Re: Let's Build an RPG!

2020-06-10 Thread AudioGames . net Forum — Developers room : zakc93 via Audiogames-reflector


  


Re: Let's Build an RPG!

@camlorn if you make a game with some way for anyone to create content for it, like tactical battle, you can just focus on the core game itself and leave the rest to the community.

URL: https://forum.audiogames.net/post/539863/#p539863




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Re: Let's Build an RPG!

2020-06-08 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Let's Build an RPG!

@54Yeah, we're headed in different directions.  It's not so much that I want active combat, it's more that I want something online done by someone who can do it without tons of bugs everywhere (so, me) and over the years I've put a lot of thought into things like how we might design maps that are literally to-scale cities and I'm finally in a place where I have the programming skill to pull it all off literally starting with my own audio processing library and proceeding from there.  So that's what I'm doing.  How far will I get? Who knows, but at least 3 of the libraries I'm building for it are useful, probably 4 of them honestly, so even if how far I get is nowhere, well, audio will b solved, physics will be solved, etc.It's not necessarily you go out and kill everything everywhere, there's room for other stuff, but--well. Swamp got over 100 people online and all it really has to offer someone is you shoot zombies, it still gets 20-30 people despite being paid and so bugged that just logging out and back in duplicates all the items in your inventory, and for a variety of reasons it never reached beyond this site.Unfortunately though, by the nature of being an MMO, you can't do turn-based combat without the ability to violate the laws of physics.

URL: https://forum.audiogames.net/post/538892/#p538892




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Re: Let's Build an RPG!

2020-06-08 Thread AudioGames . net Forum — Developers room : omer via Audiogames-reflector


  


Re: Let's Build an RPG!

i can help with the sound designing part, not with the music though music was neverintrested me so much despite playing a guitar before, yeah dont ask me why

URL: https://forum.audiogames.net/post/538885/#p538885




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Re: Let's Build an RPG!

2020-06-08 Thread AudioGames . net Forum — Developers room : Jayde via Audiogames-reflector


  


Re: Let's Build an RPG!

Posts 1 and 5 will tell you most of what you might want to know about it.Turn-based combattop-down navigation preferred, though I'd be happy to switch this up to an AHC-style movement setupCombat where certain enemy AI is reactive (i.e., if you cast a fire spell, it will respond with a water spell, or drop its defense, etc)Bosses that have patterns of attacks that can change (i.e., use attacks 1-2-3-4-5-1 etc in phase 1, but after a trigger, switches to a pattern of 2-4-3-4-2 etc).Armour and weapon slots specific to characters (i.e., each piece of gear is wearable by only one char)Accessories that can be equipped by anyone, everything from things that boost a stat, to stuff that increases regen or provides elemental immunity/absorption, etc.Skills learned by level-up, each char locked into a specific classA "hard mode" which slightly changes the game by changing AI a little in certain situations, raising levels and giving each char a different class (Brek goes from assassin to illusionist, etc.)Lots of quests and side contentIdeally a full sound track and soundscapes, including voice acting when we're close to finishingI intend this to be a paid project if possible and I'd be willing to work out terms for that.Figuring that a full playthrough would take 15-20 hours or so, so I'm not talking about something you can speedrun in forty-five minutes.If you want or need more info, please let me know. I get the sense we might not be looking at quite the same thing (you seem more interested in active combat, aka Shadow Rine), but let me know in any case.

URL: https://forum.audiogames.net/post/538882/#p538882




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Re: Let's Build an RPG!

2020-06-08 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Let's Build an RPG!

I'm vaguely curious: do you have any examples of story or anything? Would rather not hunt through 50 posts to find out, but feel free to say it's in post 37 or something.It's kind of hijacking the project a little and it's so far from relevant at the moment that it's not funny, but I am slowly meandering my way toward a first person MMO, a sort of mashup between Swamp-style controls, hack and slash, and World of Warcraft style UI on top of an engine that looks a bit like moo and/or lpmud (not in the telnet sense, in the how do you build levels sense).  We're at least 3 tech projects which probably have to all be written by me away from audiogames really even having the ecosystem to do what I want, but assuming I get that far I suck at story and eventually I'm going to need people/ideas/etc involved who don't suck at those things, and maybe what you've got in mind aligns with what I've got in mind.  I've got ideas for gameplay and mechanics, a little bit of an idea as to setting, and I'll probably bother to turn them into something concrete later on, but my attempts at story are...well, very programmer.

URL: https://forum.audiogames.net/post/538714/#p538714




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Re: Let's Build an RPG!

2020-06-08 Thread AudioGames . net Forum — Developers room : Jayde via Audiogames-reflector


  


Re: Let's Build an RPG!

There is no tearing rush to do this. I'd like to get it rolling, of course, but it's not like I'm fending off potential help with a stick. Heh.Story and gameplay is the part of design I feel that I'm best at, so it might be a nice fit.

URL: https://forum.audiogames.net/post/538698/#p538698




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Re: Let's Build an RPG!

2020-06-04 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Let's Build an RPG!

Perhaps this isn't the answer you'd like to hear, but if you still want to pursue this project in 6 months to a year, drop me a message.I'm working on adding accessibility to the Godot engine. For now I'm focused on creating Audio Asteroids, so all I need is open space, but I do eventually want to create a stripped-down accessible interface to the tilemap editor. Most of what I'd want to do with this is story-based, though, and writing stories is something I'm absolutely bad at. I do have a procedural, story-light game idea for once I get Asteroids out the door, so yours wouldn't be the testbed for tilemap support. But having a game with an actual story, as opposed to a procedurally-generated map scattered with disconnected minigames, would be a nice project to work on. It'd also be able to reuse much of what I've created for the first two games, so could hopefully be bootstrapped fairly quickly.Anyhow, hope it goes without saying that you shouldn't hold up your project for me, and my circumstances may change such that I'm unavailable in 6-12 months. But it'd be nice to work on something with an actual story, and to not feel pressured to create said story myself.  I'd also like to see more serious, professional efforts in the audio game space.

URL: https://forum.audiogames.net/post/537228/#p537228




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Re: Let's Build an RPG!

2020-06-02 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Let's Build an RPG!

AHC system would not be hard to implement at all.  There are certainly things you could do to speed it up if need be, and you can definitely implement it incorrectly, but it’s not really difficult per say.  Unfortunately, I don’t think I am skilled enough to contribute. I have vague ideas of how to handle events, but those typically end up being scrapped for something better when I actually sit down and figure it all out.  Unfortunately, I am quite busy at this point, so no messing with quests for me for a while.  One day I’m going to sit down and post all my questions with relative links to what I have read on here, as I would like to receive some answers. It won’t be today, however.

URL: https://forum.audiogames.net/post/536462/#p536462




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Re: Let's Build an RPG!

2020-06-02 Thread AudioGames . net Forum — Developers room : Jayde via Audiogames-reflector


  


Re: Let's Build an RPG!

This does lead me to one question:This game was proposed before A Hero's Call, and while I was on the dev team for a short while, it didn't last. I actually quite like the movement style in that game. How difficult would it be from a coding or sound-design standpoint to do that, as opposed to a tile-based top-down view? Because I'm willing to adjust that part of design if for some reason a full 2d map experience is better.

URL: https://forum.audiogames.net/post/536449/#p536449




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Re: Let's Build an RPG!

2020-06-02 Thread AudioGames . net Forum — Developers room : GameCoder via Audiogames-reflector


  


Re: Let's Build an RPG!

Jadye, I can understand that. It takes a great deal of work and even when you have it up there is tons in maintenance and bugs. Make sure whomever is working with you on it is fully committed.

URL: https://forum.audiogames.net/post/536442/#p536442




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Re: Let's Build an RPG!

2020-06-02 Thread AudioGames . net Forum — Developers room : Dino via Audiogames-reflector


  


Re: Let's Build an RPG!

Tenatively I don't mind contributing on the programming front, but I don't really want to make a commitment at this point because I have a lot of other commitments to uphold during the pandemic, and, gah. What I can offer is a brief post-mortem of the things that went wrong with a game that was initially supposed to work like this that I made back in 2017. They were probably mainly rookie errors, but if it would help with the planning phase then I'll gladly go into it - otherwise, I'll just follow along with where this topic goes.

URL: https://forum.audiogames.net/post/536441/#p536441




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Re: Let's Build an RPG!

2020-06-02 Thread AudioGames . net Forum — Developers room : Jayde via Audiogames-reflector


  


Re: Let's Build an RPG!

Well, they aren't really steps forward at this point. lol This game has been in hiatus for the better part of two years. Admittedly, I spent most of that time in school and up to my ears in schoolwork. Really, I was taking a gamble here, thought maybe I could use the downtime during the pandemic. Even then, though, the right time might have been three months ago. Bah.

URL: https://forum.audiogames.net/post/536439/#p536439




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Re: Let's Build an RPG!

2020-06-02 Thread AudioGames . net Forum — Developers room : GameCoder via Audiogames-reflector


  


Re: Let's Build an RPG!

Jayde, congrats on your steps forward to have your own JRPG.

URL: https://forum.audiogames.net/post/536430/#p536430




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Re: Let's Build an RPG!

2020-06-02 Thread AudioGames . net Forum — Developers room : Haramir via Audiogames-reflector


  


Re: Let's Build an RPG!

Don't know if someone is going to step ffort and program it, but I may offer voice acting when the time is right.Best regards, Haramir.

URL: https://forum.audiogames.net/post/536421/#p536421




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Re: Let's Build an RPG!

2020-06-02 Thread AudioGames . net Forum — Developers room : Jayde via Audiogames-reflector


  


Re: Let's Build an RPG!

Whoo! So, topic necromancy ahoy. But this is my thread, and yes, there is a point.Needless to say, this project died. But like the thread itself, it doesn't have to stay dead.I still have the design documentation I wrote originally (dug it off an old hard drive, and apparently still have a dropbox folder with stuff in it as well). And I now have three more years of game dev under my belt, enough to say that while previous posts herein weren't awful, they were a lot more scattered. Put more bluntly, I have much better ideas of what I want and what will make sense from a development perspective.the programmer that I found, I haven't spoken to in some time, but given the state of the world right now, I thought I'd revive this and see if anyone is interested in maybe helping me dust this off and making a go of it. If not, I will totally understand - I had some hype going, and it fizzled, and I'm sorry about that - but I thought it was worth a shot.

URL: https://forum.audiogames.net/post/536405/#p536405




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Re: Let's Build an RPG!

2017-09-30 Thread AudioGames . net Forum — Developers room : Jayde via Audiogames-reflector


  


Re: Let's Build an RPG!

Hi all,So I have good news! I've got a programmer!I'm not gonna say too much more just yet, but we've already banged out a very minimalist working prototype for battle, and we'll be adding to things.I haven't any clue regarding timescale, so please don't ask. It'll take however long it takes, but this dude's fast, and he's good. And it looks like I've got a lot of work ahead of me creating content. Don't worry. I'm up to the task.We haven't yet fully discussed exactly what we're gonna do, funding-wise. That's something we can thrash out at some point. When I have more news on that front, I'll let you all know.To the person asking what sort of game this was, please read one of my earlier posts in the thread. It says quite a good deal.Over the next little bit I'm going to be reaching out to a sound designer or two so that we can talk shop. Sound design is go
 ing to be a decent part of this game...not integral in the sense that it needs to happen right this minute, but something I want to do justice by.If any of you have mailed me and not gotten a response, please just bear with me. I'm doing my level best to make this the best it can possibly be, on pretty much all counts. I'm assembling the tools, so to speak.Thanks so much for the enthusiasm and the support. It means a lot.

URL: http://forum.audiogames.net/viewtopic.php?pid=331453#p331453





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Re: Let's Build an RPG!

2017-09-30 Thread AudioGames . net Forum — Developers room : Holden via Audiogames-reflector


  


Re: Let's Build an RPG!

[[wow]] Jayde. This sounds really cool. I'm no programmer, but I can definitely appreciate a great game and yes, you're right, we as blind people do not have too many games of this caliber. Do you plan on starting a GoFundMe or Kickstarter at some point? I realize it's probably way too early for that, but since I'm no great shakes at programming I'll definitely help the best way that I can.

URL: http://forum.audiogames.net/viewtopic.php?pid=331384#p331384





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Re: Let's Build an RPG!

2017-09-30 Thread AudioGames . net Forum — Developers room : BigGun via Audiogames-reflector


  


Re: Let's Build an RPG!

Hey guise,To clear up everything, only thing in witch I ever tried to code anything is BGT, so it would be all most inpossible for me to join in. How ever, I can translate it into Serbian, Not that I am the best at it but, we can always try. How ever, I am quite ok with turn based combat. This isn't something like a FPS in witch you only have some webbens and maybe a few items of destruction. You here have everything from fizical attacks, to even maybe magic or something like that, and all that cant be put in a simple number row or even  inventory list. Off corse turn based meens very slow game play, but, it's still on the programmers and the organizer of this all to decide.How ever, Can you maybe tell me allittle bit more what kind of the game are you creating? Because I may try to give you some sounds if you want, but because I don't know what are you making I don't know what to give you > and, Happy coding everyone!.

URL: http://forum.audiogames.net/viewtopic.php?pid=331374#p331374





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Re: Let's Build an RPG!

2017-09-29 Thread AudioGames . net Forum — Developers room : sanslash332 via Audiogames-reflector


  


Re: Let's Build an RPG!

OKi Jaide! Here we will wait news about the project!If you need somethin contact us!

URL: http://forum.audiogames.net/viewtopic.php?pid=331295#p331295





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Re: Let's Build an RPG!

2017-09-26 Thread AudioGames . net Forum — Developers room : Guitarman via Audiogames-reflector


  


Re: Let's Build an RPG!

Hi Jayde.Thanks for the update. I understand about turn-based combat I like that too as long as it's done right, for example what I don't like is when you get items or scrolls for a battle, but then are told that you can't use them because you are not a level 35 juggler lol! Anyway if you pm me please post here, I don't check those too often. I'm just letting you know so you don't think I'm blowing you off. Btw, I'm working hard on python and trying to figure out visual studio to use c#. And listen I've seen the offers you got from developers on this topic, and just to let you know if you pick someone else as your programmer there will be no hard feelings. I'll pm you my email address in case you want to send me designs for the game so I can look them over.

URL: http://forum.audiogames.net/viewtopic.php?pid=330965#p330965





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Re: Let's Build an RPG!

2017-09-26 Thread AudioGames . net Forum — Developers room : Jayde via Audiogames-reflector


  


Re: Let's Build an RPG!

Okay, guys,I've got a lot of things to field here, a lot of offers, and am trying to figure out how to juggle them. I've received a couple of private offers on both the programming and design front, and am getting some overwhelmingly positive feedback here publicly too. Thank you to one and all. I'm not 100% committed to any one developer yet on anything, but will be engaging in some more dialogue with a few others as of late to see what we can see.There is one thing I'm going to put my foot firmlly down upon, though, and that's combat.Turn-based is the way it's going to go. I am not willing to change on this.Real-time combat is fast and can get your adrenaline going in a specific way, and I will absolutely not take that away from it. There's a time and a place for it.But turn-based combat, where you have time to think about what you want to do, has an appeal all its own. It allows you to plan ahead a little witho
 ut a tight time constraint. It allows for greater strategy from bosses, since a player is actually going to have to think deeply to work around it. It also incidentally means that you can pseudo--pause the game in the middle of a fight if you want, instead of, say, getting into a boss fight you know is going to take awhile, getting a phone call, pausing the game and then hitting the unpause key and getting attacked out of nowhere.Both styles have their niche, but this is very firmly a turn-based RPG. There's not a lot I can say or do for those who don't like that particular setup, but we don't really have many of these, and I want to make a good one.And yes, I am more than happy to have things translated into other languages, since that will increase the audience and bring the experience to more people who, hopefully at least, will enjoy it.

URL: http://forum.audiogames.net/viewtopic.php?pid=330932#p330932





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Re: Let's Build an RPG!

2017-09-25 Thread AudioGames . net Forum — Developers room : Rory via Audiogames-reflector


  


Re: Let's Build an RPG!

I personally prefer live action combat, that's just me. I feel like it makes games much more emersive, not sure how anyone else feels about this though

URL: http://forum.audiogames.net/viewtopic.php?pid=330843#p330843





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Re: Let's Build an RPG!

2017-09-25 Thread AudioGames . net Forum — Developers room : connor142 via Audiogames-reflector


  


Re: Let's Build an RPG!

while we're on the topic of translation, I could volunteer to translate the game into German to bring it to a wider audience. Not voice dialogue, but I can translate any text in the game.

URL: http://forum.audiogames.net/viewtopic.php?pid=330835#p330835





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Re: Let's Build an RPG!

2017-09-25 Thread AudioGames . net Forum — Developers room : sanslash332 via Audiogames-reflector


  


Re: Let's Build an RPG!

Hello Jaide, we at tiflojuegos are interested about you project.If you want, you can contact us.We have  one or two enthusiast programmers (one is currently studying and me that I'm nearby to complete my carrier)  two enthusiast sound editors, and two or three spanish translators that can translate if you want the game to spanish too 

URL: http://forum.audiogames.net/viewtopic.php?pid=330815#p330815





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Re: Let's Build an RPG!

2017-09-24 Thread AudioGames . net Forum — Developers room : Guitarman via Audiogames-reflector


  


Re: Let's Build an RPG!

Hi.Well that's an interesting concept rory. We can discuss changing the interface but your right that will increase the size of the game drastically. I would have to code one then the other. Which I have no problem doing, it just takes hard work and a lot of lines of code lol!@Jayde, what do you think about ory's post. Would you like to have an option for turn-based combat and an option for live action. Do you have your heart set on turn-based? Either way I'm good with doing the work. I think of it this way, I can code this, but it's your game so it's your decision.

URL: http://forum.audiogames.net/viewtopic.php?pid=330770#p330770





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Re: Let's Build an RPG!

2017-09-24 Thread AudioGames . net Forum — Developers room : Rory via Audiogames-reflector


  


Re: Let's Build an RPG!

Please, don't make it turn based. That, for me at least, takes all the thrill and speed out of a fight, and turns into what option from what menu will I choose next? I prefer live action realtime fighting in witch the character could run away, or slash whildly, things like that. If its possible to do so in a game without increasing the size of it, turn based battles should be an optional thing.

URL: http://forum.audiogames.net/viewtopic.php?pid=330764#p330764





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Re: Let's Build an RPG!

2017-09-24 Thread AudioGames . net Forum — Developers room : Guitarman via Audiogames-reflector


  


Re: Let's Build an RPG!

Hi.That's a good idea. He is really good. I love the jla and jequcon console. I do know he's beta testing a new game but it's worth a shot. Jade, you should send him a pm and see if he's interested. Or hopefully he might see this topic and post here. Plus he's made some copies of mainstream games like super mario and sonic, so he probably has an idea of what mainstream games are like.Hth.

URL: http://forum.audiogames.net/viewtopic.php?pid=330747#p330747





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Re: Let's Build an RPG!

2017-09-24 Thread AudioGames . net Forum — Developers room : keyIsFull via Audiogames-reflector


  


Re: Let's Build an RPG!

[ a-t ] jade one other programmer I would highly recommend is Cae Jones. His coding skills are really, really good, and I think coding this wouldn't be too much of a problem for him. Just something I thought about, and a person who everyone else has neglected. He's made some really, really intricate games, and having someone to help him organize his myriad ideas seems like just the ticket to helping him to build a blockbuster. He's easy to work with and expedient as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=330745#p330745





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Re: Let's Build an RPG!

2017-09-23 Thread AudioGames . net Forum — Developers room : ctoth via Audiogames-reflector


  


Re: Let's Build an RPG!

Jayde,Check your private messages.

URL: http://forum.audiogames.net/viewtopic.php?pid=330582#p330582





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Re: Let's Build an RPG!

2017-09-23 Thread AudioGames . net Forum — Developers room : Kyleman123 via Audiogames-reflector


  


Re: Let's Build an RPG!

I had said a while ago that I was interested in At least chatting about it with you. I heard nothing. If you had sent me a pm here i don't read those so that just went into the either. let me know how we can get in touch. i have Skype, twitter, and facetime etc...

URL: http://forum.audiogames.net/viewtopic.php?pid=330563#p330563





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Re: Let's Build an RPG!

2017-09-23 Thread AudioGames . net Forum — Developers room : Jayde via Audiogames-reflector


  


Re: Let's Build an RPG!

See, this is why I love you guys. You help me in the areas where I'm a bit ignorant.I haven't thought of a company nname or a place to host. I haven't got that far yet. As far as the voice actors you've listed...like I said, that's the last item on my list. A couple of the people on that list I can fairly safely say I won't be contacting though, as their voices just aren't suited to what I'm after. I'm actually pretty picky in some regards; if I'm gonna do voicework in this game, I want it to be of a certain quality (not caliber, as in how good it is, since I don't doubt that, but quality, as in possessed of certain qualities). So it might be a bit of a hunt to find people who fit. But let's cross that bridge if we get there.

URL: http://forum.audiogames.net/viewtopic.php?pid=330561#p330561





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Re: Let's Build an RPG!

2017-09-23 Thread AudioGames . net Forum — Developers room : roelvdwal via Audiogames-reflector


  


Re: Let's Build an RPG!

Ah, thanks for clarifying. Python has encryption libraries, so it is definitely possible to make it harder to get to sounds. In regards to switching to another language, the more low-level you go, the more harder it will be to reverse-engineer the game. But using something like C++, from what I've heard and red, is not an easy task. Your best bet is probably to just use encryption in python, and use a name/key system for the game. People who will crack your game would probably not buy it either, so the time spent on securing the registration system will most likely not get you much money in return

URL: http://forum.audiogames.net/viewtopic.php?pid=330547#p330547





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Re: Let's Build an RPG!

2017-09-22 Thread AudioGames . net Forum — Developers room : keyIsFull via Audiogames-reflector


  


Re: Let's Build an RPG!

So I think you mainly want the game assets to be packed in order so that they can't be individually accessed, but packing the assets doesn't protect them, just as zipping up a bunch of files into a .zip doesn't protect them. They need to be encrypted inside the pack or otherwise someone can use a pack extracter and just access the files easily.

URL: http://forum.audiogames.net/viewtopic.php?pid=330532#p330532





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Re: Let's Build an RPG!

2017-09-22 Thread AudioGames . net Forum — Developers room : Jayde via Audiogames-reflector


  


Re: Let's Build an RPG!

A few things here. Thanks for your responses.Voice-acting will be one of the very last things I gun for. The game can live without it, but once my script is finalized, that's a time to start chasing that dream. Maybe, and only maybe, I can release the game without it first, see how much interest it generates, then use some of the money to purchase the voice talent I'm after?Regarding the discussion of communication/motivation/all that jazz, I hear ya. I'm fairly professional about this, and I'm pretty good about staying in touch. Nobody's perfect of course, but if I've got people who are committed to doing this thing, then we'll push forward and try to get stuff done.Now, as to the issue of obfuscation, let me clarify something. I'm not talking about massive encryption or whatnot here. What I want is for the game to run as an executable, and for a player to be unable to access the individual game sound/music/map files ju
 st by opening up the game's folder. If the folder opens and every single file the game uses is there just waiting to be accessed, that's not okay with me. But beyond that, the game will be a paid product so I do need some sort of security...but beyond that, no. It doesn't need to be so super-protected that even a pro hacker couldn't crack it. Ultimately I know that if someone really wants to break a game, they'll break it.

URL: http://forum.audiogames.net/viewtopic.php?pid=330525#p330525





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Re: Let's Build an RPG!

2017-09-22 Thread AudioGames . net Forum — Developers room : Guitarman via Audiogames-reflector


  


Re: Let's Build an RPG!

Hi Jayde.I understand what you're saying, and I don't mind working with another programmer as long as we can get along. As far as security in python, I do know that this is an issue. I will talk to camlorn, who does a lot of neat stuff with python, he might be able to help as far as security goes. Nobody can guarantee a program will be 100% secure, but I will try my hardest. I may have to switch to another language eventually. Also as far as voice acting, some options on this forum might be dark, Aaron Baker, Philip Bennfall, BryanP and there are probably more that I'm forgetting. But you should talk to these people they have great voices for games. I wouldn't mind doing some vvoice acting either. I can do a lot of accents and things like that, but somebody else would have to edit them I'm not too good with sound design.If we can get this rpg rolling have you thought about any company names? And we would also need to find a domain to buy, unles
 s someone on here has extra server space. All this doesn't matter right now,  I just enjoy thinking ahead.

URL: http://forum.audiogames.net/viewtopic.php?pid=330524#p330524





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Re: Let's Build an RPG!

2017-09-22 Thread AudioGames . net Forum — Developers room : keyIsFull via Audiogames-reflector


  


Re: Let's Build an RPG!

Btw jade, I have thought about sound design for your game and I've only ever designed for free projects including my own. When I design for someone else's project, it's a little harder for me to keep up the drive and the motivation, but that seems to be  because they lacked one or more of the following:Self motivation: If the project sponsor (the person woh cares the most about the project), loses motivation, he brings the entire team down with him, nothing gets done, which leads to an even greater demotivation.Visible progress being made: This is a big problem with young developers who have to juggle school and homework and stuff. progress often happens in spurts followed by long times of inactivity. Those inactive times can really lead to no productivity at all. A way to hold everyone accountable to this progress is to create a sort of checklist of the various tasks everyone has to do, so they can check it off, to show that things are still happe
 ning, and give a sort of scope about how much work still needs to be done. Which leads me to ...An accurate and detailed description of requirements. It looks like you have a much better idea than most people do. Including I, who for most of the time I was developing games, just added random ideas as I felt like it. That turned into all my games being unfinished when I swamped myself with too many ideas. In our system analysis classes we talk about feature creep, where the business wants the programmers to add way too much stuff that is not necessarily needed for now. It's better to roll out a version of the product with a solid feature set that is decided at the beginning. That also means that the checklist of things to do doesn't change much, which means that the programmer and asset creators don't waste time creating assets and code that don't actually get used, or have to scramble to add something last minute.Communication and affirmation: This 
 has not actually been a problem with too many people I've worked with because the quality of my work speaks for itself. It's important though that not only the project sponsor, but also others on the team, stay in communication with each other, so that they are all working toward the same goal. For the prospective 3 man team you mentioned (head designer, program, and sound creator), the communication roles might be something likeHead designer: communicate with programmer about the interface he has coded. Communicate with sound designer about the message the audio is conveying. Asking for at least placeholder sounds until the particular feature is finalized.Programmer: Communicate with designer about the various algorithms used, the efficiency of such algorithms and possible performance bottlenecks, and the amount of time it will take to have a certain feature coded to specification. TO the sound designer, ensure that the sounds are of the correct type; sample r
 ate; decide on an encryption scheme, make sure that sounds are synchronized to what's happening in the game (for example, making too long of a game assets loading sound might just cause unnecessary memory utilization)Sound maker: to the head designer, indicate what sort of possibilities for various sounds he has, and of course provide placeholder files. Audio overload seems to be an issue that people seem to neglect, especially the younger sound designers, so it's important that listeners aren't hit by a wall of sound, no matter how impressive it is, and a compromise must be made somewhere if this occurs. To the programmer, the least amount of communication is necessary, as hopefully the head designer has screened all the sound assets before they reach the programmer and approves of them, thus the programmer only needs to implement them into the code.With all that said, I would be interested in sound designing for your game, if you believe that you are a 
 good shepherd of your project. Because that's really what it boils down to. I have an extensive sound collection, and almost nine years of experience doing this stuff for both myself and for others, and I am very punctual about responding to communications. But I will also temper this with the fact that I am in school, and the schoolwork is laborious, I am easily distracted by other games, sleep, reading, and other similar pursuits. Anything to keep my brain active and doing different things. Because doing the same thing over and over is anathema to me. But that is what you are getting. You can check out some of mywork such as in the grave of redemption concept demo (2014), the Demon Wars Cycle tactical battle map pack (2014-2016), Battle Zone demo 2 (2015),  or the empire mud soundpack (present day).PS. quality Voice acting is very difficulty to get hold of in this community. So you will almost certainly have to go on to a website that specializes in voice actors a
 nd hire a few from there which will actually add a good amount to the price. You'll want to make sure

Re: Let's Build an RPG!

2017-09-22 Thread AudioGames . net Forum — Developers room : keyIsFull via Audiogames-reflector


  


Re: Let's Build an RPG!

Btw jade, I have thought about sound design for your game and I've only ever designed for free projects including my own. When I design for someone else's project, it's a little harder for me to keep up the drive and the motivation, but that seems to be  because they lacked one or more of the following:Self motivation: If the project sponsor (the person woh cares the most about the project), loses motivation, he brings the entire team down with him, nothing gets done, which leads to an even greater demotivation.Visible progress being made: This is a big problem with young developers who have to juggle school and homework and stuff. progress often happens in spurts followed by long times of inactivity. Those inactive times can really lead to no productivity at all. A way to hold everyone accountable to this progress is to create a sort of checklist of the various tasks everyone has to do, so they can check it off, to show that things are still happe
 ning, and give a sort of scope about how much work still needs to be done. Which leads me to ...An accurate and detailed description of requirements. It looks like you have a much better idea than most people do. Including I, who for most of the time I was developing games, just added random ideas as I felt like it. That turned into all my games being unfinished when I swamped myself with too many ideas. In our system analysis classes we talk about feature creep, where the business wants the programmers to add way too much stuff that is not necessarily needed for now. It's better to roll out a version of the product with a solid feature set that is decided at the beginning. That also means that the checklist of things to do doesn't change much, which means that the programmer and asset creators don't waste time creating assets and code that don't actually get used, or have to scramble to add something last minute.Communication and affirmation: This 
 has not actually been a problem with too many people I've worked with because the quality of my work speaks for itself. It's important though that not only the project sponsor, but also others on the team, stay in communication with each other, so that they are all working toward the same goal. For the prospective 3 man team you mentioned (head designer, program, and sound creator), the communication roles might be something likeHead designer: communicate with programmer about the interface he has coded. Communicate with sound designer about the message the audio is conveying. Asking for at least placeholder sounds until the particular feature is finalized.Programmer: Communicate with designer about the various algorithms used, the efficiency of such algorithms and possible performance bottlenecks, and the amount of time it will take to have a certain feature coded to specification. TO the sound designer, ensure that the sounds are of the correct type; sample r
 ate; decide on an encryption scheme, make sure that sounds are synchronized to what's happening in the game (for example, making too long of a game assets loading sound might just cause unnecessary memory utilization)Sound maker: to the head designer, indicate what sort of possibilities for various sounds he has, and of course provide placeholder files. Audio overload seems to be an issue that people seem to neglect, especially the younger sound designers, so it's important that listeners aren't hit by a wall of sound, no matter how impressive it is, and a compromise must be made somewhere if this occurs. To the programmer, the least amount of communication is necessary, as hopefully the head designer has screened all the sound assets before they reach the programmer and approves of them, thus the programmer only needs to implement them into the code.With all that said, I would be interested in sound designing for your game, if you believe that you are a 
 good shepherd of your project. Because that's really what it boils down to. I have an extensive sound collection, and almost nine years of experience doing this stuff for both myself and for others, and I am very punctual about responding to communications. But I will also temper this with the fact that I am in school, and the schoolwork is laborious, I am easily distracted by other games, sleep, reading, and other similar pursuits. Anything to keep my brain active and doing different things. Because doing the same thing over and over is anathema to me. But that is what you are getting. You can check out some of mywork such as in the grave of redemption concept demo (2014), the Demon Wars Cycle tactical battle map pack (2014-2016), Battle Zone demo 2 (2015),  or the empire mud soundpack (present day).

URL: http://forum.audiogames.net/viewtopic.php?pid=330515#p330515





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Re: Let's Build an RPG!

2017-09-22 Thread AudioGames . net Forum — Developers room : Nocturnus via Audiogames-reflector


  


Re: Let's Build an RPG!

If you need anything else, I'm your guy.  Audio production and sound design, soundtrack scoring, etc.  No charge.  My personal pay will be knowing I was allowed to work on it.

URL: http://forum.audiogames.net/viewtopic.php?pid=330498#p330498





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Re: Let's Build an RPG!

2017-09-22 Thread AudioGames . net Forum — Developers room : keyIsFull via Audiogames-reflector


  


Re: Let's Build an RPG!

I think he's also talking about protecting the game assets like sound designs, level maps and such. You'll want to use an encryption scheme like AES-128  to do this. Where this comes in on the programming side is making sure that people can't just grab the encryption key. A lot of BGT games have had their sounds hacked into, because the way that bgt deals with sound encryption is that the programmer sets the decryption key that he will use for all his sound files, and then BGT uses this key to decrypt future sounds that have to be loaded. But where does BGT store that key? In memory of course. So if you can get a memory string scanner, the key is right there in memory. So there has to be a more secure way.

URL: http://forum.audiogames.net/viewtopic.php?pid=330479#p330479





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Re: Let's Build an RPG!

2017-09-22 Thread AudioGames . net Forum — Developers room : roelvdwal via Audiogames-reflector


  


Re: Let's Build an RPG!

Regarding obfuscation, it can be done somewhat, but keep in mind that python and all of its modules are opensource. Add to that python was never designed for hiding code, and you get a not so great language if you want to obfuscate your code. You can make it harder by compyling python yourself and changing the opcodes, but this technique will not stand up to someone who knows a bit about hacking. All you can do is make it harder for someone, not more. You should probably ask yourself the question why you need a language that obfuscates your code. If you really, really want to try and avoid piracy, you will have to spend a lot of time on something that might break later. Also worth reading is what the bgt manual has to say about the subject. It's another language, but nearly all of the same aspects apply.And about a second programmer, its possible, but it depends on whom you pick. There are many different ways of developing a program, and you'll need to find 2 peopl
 e that fit together.

URL: http://forum.audiogames.net/viewtopic.php?pid=330452#p330452





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Re: Let's Build an RPG!

2017-09-22 Thread AudioGames . net Forum — Developers room : Jayde via Audiogames-reflector


  


Re: Let's Build an RPG!

Hi there, and thank you for your interest!I'm not in any enormous rush to do this, so giving you a couple of months to brush up on things won't hurt me. I might be in school by January, which will limit my own time, but frankly a lot of my work is done already.I do have an iPhone, but am unused to facetime. That said, I'm willing to work with that, too, if we want to develop something going forward.An RPG is, by all accounts, fairly difficult to code, given the depth we're talking here, but it's not as hard as, say, a first-person shooter. We're looking at top-down navigation (think Manamon here for the way the character moves), and so any sound design should be pretty simple. I do want the whole game to be one package eventually, compressed in such a way that players can't pick it apart without knowing how to hack. I assume python can do this, and that if you don't yet know how, you can work that out?No, I don
 39;t want any graphics in this game. They're unnecessary, as the sighted world has enough great RPGs already and the blind do not. Besides, being a non-multiplayer endeavour, using graphics is just a whole lot more headache than it's worth in my opinion.I am more than happy to try you out and to give you the time you need, given those bits of information.Now, to the community at large: do games like this usually only have one programmer, or would having, say, a pair of them working together be even more advantageous? I ask because if the latter is true, then my door is still open. No, Guitarman, I am not trying to accept you with one hand and shove you aside with the other. I want to make this thing the best that it can be, that's all. I have faith in your ability to learn and to produce good work, until or unless that faith proves unmerited. But hey, if two are better than one, then the project may benefit. Just let me know, guys.

URL: http://forum.audiogames.net/viewtopic.php?pid=330449#p330449





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Re: Let's Build an RPG!

2017-09-21 Thread AudioGames . net Forum — Developers room : Jayde via Audiogames-reflector


  


Re: Let's Build an RPG!

Just bumping this back up, as I'm still hoping for a little help.If you're interested in the project, particularly as a programmer, please say so directly.

URL: http://forum.audiogames.net/viewtopic.php?pid=330382#p330382





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Re: Let's Build an RPG!

2017-09-06 Thread AudioGames . net Forum — Developers room : connor142 via Audiogames-reflector


  


Re: Let's Build an RPG!

hi unfortunately I have neither programming abilities beyond writing hello world scripts, nor do I have any major audio edetting skills. But I wish you the best of luck in getting this off the ground, and I'll gladly help out if alpha or beta testing is ever required.

URL: http://forum.audiogames.net/viewtopic.php?pid=328480#p328480





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Re: Let's Build an RPG!

2017-09-05 Thread AudioGames . net Forum — Developers room : Kyleman123 via Audiogames-reflector


  


Re: Let's Build an RPG!

Jayde, If the combat is done well i don't think it would be an issue. I was more speaking from my own gaming point of view. I honestly wasn't really aware that this is a big part of other games. I guess it does make more sense the more i think on it. i honestly was envisioning all 7 players in your party and having to use them all for different things in a battle... i have seen some recordings of Manamon and i remember that this uses this style as well. but i have not played it nor do i plan on it. but thats a post for another topic. I was by no means trying to destroy your game, just was posting my initial reactions with not all of the info.

URL: http://forum.audiogames.net/viewtopic.php?pid=328364#p328364





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Re: Let's Build an RPG!

2017-09-03 Thread AudioGames . net Forum — Developers room : blindncool via Audiogames-reflector


  


Re: Let's Build an RPG!

If you need a spare sound designer, contact me. I haven't been designing sounds for too long, but I might as well give it a shot.

URL: http://forum.audiogames.net/viewtopic.php?pid=328048#p328048





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Re: Let's Build an RPG!

2017-09-03 Thread AudioGames . net Forum — Developers room : Jayde via Audiogames-reflector


  


Re: Let's Build an RPG!

Kyleman123, thank you for the link and, by extension, the advice. I think I need to make a couple of things clear though.1. This game is already built, in the sense that all the formulas are worked out, and as far as I can see, the math checks out. Exact numbers on skills/spells may have to change, but I know how I want everything laid out. Ditto the game's layout, the general storyline, the way I want items to work, damage types, map details, sound details...all of it. this isn't just a spit in the wind and a list of ideas with the hope that someone does 98% of the work.2. I know from experience that the audiogame community, being fairly small on the whole, tends to be a different market entirely than the mainstream. This means that a lot of the defeatist-sounding advice in that thread you linked me to may not apply. I'm not sending my idea in full to some mainstream developer hoping they'll read it. I'm trying, essentially, to develop a small
  team to make an RPG. Given that it's not going to be a free project, and given that I absolutely do not expect a programmer or sound designer to work for peanuts, the idea would be to work out a financial arrangement where the team shares the profits somehow. I am not expecting to be the only one who is financially compensated here. The only hangup is that I can't pay in advance, but as far as I've ever known, this is not generally expected when people collaborate on projects, so long as financial terms are fully understood at the outset.

URL: http://forum.audiogames.net/viewtopic.php?pid=328030#p328030





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Re: Let's Build an RPG!

2017-09-02 Thread AudioGames . net Forum — Developers room : Kyleman123 via Audiogames-reflector


  


Re: Let's Build an RPG!

here is also another thread with some other thoughts on this subject.https://www.gamedev.net/forums/topic/69 … nt-5354133

URL: http://forum.audiogames.net/viewtopic.php?pid=327966#p327966





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Re: Let's Build an RPG!

2017-09-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Let's Build an RPG!

I don't have much to offer accept a list of decent sound designers.I haven't worked with many of these guys personally, so I can't tell you much about how easy they are to deal with or communicate with unfortunately, but I can tell you that their work speaks for it's self.I suggest talking to people like Robjoy AKA Arjin, Kai aka Xoren, Sam Tupy, Gortholon, Damion pendelton, Carlos AKA Keywasfull, Oriol Gomez, and Pitermach.I'm likely missing a couple but it's a place to start, you can probably find their emails here or search for them online.Sam is really busy ATM and he's not great on the communication or followup front, and Gortholon has a job and he's doing his own stuff, Carlos has a lazyness problem last time I checked, aside from that, I would generally vouch for Damion, Pitermach, and Gorth the most from what I've seen in terms of reliability, but some I just don't know much about.Oh and
  I wouldn't suggest my self either, lol, I don't practice enough and I'm way too unreliable for a big project ATM.A word of advice though, based on my experience with various projects, if your sound person doesn't communicate with you for more than a week when given a task, unless it was something you guys talked about in advance, or it seemed like a good reason, as long as it doesn't happen allot, then drop them, ASAP, as they will only drag down your project, there are allot of people with good intentions around here that can't back it up, much like most of the young devs, school gets in the way and such, and you've asked right when school starts up again.Also, expect this to take a while, maybe even a year, I don't know how ambitious your project is, and expect to switch coders slash sound designers at least once.Also also, and this goes for both sound and code, you should make frequent, as in at least once d
 aily when your doing any work, backups, at least 2, and keep at least one of those backups offline and only connected for as long as it takes to make the transfer, not only because so much work has been lost that can never be gotten back in the past, The Wastes, the STFC source, SBYW, and many more, but also because you never know when someone might fuck you over do to association with someone your working with, because they know your doing something interesting, or because you dropped them from your project.Which is also also also why you should keep your team to a minimum size and periodically check to see who's a part of your shared folders, and I'm not sure if you can code any, but if not, you need to be very, very careful about who you hand your code to, otherwise you could easily have a million halfassed clones running around, so I suggest asking around to find the most reliable people and then seeing who's available, and actually talk to them a bit
  first before committing.Be patient with your coder as well, especially at first, there are so many libs to try and different approaches to take to find the best one, and trial and error is really the only way to do it, and expect to be called on to do spur of the moment testing of new features or bug fixes at the drop of a hat.I also also also also suggest not having an open beta at all, though I know that's later, it honestly just never really works well, and you have no reason to do any server load testing as your game isn't multiplayer.When I say open Beta by the way, I don't mean not asking for applicants on the forum and filtering them to find the ones you want, I mean letting any old person in.It's very good that you actually have a plan though, that's rare in this community, especially as of late, and that will drastically improve your chances of making this work, as I'm sure you know.By 
 the way, the only decent coder I know enough about to comfortably suggest is Nathan from NASoft, maker of park boss and tube sim, he's a software dev by day and has the most professional approach to projects in this community by leaps and bounds from what I saw when I was on his beta team, though he's only worked alone in the past.I would say that approx two thirds of the coders here who've actually put something out aren't worth working with if you truly want to get anything done.Also also also also also, if you aren't selling this, I'm assuming your not as that would complicate the shit out of everything, I can give you plenty of resources to find free sounds with CC licensing, if your chosen sound designer doesn't already know them, so can Magurp, it's good to share info on these things either way.Good luck, is all I can say, and stay patient and on your toes. I hope to see what ever you put out in the 
 future.PS. I regret nothing.

URL: http://forum.audiogames.net/viewtopic.php?pid=327842#p327842





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Re: Let's Build an RPG!

2017-09-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Let's Build an RPG!

I don't have much to offer accept a list of decent sound designers.I haven't worked with many of these guys personally, so I can't tell you much about how easy they are to deal with or communicate with unfortunately, but I can tell you that their work speaks for it's self.I suggest talking to people like Robjoy AKA Arjin, Kai aka Xoren, Sam Tupy, Gortholon, Damion pendelton, Carlos AKA Keywasfull, Oriol Gomez, and Pitermach.I'm likely missing a couple but it's a place to start, you can probably find their emails here or search for them online.Sam is really busy ATM and he's not great on the communication or followup front, and Gortholon has a job and he's doing his own stuff, Carlos has a lazyness problem last time I checked, aside from that, I would generally vouch for Damion, Pitermach, and Gorth the most from what I've seen in terms of reliability, but some I just don't know much about.Oh and
  I wouldn't suggest my self either, lol, I don't practice enough and I'm way too unreliable for a big project ATM.A word of advice though, based on my experience with various projects, if they don't communicate with you for more than a week when given a task, drop them, there are allot of people with good intentions around here that can't back it up, much like most of the young devs, school gets in the way and such, and you've asked right when school starts up again.Also, expect this to take a while, maybe even a year, I don't know how ambitious your project is, and expect to switch coders slash sound designers at least once.Also also, and this goes for both sound and code, you should make frequent, as in at least once daily when your doing any work, backups, at least 2, and keep at least one of those backups offline and only connected for as long as it takes to make the transfer, not only because so much work has be
 en lost that can never be gotten back in the past, The Wastes, the STFC source, SBYW, and many more, but also because you never know when someone might fuck you over do to association with someone your working with, because they know your doing something interesting, or because you dropped them from your project.Which is also also also why you should keep your team to a minimum size and periodically check to see who's a part of your shared folders, and I'm not sure if you can code any, but if not, you need to be very, very careful about who you hand your code to, otherwise you could easily have a million halfassed clones running around, so I suggest asking around to find the most reliable people and then seeing who's available, and actually talk to them a bit first before committing.Be patient with your coder as well, especially at first, there are so many libs to try and different approaches to take to find the best one, and trial and error 
 is really the only way to do it.I also also also also suggest not having an open beta at all, though I know that's later, it honestly just never really works well, and you have no reason to do any server load testing as your game isn't multiplayer.When I say open Beta by the way, I don't mean not asking for applicants on the forum and filtering them to find the ones you want, I mean letting any old person in.It's very good that you actually have a plan though, that's rare in this community, especially as of late, and that will drastically improve your chances of making this work, as I'm sure you know.By the way, the only decent coder I know enough about to comfortably suggest is Nathan from NASoft, maker of park boss and tube sim, he's a software dev by day and has the most professional approach to projects in this community by leaps and bounds from what I saw when I was on his beta team, though he's only 
 worked alone in the past.I would say that approx two thirds of the coders here who've actually put something out aren't worth working with if you truly want to get anything done.Also also also also also, if you aren't selling this, I'm assuming your not as that would complicate the shit out of everything, I can give you plenty of resources to find free sounds with CC licensing, if your chosen sound designer doesn't already know them, so can Magurp, it's good to share info on these things either way.Good luck, is all I can say, and stay patient and on your toes. I hope to see what ever you put out in the future.PS. I regret nothing.

URL: http://forum.audiogames.net/viewtopic.php?pid=327842#p327842





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Re: Let's Build an RPG!

2017-09-01 Thread AudioGames . net Forum — Developers room : Jayde via Audiogames-reflector


  


Re: Let's Build an RPG!

Okay, you want it, you got it. *grin* I'm happy to provide more information if that will help catch people's interest.My project has something of a classic JRPG style to it. Turn-based combat, some smallish puzzles, complex and somewhat difficult boss fights, a full party of more than just one player, magic, classes, skills, all kinds of sub-quests (eventually anyway), and it's a fairly large world. Eventually you'll end up with a mode of transport that lets you get around it much more easily, but for the first fair portion of the game, you'll be relying on your own two feet and on transport items.But that's not why you're here. So this is sort of the basis for the story arc I have in mind.Your main character - who can be given a name and gender, btw - lives in a small town, living an everyday life in a world where magic is real, gods and such are at least somewhat common and creatures both common and fantastic wander the rea
 lm. We're talking pretty pure high fantasy/sword and sorcery here. I'm going to refer to your character as Hero for now.One day, Hero is approached by the local priest who asks a favour. His daughter is dying very slowly - the priest thinks she's sick, because she has a fever, constantly murmurs and cries and shrieks in her sleep but refuses to wake up - and he's at his wit's end. Praying hasn't helped. The local healers have done everything they can, and it seems that all they can do is keep her body alive. The priest wants you to set out on a quest for him. Scattered across the realm are eight age-old shrines which are said to be tied to the eight threads of existence: life, flame, water, air, earth, spirit, lightning and death (which are, in fact, the eight elements of magic also). He wants you to go to each shrine to petition the patron god, goddess or elemental aspect for help. It's his hope that they will intercede on his daughter'
 s behalf and save her, or at least grant the wisdom that will empower someone else to do it instead. Since the priest is someone Hero respects, the task is accepted. Hero's childhood friend Brek sort of ambushes Hero before they can leave the village and insists on tagging along.What follows is an adventure across the land, where you'll gather party members as you go and explore a rather large world. The gameplay will start out being fairly linear, but will start to branch off eventually (you will always have the thrust of the main quest to drive you, but there may be side-areas with equipment, quests or just some extra goodies to find). You will eventually recruit a fairly colourful cast of characters, each fulfilling a fairly typical but highly customizable combat archetype:Brek, the rogue; hotheaded but fiercely loyal; with you from the startRahl, the survivalist; used to being on his own, he's just into his middle years, doesn't say much, bu
 t is self-confident and strong in a quiet way; encountered relatively early in the gameTyra, the warrior: she's fierce, loud, pretty and passionate; there's no one you'd rather have as a friend when times are tough, but no one you'd rather have as an enemy either. She's always dreamed of being a soldier or a mercenary, and chafes at her father's wish that she settle down to manage the family's accounts. Joins you a little after Rahl doesCorlis, the black mage: he's big, burly, bearded and seems very happy most of the time; he's got a mean temper though. A little clumsy, but extremely good at what one might call offensive magic.Rikailin, the healer: she's small, shy, almost childlike in appearance, and has wings, but is actually not that young. She's of a different race than the other party members, and is always rather hesitant to speak much, but her gentleness and unwillingness to bend in the face of danger is
  an admirable combination. Probably the most selfless of the group. The party saves her from a rather unscrupulous person who wants to experiment on her.Zha-Mya, the shaman: Proud almost to the point of arrogance, Zha-Mya is the last member of the party. She communes with spirits and keeps herself apart, but has total faith in the mission the party is embarked upon. She is totally blind, but when the party meete her  toward the sixty-percent mark of the game, she has a vision which causes her to pass the guidance of her people to someone else so that she can aid Hero and his friends.I plan to give each character a great deal more than this, by the way, and this is where voice-acting really is going to shine. I want these characters to live and breathe.Each character will have a general class path, but that can be switched (see below). The game will have a normal and a hard mode, and you unlock hard mode by beating normal mode. In hard mode, the characters ge
 t access to their second class path, which you can then use instead of the class you used to beat normal mode. Beating hard mode will let you play these new classes I mentioned in normal mode.I may think

Re: Let's Build an RPG!

2017-09-01 Thread AudioGames . net Forum — Developers room : Sightless Kombat via Audiogames-reflector


  


Re: Let's Build an RPG!

@1Though I can't help you in the programming side of things, I really wish you the best of luck with this.@2, you're right with the idea of needing some more info.  That's all that would be needed to fully convince someone who might be interested.@everyone elsePlease don't immediately post a negative response to this.  Seems like the OP has a good idea of where this could/should go in termsof their vision.  That and also,w e don't have many RPGs anyway.  Let's just see what happens.Again OP, best of luck.

URL: http://forum.audiogames.net/viewtopic.php?pid=327649#p327649





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Re: Let's Build an RPG!

2017-09-01 Thread AudioGames . net Forum — Developers room : NicklasMCHD via Audiogames-reflector


  


Re: Let's Build an RPG!

Hi.I'm a programmer and I've seen these kind of topics more times then I can count.If you are going to capture anyones atension, give them an outline. A start of the story. Something...

URL: http://forum.audiogames.net/viewtopic.php?pid=327612#p327612





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