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March 29, 2024, 01:13:36 PM

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1  Jobs / Collaborations / Re: Pixelgent 3D Art on: November 18, 2013, 01:31:28 PM
I don't need anything like this right now, but do like the style. I will add your email to my contacts list incase I need work like this in the future.
2  Jobs / Collaborations / Re: To Watch a Bird [Two C++Programmers found. More needed. Other members welcomed!] on: November 18, 2013, 01:29:49 PM
I'm glad this game got some coder. I would have made an attempt if I could code at all. Good luck to this project, I'll try and follow it when I can, Hopefully I don't lose track of it cause it seems like the kind of game I would buy while its in its alpha funding type phase. If it does that I wouldn't wanna miss the chance haha.
3  Jobs / Collaborations / Re: Artist needed for crowdfunding, game already programmed on: November 18, 2013, 01:26:48 PM
I may be able to help, depending on what kinds of resolutions were talking here, as I work mostly in pixel art stuff. If nothing else I can at least make placeholder stuff that looks decent.
4  Jobs / Collaborations / Re: [Writer] Offering some assistance... on: November 18, 2013, 01:22:35 PM
I don't need these services this moment, But once the game Im working on gets further along in its story it might help to have someone look through it and help fill in the gaps.

Mostly posting so when the time comes I can trace back where this post is.
5  Community / DevLogs / Re: Painters Guild on: November 05, 2013, 08:57:51 PM
Something I was gonna ask about this project,

Will different painters have diffrent personality's or traits making them work better or worse on particular types of art, or even making them work better or worse with other individuals? Which would I guess make them work slower or even reduce the price of the final product.

If you hadn't thought of that then theres an idea, I thought about it a few days ago.
6  Community / DevLogs / Re: The Diggers on: October 30, 2013, 10:30:54 PM
Worked more on the Mountain region terrain trees, rocks etc. All of which need both normal and snow covered variants.

7  Community / DevLogs / Re: The Diggers on: October 30, 2013, 04:15:09 PM
No, theres no fighting at all, its a story/decision based game.
8  Community / DevLogs / Re: The Diggers on: October 30, 2013, 03:36:06 PM
remidns me of scoreched earth
I assume you mean in the art-sense?
9  Community / DevLogs / Re: The Diggers on: October 30, 2013, 03:28:58 PM
Worked the other night on world design elements.



Still waiting on my coder man to get back with me on the movement prototype, but he says its coming along well which makes me excited. =D
Will probably break up my time tonight between story stuff and making exciting things like trees and rocks and even clumps of dirt! It's gonna be amazing Im sure.

On a sidenote the dev blog has now been moved off its old host and is now on another so it functions once more.
10  Jobs / Collaborations / Re: To Watch a Bird [Multiple Programmers needed. Other team members welcome.] on: October 29, 2013, 11:33:34 PM
I mentioned that a Game Design is not just a Story. You seem to have taken a lot of effort to write out full character bios for everyone but no where have you actually stated how the game will play, I have no idea if this will be a Zelda like game or nearer to pokemon, it might be neither at all and be a text adventure, I really don't know because you've only listed gameplay features not planned out actual gameplay.

At the very least it would be nice to know how the player moves about the island.
If I was a programmer offering to help on this project what would be the first thing you got me working on and how would you explain it to me? How would you convince me that you can lead this massive project?

This is essentially what I was trying to point out when I was asking if there was a game design document made up yet, but I don't think I really made too much of a point out of it when I talked about it. Im just posting this now to reinforce what your saying.

When writing my design document I realized you have to say things that seem weird or obvious (Especially to they guy who has the ideas.) sometimes but its really crucial to the guy that has to code. For example, how the camera works, well obviously it follows the player right? But will it delay behind the player slightly as they move forward to give some perspective? Or perhaps it will actually move ahead of the player to give them more view in the direction they go? What will the camera do when they jump? Can they jump? How high? Now were into the physics of the game, is there any? How heavy are things? How long is the day? Will the be real shadows or is everything always have the same shadow perspective?

I mean some of that is probably irrelevant to this game but you get the idea that you have to describe things that may seem odd or insignificant, but listing some of that stuff is helpful to coders so they know if your asking things that they might not be able to do.

Anywho.
11  Jobs / Collaborations / Re: To Watch a Bird [Multiple Programmers needed. Other team members welcome.] on: October 29, 2013, 07:26:39 PM
Zagrom, you are one wise dude! Cheesy

Hopefully i'll have the opportunity to work with you in the future.  Coffee

I appreciate it, though I'm not sure I can agree. I like to think of what all the options are for a given situation to make it work one way or another though. Its how I have managed to maintain any project I think I have ever worked on. I like the ideas and concepts for this game but also see a lot of major complications. After reading a lot of the stuff melikimeliki has posted here I feel we are fairly similar.

Its worth pointing out that the mind of someone who codes is very very different from the guy who does the art and story work. The art guy will think of all the amazing things you can do, and you can do this, oh and also this, and if you don't watch yourself you suddenly try to make a have-it-all idea, the holy grail of games, open worldness and all the freedom in the world (confined into a game). The coder however looks at this from a logical perspective, and builds a project from a core and tends to only stry off at a suggestion or when it a feature that really ads something to what is the core of the game. Obviously you get people who think inbetween this as well.

I have worked with coders and just people in various projects, so altho this if my first game project I have experience taking what I'm thinking and breaking it down into whats necessary for the idea to work, and what would be cool to have. Once you get whats necessary to make the project what it was intended to be then you looking at your extra ideas and pick out which of them would best relate and add the most to the game for the least effort involved. You continue to add like that till you rule ideas out that you now realize aren't necessary or good, aren't worth the effort, you have added all you want, or lose interest.

This is becoming more of a psychology and development process discussion rather then a direct input to this game but I hope it gives some constructive thought regardless and doesn't come off as spam or off topic.

In short I like the ideas of this game, but think its almost more important that the process in which the game is developed rather then its list of features will determine how much it succeeds.



(Lol, was gonna post but yet again a post was made before me XD)

Quote
I finished clothing Amalie.
I chuckled at this bit slightly.
12  Jobs / Collaborations / Re: To Watch a Bird [Multiple Programmers needed. Other team members welcome.] on: October 29, 2013, 04:26:49 PM
Cool beans.

I had a bit of a suggestion on how to handle this build. For some reason I thought about it the other day about this game build.

I feel like it would be a good idea to release this game sorta like minecraft or don't starve. Break the features down into updates and releasing it free until people are interested enough to buy, at which point you hold updates off for a while and have a big release for payments from then on, or people lose interest and you drop the project there and move on. You have so many ideas for this game that that seems like a good way to handle it.

This way you can focus on whats absolutely necessary first, like you would otherwise, but just say, there it is, the game, and just add onto it rather then saying, its not the game till it has all of this. If that makes any sense at all.



(Edited the word "was" into the word "sense" so that the last sentence would make some.)
13  Jobs / Collaborations / Re: To Watch a Bird [Multiple Programmers needed. Other team members welcome.] on: October 29, 2013, 04:07:12 PM
haha, thats funny, I was about to reply to this thread and it warned me that there was a new message and you referred to me, weird  XD

I was going to ask and make sure you have made up a design document. If you get a coder interested they will definitely be wanting to see one, especially a game with so many features. It will help them get a better idea of what you want and how exactly you want it to work.

I forgot to make mine up when I had my first coder contact me for my project, I was able to type one up fairly quick cause it wasn't going to be a hugely feature heavy game, but after I typed it up he had a much better idea what I was looking for and was confident it was within his ability.
14  Community / DevLogs / The Diggers on: October 29, 2013, 02:54:50 AM


The Diggers
(Working Title)

Dev Blog:
http://diggers.pixelbitunited.com/



There are currently 3 of us working on this, and the coding has just begun. So far we are about 2 weeks into the project. I'm hoping to take it to kickstarter in about a month or so. I take any criticism pretty well as long as you keep it constructive.



What is this game about?
The game is about a race of human like people called The Diggers who have spent 100s of years digging through the planet to reach the surface. Over the many years however they have long forgotten the purpose they set out on and now only live for digging up. The player comes along to control a Digger named Dusty right as the Diggers rediscover the surface.

Initially the Diggers want to abandon the ideas of there exploration of 'up' and choose to begin digging down instead because its is familiar. Dusty counters this opinion to suggest that the surface could be important and may be what there purpose was all along.

It is decided that Dusty has 8 days to explore the surface and return with his findings of the surface. The player takes this time to find people to talk to, do quests, solve problems and hopefully go back home and lead his people into the new world. If he should not return, his people will leave and he will be left on the surface alone, for better or worse.


Plot
The Diggers are a race of dwarf like people who have spent the entirety of their existence living in the ground. All day and night they dig upwards, this is all there people have done as far back as their recorded history tells. There is a legend, among the diggers, of a place called the 'Surface' filled with air, water and light. This is a place that is hard for the Diggers to believe it exists, so most just think of it as nothing more than a myth. So they spend their days exploring by just digging up and filling the holes below.

   This is where the game starts. The Diggers tunnel fills with sand and light pours in. They have reached the surface - the one thing the Diggers know is gone. Panic sets in as they realize they can no longer dig up.  As they meet with the elder, they quickly decide that the only logical action is to begin digging back down. One young digger speaks up, stating, "Our book of history made the Surface sound important. Maybe this was our purpose all along. Are we really going to turn this one chance away?" Silence. The elder speaks, "Are you suggesting you will explore the surface young one?" The young digger nods, "If I'm the only one to take the chance." "Very well." The elder replies, "You have 8 days to explore the surface and return to inform us of what you find. Should you not return by then, than we will be forced to believe the surface is too dangerous, and we shall begin digging – Leaving you to be on your own." "I understand." The young Digger says as he proceeds to the tunnel entrance.


   At this point the player can choose what they want to do, stand around, run back and forth, actually play the game.



Races
There are 5 main races in the game (There is a 6th plotted but not planned into the game at this point)

The Diggers: For as long as they recall that have dug up. They are a long living species that requires next to no sleep and don't easily fatigue. The Current oldest Digger is 201 years of age.

The Kaaweis: A short humanoid animal race that mostly live the forests beyond the mountains, but they are commonly found all around the world. Despite there cute looks they are also fierce hunters.

The Silvins: A water faring, fish like people. Most take professions as fishers, boatmen, etc. They are very controlling over regions of saltwater, which they claim and demand other races request passage through their waters.

The Bots: Bots are mechanical beings who don't know who made them but have learned to rebuild their species and survive without the aid of their creators or other races. Most are merchants, engineers, or craftsmen living in Bot City and it is not uncommon for other races to hire them for their skills in other towns.

The Golenots: A golem race that are seclusive and quiet, but with some dark secrets. They are rare and most other species doubt there existence.


Other stuff:
This game is all about story and has no planed fighting mechanics. It will have a very branching story and currently has 9 planned endings and over 35+ characters planned out now (I'm expecting at least 60+ by the time its all said and done). It will have a day/night cycle, weather system, and NPCs will move around during the day and have there own schedules.


Progress Breakdown:

Character Development:
045% - Written
010% - Designed
002% - Animated
001% - Implemented

World Assets:
030% - Plotted
010% - Designed
005% - Implemented

Events/Story:
010% - Written
000% - Scripted

UI:
070% - Planned
010% - Designed
000% - Implemented

Functions:
090% - Planned
001% - Coded



More images, info, etc will be added as I see fit, mostly when I get something polished just enough I feel its worth presenting. I'm open to questions, suggestions, etc.
15  Community / DevLogs / Re: Lift on: October 28, 2013, 08:50:44 PM
I was really just comparing it to the idea your building something that files from parts, not so much the space or orbiting aspect.

How in-dept do you think you will take this? Weapons? Research trees? Contracts? (As in build a craft that can do x or y) Or only really as far as making a list of parts and having a builder/editor screen and an area to fly around in.

Ether way I think its neat looking. I always liked physics sims and flight games, so ya.
16  Community / DevLogs / Re: Lift on: October 28, 2013, 08:19:55 PM
So, its KSP but no space and the plane functions actually work? I love KSP and I love plane sims, this look cool.
17  Jobs / Collaborations / Re: To Watch a Bird [Multiple Programmers needed. Other team members welcome.] on: October 28, 2013, 08:02:06 AM
I can't offer any services myself as I have my own project to focus on at the moment, however the idea and concept are interesting, its like harvest moon, zelda, pokemon and the sims all smashed together. The project seems hugely ambitious for a first game, I fully support the idea and the go for it attitude. But just make sure you go into a project like this willing to cut features and ideas to maintain a reasonable schedule.

Like I said, I can't offer any real support on your project, but you definitely have my moral support. Will check around sometime to see more art work.

On a related note, does anyone on your team have any business experience? (Preferably you as your taking the lead) If not, definitely start looking into the basics of business, writing contracts, etc. Its good stuff to know if you don't already.
18  Jobs / Collaborations / Re: Need C# Coder for Side-scroller Game in Early Dev on: October 19, 2013, 02:14:14 PM
I like the style. also thumbs up for non-combat descision based game.
Thanks for your interest in the project. Sometime soon I will hopefully start keeping a sort of blog about the development and progress of the game.
19  Jobs / Collaborations / Re: Need C# Coder for Side-scroller Game in Early Dev on: October 18, 2013, 10:37:01 PM
Your project looks good, best of luck!  Beer!
Oh hey  XD
Thanks, I got your email saved incase I need advice or anything later on, perhaps we will have projects that overlap someday as well. Thanks for your support.
20  Jobs / Collaborations / Re: Need C# Coder for Side-scroller Game in Early Dev on: October 18, 2013, 10:25:21 PM
Hello,
 A thank you to all that checked this thread out. I have had someone contact me at this point who will be taking the job unless stated here otherwise later. If anyone wants to contact me and express any interest feel free to do so, there are no positions currently open but if they come available I will already have your name on the list.

Thanks.
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