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Old 03-11-2005, 08:38 AM   #91
chickenman
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I think we should base our game idea, on a game that lot's of people like, such as Space Quest, Beneath a Steel Sky, etc.

I also think that 3D will be a bad idea, because it will take more time making models and giving then textures, then we can spend more time making very cool 2D graphics
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Old 03-11-2005, 09:39 AM   #92
Nikson
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Rogue-likes are loved by lots of people
And have lots of pluses:
-graphics quality isn't important
-good level design really stands out
-many features and secrets for the players to discover (secret rooms, cool weapons, terrible monsters, etc)
-allows semi-freeform gameplay
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Old 03-11-2005, 10:54 AM   #93
TheChosen
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How about: Rogue like based on second world war?
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Old 03-11-2005, 12:59 PM   #94
chickenman
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I would like to see swords and arrows, not a rusty old gun :P
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Old 03-11-2005, 01:07 PM   #95
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World War II involved entire platoons sitting in trenches and bunkers for hours, waiting for enemy artillery to stop, and then killing each other, with hundreds of casualties in minutes.
It just doesn't fit with the singular, powerful, non-stop action oriented character that a Roguelike demands.
Classic medieval+magic settings work just fine.
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Old 03-11-2005, 03:30 PM   #96
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Roguelike... I don't actually like it, but if it would have a good plot and some decent graphics would be very good. (but I still say we should do an adventure simmilar to Broken Sword or Beneath a Steel Sky)
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Old 03-11-2005, 05:43 PM   #97
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No!
Stupid, this is not a programming thing, if we only center it on a programming bases (a Rogue-like) Then there will be no room for any other people to work, what will happen to those that wish design it graphicly? We limit them to watching the progress that we're slinking on.
I still serve with the Space Invaders idea, it's much simpler, and it'll work much better, just spice it up with more intuitives and you could have a nice original game on your hands.
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Old 03-11-2005, 07:12 PM   #98
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Quote:
Originally posted by Blood-Pigggy@Nov 3 2005, 02:43 PM
Stupid, this is not a programming thing, if we only center it on a programming bases (a Rogue-like) Then there will be no room for any other people to work, what will happen to those that wish design it graphicly?
You know, a rogue-like (with 2D graphics, obviously) will probably represent more work for the artists than a space invaders. There'll be monsters, the hero, floor tiles, walls, doors, keys, chests, etc. AFAIK, space invaders doesn't involve much more than a space ship, a few aliens and a nifty background.

[edit]: And let's not forget that, in a rogue-like, we'll need level designers. That's usually the fun part in creating a game. And it'll create some more work for the artists.

[edit2]: You'll also have to tell me how a rogue-like is centered on a programming base while a space invaders isn't...
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Old 03-11-2005, 07:25 PM   #99
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From what I've heard around while the idea was being discussed, everyone was focusing on "simplistic graphics" as in crappy little letters or round blobs, everyone really needs to do something on their part.
I really don't think a rogue-like would be good for a first game, like Abi or chickenman, I think a adventure game would be much easier to create for everyone.

It's really up to TheChosen though, he made this whole thing.
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Old 03-11-2005, 07:28 PM   #100
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Quote:
Originally posted by Blood-Pigggy@Nov 3 2005, 04:25 PM
It's really up to TheChosen though, he made this whole thing.
I agree, we really need someone to mediate here .

[edit]: Whatever it is that those who were talking about doing a rogue-like were focusing on, please keep in mind that this game wouldn't necessarily involve hideous graphics. It all depends on the artists.
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