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Author Topic: Spies  (Read 3751 times)

Penkovskiy

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Spies
« on: June 24, 2010, 11:39:31 pm »

I just wanted to introduce my game in hopes to get some criticism and feedback. I know a lot of you are into SS13, well this game is a bit different. However the systems are very detailed and in-depth similar to many aspects in SS13.

You can follow the game at the forum; here.

Let me explain a little about the game;

A collection of spy adventures inspired by the true stories of espionage in real-world applications. This game is not confined to espionage and the collection of intelligence, but including almost anything within the scope of secret intelligence operations--anything, that is, that a modern intelligence organization might be called upon to do...There is only one constant in all of these adventures, one old-fashioned irreplaceable element that remains essential in the pursuit of our vital intelligence objectives--the skill of the human being himself. Despite the new technology which science is now putting into the hands of the intelligence agent, it is still the human competence to operate the tools and to interpret the product which remains the factoring element in the intelligence equation today.

The game relies heavily upon strategic tactics and diligent planning, rather than statistical measurements which determine the ability of your character. While strategy and tactical maneuvers impose many components of game-play, the paraphernalia of the agent is contributed by excessive game-play and therefore is only acquirable by playing for extended periods of time. This equipment and ranking acquired only after extended periods of play give only slight benefits to the agent, thus strategic tactics and planning still dictate most aspects of game-play.


The game itself is not yet finished, but I want to introduce the game to some of you in hopes to get some followers and criticism. I will be posting updates to the game as well as questions to your opinions relating to specific aspects of game-play. Feel free to post any bug reports/suggestions and any feedback, whether it be good or bad.

Now I will begin on the game-play.
The way that the game plays is very loose and free in regards to activity. There exist 4 different agencies, all feeling great animosity towards each other. Each agency fights to procure intelligence that isn't publicly available. You can choose one of the 4 agencies or you can choose to become a freelancer and make your
own way of life working the black markets and with the other agencies around the world.
Many missions within the game closely resemble real life espionage tactics and missions that many real agents have lived through, including penetration, networks of espionage, counterespionage, double agents, defection,
deception, codes and ciphers, sifting evidence, assassination, and technology of espionage. The game is not turn based, it is multiplayer and is based in real-time. Real-time fighting and strategic use of tactics and technology is what the game operates around. The opportunities are vast in numbers, you have many choices to become any type of agent you want, it all depends on your strategy, planning, and actions. The rest you'll have to figure out yourself.

I'll set up some hosting schedules in the near future, here is a screen shot of the game at its current state.


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Servant Corps

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Re: Spies
« Reply #1 on: June 24, 2010, 11:48:14 pm »

Multiplayer turns me off, sadly. Good luck on the project.
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beorn080

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Re: Spies
« Reply #2 on: June 24, 2010, 11:49:59 pm »

Looks like a byond game.

Edit: Perhaps because it is a byond game.
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Penkovskiy

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Re: Spies
« Reply #3 on: June 24, 2010, 11:57:18 pm »

Multiplayer turns me off, sadly. Good luck on the project.

The game will be able to be played as a single player. Many of the missions revolve around you as the player, infiltrating enemy territory, assassination of enemy npcs, hacking servers for information, and a lot more. However there is an equal amount of missions that rotate around multiplayer which range from cooperation to assassinating a player to exporting weapon shipments outside the country (which can also be npc operated).

Either you like single players, or multiplayers, you can experience either one.
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Twerty

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Re: Spies
« Reply #4 on: June 28, 2010, 07:15:33 pm »

I don't suppose this draws any influence from another already well-established BYOND game My Life as a Spy? Though last I checked there weren't any server hosts and the hosting files are restricted... but man, those were good times. :'[
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Free-to-play games are like the fountains in NetHack. At first, they look refreshing, but when you approach snakes pour out and eat you.

Penkovskiy

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Re: Spies
« Reply #5 on: October 06, 2010, 07:58:24 pm »

Hell yeah they were, Nadrew had to kill the last bits of life in it by preventing Demon from hosting. At least with Demon hosting, he was trafficking all sorts of activity into MLaaS.

The host files? They were available through skysaw's allhands site but he disabled the link. It would be no point to have them anyways, being the saves are  stored on your local machine and it wont show up on the hub entry because Nadrew changed the hub password.

I've always wanted to make an espionage game, MLaaS only has motivated me. The game is not affiliated in any way, you can consider MLaaS a small childs toy compared to this game.
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debvon

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Re: Spies
« Reply #6 on: October 06, 2010, 08:08:56 pm »

Woah, déjà vu. I could have sworn that I've seen this thread before.
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nuker w

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Re: Spies
« Reply #7 on: October 06, 2010, 08:18:01 pm »

Well, I remember reading about this awhile ago and going to some site to read about it... Wasn't very far into dev there... Looks good. I'll keep mah eye on it. Is there a server for it yet?
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Penkovskiy

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Re: Spies
« Reply #8 on: October 07, 2010, 03:23:31 pm »

I've bought a shell server to host the game on, actually its planned to be hosted this saturday (10/9) from noon  to 5 MST. Its not much yet, I've added assassination missions last night and I'm adding some technology for players to mess around with. Its just something to throw out to the watchers to give them a taste of what the game is going to be like.
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Cecilff2

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Re: Spies
« Reply #9 on: October 07, 2010, 03:36:35 pm »

Hell yeah they were, Nadrew had to kill the last bits of life in it by preventing Demon from hosting. At least with Demon hosting, he was trafficking all sorts of activity into MLaaS.

The host files? They were available through skysaw's allhands site but he disabled the link. It would be no point to have them anyways, being the saves are  stored on your local machine and it wont show up on the hub entry because Nadrew changed the hub password.

I've always wanted to make an espionage game, MLaaS only has motivated me. The game is not affiliated in any way, you can consider MLaaS a small childs toy compared to this game.

I wish you well with your burden.
...Ah crap
 ;)
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cappstv

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Re: Spies
« Reply #10 on: October 07, 2010, 07:47:23 pm »

This sounds interesting.
Can we except exploding cigarettes?
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kulik

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Re: Spies
« Reply #11 on: October 08, 2010, 04:31:10 am »

The idea is fine, maybe the scope is too big (Why not to try make something like the old spyvsspy first and build upon it?).
One tip: Don't be eager to do the artworks and coding, take time to plan your project. Make a network diagram, PERT and CPM diagram of your tasks (CPM might be enough). If you're spending resources (manpower, finnancial or material) make plan for their distribution throug the project under your CPM diagram so you don't run out in the middle of the project. ...if you fail to do this you will quickly loose motivation by not really knowing where in the development you are and where you should be.

Good luck!
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Dr. Johbson

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Re: Spies
« Reply #12 on: October 08, 2010, 04:45:35 am »

Looks very interesting. Reading the guide on your forums, very cool.
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Penkovskiy

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Re: Spies
« Reply #13 on: October 08, 2010, 05:59:50 pm »

This sounds interesting.
Can we except exploding cigarettes?

Possibly, but you can definitely count on tranquilizer pens. ;)

The idea is fine, maybe the scope is too big (Why not to try make something like the old spyvsspy first and build upon it?).
One tip: Don't be eager to do the artworks and coding, take time to plan your project. Make a network diagram, PERT and CPM diagram of your tasks (CPM might be enough). If you're spending resources (manpower, finnancial or material) make plan for their distribution throug the project under your CPM diagram so you don't run out in the middle of the project. ...if you fail to do this you will quickly loose motivation by not really knowing where in the development you are and where you should be.

Good luck!

Yes when I posted this, the scope was way too big and overwhelming, I learned this the hard way. Very good advice, and I agree. I have set my intentions to a much more simple concept, when I have a stable structure I plan to build off it rather than trying to program everything in all at once. I have created a very detailed and structured design document of the game which has not only kept my motivation very high, but has given me less of a headache of the overwhelming systems.
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Dr. Johbson

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Re: Spies
« Reply #14 on: October 08, 2010, 08:12:14 pm »

I'll be making sure to play this tomorrow unless I forget, which I'm really hoping I won't. Anyone else planning on coming by?
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