the convention bags of ~1800 participants at Anime Los Angeles in 200...7, I think. An image of the ad used to be archived on ocmartialarts.org, but OCMA disbanded after their final perormance.

Unfortunately the lead engine developer for T3 got married towards the end of the development process, released a buggy final version and then disappeared. I continued work on DBT for about six months after that, continually expecting engine development to continue, but it never did. So I was left with the choice of whether to revert six months worth of work to make DBT compatible with the prior, less buggy version of the engine. Right around that time the ToME wiki was devastated by some sort of bug, and shortly afterwards the forums were hacked, and the communty pretty much fell apart, so I abandoned my modules since it didn't seem like there were many people left to play them.

Quote
'Bubblegum Crisis'

Bubblegum Crisis started as an experiment after engine development stopped. There were really only a couple parts of the engine that were bugged, so with BGC I just built around them. While DBT was something I had started with on day one as a learning project that grew to epic proportions, BGC  was begun after I already knew what I was doing, and so from day one I started with fantastic plans. Personally, I thought the results were amazing. BGC does some amazing things, but as mentioned previously...apparantly it was too complex for most people in the ToME comunity to deal with. To quote my lead playtester, "Holy FUCK does this game have a steep learning curve."

See...I've been a gamer all my life. To me, roguelikes are just one type of game. As a gamer, I didn't feel limited to roguelike concepts when making BGC. But apparently a lot of people in the ToME community are roguelike-ONLY gamers, and a lot of the gameplay concepts I used were unfamiliar to them. The game itself is based on the Bubblegum Crisis Anime from the 80's, and the premise is that you're a team of girls with access to power armor technology trying to save the world from an evil corporation that sells human-like robots, and then remotely hijacks them to peform assassinations. The game has time-based events, the hardsuits you wear are customizable like Mechwarrior, parts are ordered via delayed purchase order like XCOM. You control four unique characters with whom you can swap positions, team up as a group, or play individually in any combination. Swaps were done via cellphone, so you could be at the local mall, call up one of your other teammates at another location and swap to them as the active character, and then call up the character you were playing a moment ago and ask them to meet you back at base. And with the time-based events, you could actually be called by the other characters and they would inform you what was going on where they were. A huge part of gameplay was that one of the characters was a police dispatcher, so she could call you up and inform you when boomer events happened. There's even a voicemail system so that if you don't answer, their messages go to voicemail which you can check later. The map...oh, the map. The main game map in BGC is psuedo three dimensional. There are places on the highway system where you can travel in a tight circle to end up in exactly the place you started on the X and Y axis', but you're somewhere else entirely because you're on a different Z-level. And the whole thing had line-of-sight visibility, so you could go around a corner, or through a highway overpass and suddenly everything would look different than it did a moment priot. People were having nightmares over that.

Personally, I thought it was an amazing game, but the general consensus of the community was that the game was on entirely too much crack, and they'd rather play a mindless dungeon crawl. So like DBT, I abandoned it.



LordBucket

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Re: CCS now under development
« Reply #99 on: February 19, 2010, 10:30:58 pm »

Compile this...install that

Sounds to me like you downloaded the source instead of the game. You shouldn't need to compile anything, and if you use the in-game download system, you shouldn't even need to download the module.

Read this post.

Or, if you go to the downloads page, you'll see that the top list of downloads are all uncompiled source versions. Scroll down to find a pre-compiled version for your system. Alpha 19 is the most current version. I think alpha17 is probably most compatible with these older modules we're talking about here.

In any case...these games were abandoned years ago, so I'm unsure how they'll play under more current engine versions. Zombie Horror should be fairly reliable, and it's far more complete than either DBT or BGC. You might try that first.

Jonathan S. Fox

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Re: CCS now under development
« Reply #100 on: February 20, 2010, 03:36:16 am »

Quote
Dragonball T Downloaded 3495 times
'Bubblegum Crisis' Downloaded 1196 times

That is a lot of downloads, far more than a dozen

Also slightly deceptive. DBT went through roughly a dozen development releases, and there was a core group of people who downloaded with every new release. Though I suppose even then, yes...that's more than a dozen. Well, only a dozen people were giving me feedback, anyway.

The BGC downloads surpise me though. That only ever had three development releases, and none of them were ever far enough along to really be 'playable' like Dragonball T was.

I find that the ratio of people who provide feedback or even make their presence known to the number of people that play a game is pretty severe. LCS isn't really a good comparison for a variety of reasons, but in the last twenty-four hours, three people downloaded LCS through the stickied thread at the top of the forum, despite it being about three months since the last release. Most likely they were all new players, and most likely none of them will say anything about it. That may sound like a small number, but it's only one day: a year of three downloads a day is 1000 downloads, and without forum discussions to attract community, I'd be lucky if even one of those people contacted me to say anything about it.  :P
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EuchreJack

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Re: CCS now under development
« Reply #101 on: February 21, 2010, 04:44:09 pm »

Thanks LordBucket, but I noticed that the games were meant for Alpha18, not Alpha17.  They look really cool though.  You'll probably get more acceptance here than at the TOME community, as we're used to more complex games.

Also, I'm really impressed by how much you've designed for the TOME interface.  One fourth of all modules carry your name!

lastofthelight

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Re: CCS now under development
« Reply #102 on: February 21, 2010, 08:07:02 pm »

Wow, TOME. Thats pretty famous, I played that a few times.

Also: Wow, if this actually gets made I will definitely play it. With the customizable issues/gender war, this should be hilarious. Down with men forever! This could end up even better then LCS. Though your right, its not really 'Conservative Crime Squad'. Political Crime Squad? Activist Crime Squad? Revolutionary Crime Squad?
« Last Edit: February 21, 2010, 08:09:12 pm by lastofthelight »
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EuchreJack

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Re: CCS now under development
« Reply #103 on: February 21, 2010, 09:28:08 pm »

Oh, and sdl under alpha18 is missing a file.  Can be fixed by downloading Alpha19 and copying the file.

Zangi

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Re: CCS now under development
« Reply #104 on: February 22, 2010, 04:08:23 pm »

Quote
Dragonball T Downloaded 3495 times
'Bubblegum Crisis' Downloaded 1196 times

That is a lot of downloads, far more than a dozen
Snip
....   

Bubblegum Crisis actually....  sounds interesting... I'll have to try it when I get home... even if it is abandoned...

I'll give DBT a go too afterwards.
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