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Saito-kun Nebula
Age: 33 Joined: 20 Aug 2008 Posts: 645 Location: Custodian on Duo's comet
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Posted: Sat Sep 25, 2010 2:15 pm Post subject: 3D game development experience |
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I am 99.72% sure nothing will come of this. But I want to bring it up anyway.
Is there ANYONE in the EXE fan community that has experience with 3D game development? Other fan communities do (Look at http://www.shadowsoflylat.net/ and http://www.tsl-game.com/), and I think it's high time we dragged the talents out of the woodwork and worked on an EXE project. Whether that's an MMNT2 or a small 3D game or a battle simulator or a pet simulator, I don't know.
It seems impossible, but it's been done before. And we've seen this: http://www.rockman-exe.com/online/viewtopic.php?t=8561 And MegaRock.exe is pretty leet with hacking and related things, so I bet he'd be on board.
Anyway, yea. I'm tired of the EXE fandom being dead, so it makes me hope crazy things. |
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Tachyon360 Le Croissant
Joined: 16 Mar 2005 Posts: 740
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Posted: Mon Sep 27, 2010 11:25 am Post subject: |
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It's potentially doable, but it's a downright massive undertaking. It'll take a lot of people with myriad different specialties and require a large investment of time, effort, and emotion on everyone's part.
Then there's also the issue of getting Foxed; make no mistake, you'll be using Capcom's intellectual property without their consent, and they could shoot the project down at any moment. So, a decision would need to be made very early on about whether to keep a low profile or try drumming up fan support. The former route is safer legally, but you'd have a much harder time keeping the project moving. The latter, if successful, could win you a load of contributors and hype, but could also catch the attention of Capcom's legal team.
On top of a strong leadership that can organize the project and keep everyone on board and motivated for what'll probably be the next half decade, here's a rough breakdown of who you'll need to get the project moving:
Art & Media:
Creative director
Concept artists
Story writers / editors
Modelers
Animators
Character designers
Level designers
Texture designers
Audio designers
Soundtrack composer
Voice actors
UI designer
Technical:
Tech director
A barrel of code monkeys (who need to be on the same page as far as game engine, programming language, and platform are concerned)
Network specialists
Hordes of QA testers
Bug fixers
UI developer
So yeah, massive undertaking. Mind you, some roles will overlap, some roles may prove unnecessary, and some roles not listed here could make themselves apparent. Also, restricting it to people who have experience developing games excludes plenty of useful talent, so it might be better to look for anyone who has skills they could contribute.
Of course, all of that mostly applies if you're going for polish and scope. If you want a small, rough-looking indie game sort of deal, you'll likely need fewer people, though you'll probably still wind up investing a load of time and effort all the same.
Tell ya' what: you find enough people to get the project going, and I'll contribute some sketches and mockups to help things along. _________________ *placeholder* |
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Saito-kun Nebula
Age: 33 Joined: 20 Aug 2008 Posts: 645 Location: Custodian on Duo's comet
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Posted: Mon Sep 27, 2010 4:29 pm Post subject: |
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I'm not a game development noob, so I know what's involved. But only practically in the 2D realm, heh.
I said someone with experience, but of course it wouldn't be exclusive. If nobody has any knowledge of 3D development though, the idea's 0.01% chance of action goes down by about... 4%. Like you said, a lot of those roles would likely be consolidated (modelers and texture designers are often one and the same on smaller teams, for example), and some aren't quite so ceremonial that they add much weight to the list, but yea. That's a rough list (Not sure we'd need VAs, and we could bootleg some music if nothing else. Stuff like that.). Quite a pile!
The trouble is finding people in this fan community. All that are left seem to be drifters.
Question: Who specifically would Capcom's lawyers target with cease and desists? That was always a little fuzzy to me. |
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Poochy.EXE 弾幕の達人
Joined: 15 Mar 2005 Posts: 385 Location: In a PC. PETs are too cramped.
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Posted: Mon Sep 27, 2010 5:53 pm Post subject: |
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Saito-kun wrote: | Question: Who specifically would Capcom's lawyers target with cease and desists? That was always a little fuzzy to me. | I'm not totally sure on this, but I think C&D letters are usually aimed at any kind of manager/"higher-up" person they can reach. So in this case, the owner of the site(s) hosting the project would probably get one, and probably anybody they perceive as "in charge" on the project as well. Don't quote me on this, though; I'm not a lawyer, nor do I have any aspirations to be one, so I can't give you any formal legal advice.
But from what I've seen of Capcom, they tend to regard non-commercial fan derivative works (read: fan works that you don't try to make any money from) as free advertisements for themselves. (Again, don't quote me on this.) They've actually come across fan-made remixes of their Street Fighter music and worked with those fans to put some remixes into an official game. Now, if you make a Tetris clone, on the other hand, prepare for Henk Rogers to shake you down, steal your lunch money, and shove you in a locker, even if you don't infringe on any Tetris-related copyrights or patents. _________________ Math problems? Call 1-800-[(10x)(13i)^2]-[sin(xy)/2.362x]. |
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Tachyon360 Le Croissant
Joined: 16 Mar 2005 Posts: 740
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Posted: Mon Sep 27, 2010 7:49 pm Post subject: |
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Quote: | The trouble is finding people in this fan community. All that are left seem to be drifters. |
Yeah, the fandom for Rockman.EXE has kinda gone up in smoke, and most fans were only ever casual fans to begin with anyway.
Perhaps a project that's only peripherally related to the series could drum up broader interest. Something that could conceivably take place in the RM.EXE / RnR universe, but has no particular connection with the main storyline. Totally different cast of characters and a setting that doesn't cross over with the places visited in the main line of events.
Solves two problems. First, it's Fox-proof. Second, it could catch the interest of people that aren't necessarily strong Rockman fans. _________________ *placeholder* |
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Saito-kun Nebula
Age: 33 Joined: 20 Aug 2008 Posts: 645 Location: Custodian on Duo's comet
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Posted: Mon Sep 27, 2010 8:00 pm Post subject: |
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Thanks for the response, Poochy. I thought I was imagining that Capcom seemed a little less crotchety about fan games. Though I suppose I still could have been!
Tachyon, it seems like a good idea, but I don't know that I'd want to bother with a fan project if it didn't have at least the same main characters (Netto, Rockman, and pals). Because then I might as well focus on my original projects!
Unless of course, this hybrid project idea is so stunning that it blasts my socks off and we have to make it.
That's happened. |
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Equilibrium Net Battler
Joined: 16 Mar 2005 Posts: 72 Location: High above the mucky-muck.
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Posted: Wed Sep 29, 2010 12:15 am Post subject: |
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hello, i got your pm but i guess i might as well respond here. i'm interested and have what is likely enough experience, but i'd like to see/read more about the actual game project before promising anything.
also don't listen to tachyon. _________________ hi mom. |
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marihikari Soul Unison
Age: 32 Joined: 08 Aug 2006 Posts: 688 Location: the wild side of the happy hotel (the asylum)
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Posted: Wed Sep 29, 2010 5:54 am Post subject: |
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That sounds like a cool idea
I'd be willing to help out with concept art or voice acting~ _________________
Banner by bunnyfan101 and myself. "I'm not suffering from insanity-i'm enjoying every moment of it" - A mug i saw while on vacation |
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Nazne Shukei - Hakuteiken
Joined: 20 Mar 2005 Posts: 1133
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Posted: Thu Sep 30, 2010 7:55 pm Post subject: |
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If you're going for the full 3-D "game", Tachyon's list is pretty much on the ball. And even if you're not, if you'd just rather have a nice 3-D engine to show off some characters and game mechanics, do you know how much work goes into just prototyping? One of my recent projects was a 2-D point-and-click demo; about five people working together for an entire semester - 2 artists, 2 programmers, and one stage designer each committed to 10 hours per week - only finished about two puzzles, the (extremely basic) game engine, and a fair amount of background and stage art. It was enough to demo, but it was pretty lame. Also, the artists were actual art students.
Now imagine doing that as an internet project and not even being paid for it, for the sake of a fanbase that basically doesn't exist any more in the US, without any future hope of recompensation except "this is kinda cool". You'll definitely have some trouble with finding actually skilled programmers and artists who'd be willing to work purely for the sake of fandom. That's not even getting into the whole communication issue; how well will you be able to work over the internet with one another, having to keep each other and yourselves working and motivated, and keeping the team together?
I don't see this happening with EXE any more. Maybe it could have, back in around 2004 when the fandom was still strong, but I'm not sure enough dedicated fans remain to be committed to a project like this.
HOWEVER - as to not be entirely pessimistic, I'd suggest a way less ambitious scope; try just making a few 3-D models of the characters with working joints and the like, and animating them. You could probably teach yourself how to do it, to boot. After you've done that, see how committed you still are to the idea of building a game engine around them. |
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Blue Net Battler
Joined: 08 Jul 2005 Posts: 73
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Posted: Fri Oct 01, 2010 2:10 pm Post subject: |
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^ this. You said that way better than I could, thanks.
Also, re: tired of EXE fandom being dead, if you want more activity you should try getting some serious discussion going. I know that 'what if there was more anime' thread went strong for a while. As a suggestion along those lines, bring back those episode watches/discussions we had a while back. People posted to those, and it would be on something they'd just watched instead of something they watched a few years ago and only vaguely recall, which is what I think stops some threads from getting far. |
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Saito-kun Nebula
Age: 33 Joined: 20 Aug 2008 Posts: 645 Location: Custodian on Duo's comet
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Posted: Fri Oct 01, 2010 6:50 pm Post subject: |
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Like I said, I have experience with game development and online collaboration. (In fact, I hired people from other countries for my last project.) I know it's never going to happen. Just wanted to say I liked the idea. "it makes me hope crazy things."
If you have an appropriate engine in hand, prototyping is easier. Unity could work, maybe. And I never said it had to be a big project. I bet we could pull off a PET simulator if we wanted to. Oh well, waste of time, I guess. EXE just doesn't have the oomph it used to.
Nazne, your idea of doing something small like rigging some models is a good one, and might sound fun if I hadn't already been trying on and off for a couple years to become at least an amateur at modeling and failed.
At least I got replies!
Equilibrium: Thanks for being interested! XD |
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NetOperator Wibby Wings of Dreams
Age: 36 Joined: 19 Dec 2005 Posts: 772 Location: Hikari Labs � Dimensional Area
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Posted: Fri Oct 01, 2010 10:03 pm Post subject: |
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Hmm . . . after reading all of the comments thus far, I was reminded of Azureus Rising / http://www.youtube.com/watch?v=agk2svo7svI / Now, this is a pretty fantastic video. Like, kick ass omfg this is so cool when is the full movie coming out?
It took a small team at least 2 years just to get to that point. However, starting small, creating assets and such [ maybe some high-quality Mettools and other viruses ] would be a great way to drum up interest. I could create and host the site as a subdomain on my site [ http://pw-software.com ]. _________________ Avatar by Tabby (of my NetNavi, GuincoolMind.EXE) : : :
HP / Twitter / hikari OS / SciLab |
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Blue Net Battler
Joined: 08 Jul 2005 Posts: 73
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Posted: Sat Oct 02, 2010 8:25 am Post subject: |
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Making a short animation I'd be less averse to. A lot of my concern about this game idea is from a programming standpoint. If we did manage to get enough people, I've got some ideas for the scenarios/overarching story and designs, but I probably won't be much help on the programming front until next summer, when I've learned more about what goes into game programming and learned C++. (and if it's in 3D, then we're talking physics, which... I probably won't have taken by then. ^^; ) And we'd probably need a few people with that knowledge, like Tachyon said.
If I seemed overly negative, it's because I feel like you've just announced this out of the blue (no pun intended), and it seems a little odd to me. Not many people seem interested in even talking about EXE, not enough for many discussion threads to stay alive, so how are we going to get enough people from here to make a game? I'd be excited if you'd said "hey, me and my friends with programming knowledge have decided we want to make an EXE game, anybody want to help?" Maybe you should post to other Rockman/Mega Man boards, and see if you can find more interested people there for either the animation or the actual game. |
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Saito-kun Nebula
Age: 33 Joined: 20 Aug 2008 Posts: 645 Location: Custodian on Duo's comet
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Posted: Sat Oct 02, 2010 10:38 am Post subject: |
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I didn't announce anything! I asked a question. XD And I never said it had to be a big project!
We could do something small, if anything at all. (My first thought was that making a good animation would be harder than a small game, but hey!) |
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Tachyon360 Le Croissant
Joined: 16 Mar 2005 Posts: 740
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Posted: Mon Oct 04, 2010 2:08 am Post subject: |
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Blue wrote: | (and if it's in 3D, then we're talking physics, which... I probably won't have taken by then. ^^; ) |
Physics might not be necessary beyond basic collision models, if even that. Depends on the genre and gameplay style.
I mean, if we're going for an open world with procedurally destructible environments and epic combos (à la God of War) or psychic gunplay (à la Mass Effect)... well, we'd probably need a Ph.D. in computational physics on the team and a license for a third-party physics engine.
If it's a retro sprite-like character running around on a 2.5D grid, then the only thing approaching physics you'd need would be to establish environmental boundaries that your character can't cross. _________________ *placeholder* |
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Ozone Net Savior
Age: 35 Joined: 03 Jun 2009 Posts: 156 Location: Sardinia (IT)
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Posted: Mon Oct 04, 2010 5:53 am Post subject: |
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In my humbling opinion, you shold use openGL, so that the game may be ported without problems, instead of MS DirectX.
That way you may even distribute your work with Steam _________________ Sardinia is not Italy!
MMBN✕Android figures commissions are now CLOSED |
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marihikari Soul Unison
Age: 32 Joined: 08 Aug 2006 Posts: 688 Location: the wild side of the happy hotel (the asylum)
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Posted: Mon Oct 04, 2010 1:49 pm Post subject: |
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Animation would be hard to do ^^;
but i'm sure there are free flash-ish programs somewhere
like the how to make your own anime book i checked out at the library once. that might be helpful if i can find it again XD _________________
Banner by bunnyfan101 and myself. "I'm not suffering from insanity-i'm enjoying every moment of it" - A mug i saw while on vacation |
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Tachyon360 Le Croissant
Joined: 16 Mar 2005 Posts: 740
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Posted: Sun Oct 17, 2010 4:42 pm Post subject: |
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Alright, so here's a story pitch. Very rough, very sloppy, incomplete, and poorly fleshed out. Essentially, a quick idea and some hastily jotted notes that would either sink or swim. Sources of inspiration include Deus Ex and Neuromancer.
My idea is that the story would be considerably edgier than the canon EXE series, and it would set the stage for the world Netto and Rockman are born into. Among other things, the story would provide the origins for Proto, the Navi-centered Internet and its 3D environments, IPC, and possibly Forte as well. Haven't quite figured out how to incorporate those elements, though.
So, enough blabbing - here's the story pitch:
Quote: |
Story is set well before Netto (or even Yuuichirou) is born, when Tadashi is at the prime of his life.
Game begins following Alvise Antonello Ranvier, jack-of-all-trades with flexible ethics, fashion-forward tastes, a tranquil exterior, and a scattered, overactive mind. (The name also happens to be a reference to Louis-Antoine Ranvier, part of a larger theme revolving around nerves and computers.)
Character Flavor Detail: Ranvier dropped out of college roughly 5 years ago, having grown tired of living a student's life. To his credit, he had amassed nearly 19 times the number of college credits needed to get a BA or BS, but rarely even half the credits needed to complete any particular major, and had several gaps precluding him from even getting a degree in general studies.
Story Background Details:
A major element in the story is the Geni Group, a massive conglomerate that has its fingers in nearly every noteworthy publicly traded company. It itself focuses primarily on computing, biotech, transportation, and communications, and is made up of four main branches:
1. DigiGeni develops processors and computing systems, with its products being used everywhere from game consoles to smart power grids to munitions.
2. VitaGeni focuses on studying human proteomics, supplying medical and pharmaceutical doctors with testing equipment and custom-ordered treatments, and performance-enhancing biochemical mods for military groups and specialized professions.
3. MotoGeni develops parts, products, and systems ranging from sensor drone swarms aiding ecological rehabilitation efforts, to consumer bicycles, to transoceanic maglev train lines
4. SonoGeni researches all manner of commu.nications technology, from audio/video codecs to data transmission protocols.
NeuroGeni is a collaboration (one among many run by the Geni Group) between Digi, Vita, and Sono, studying neuro-electronic interfaces, brain structure and organization, artificial intelligence (especially with a focus on mimicking natural vertebrate brains), and even philosophical questions of sentience. The greatest fruit of their research is NeuroCore, a line of compact control servers notable for their ability to skim enormous streams of realtime data, organically observe developing patterns, rapidly make intuitive judgements, and gain accuracy and speed withexperience. These control boxes quickly replaced most embedded computers thanks to massive leaps in performance at any given price point, and also drastically reduced power-hungry server farms for large systems (such as air traffic control or fusion power maintenence) by offering acceptable performance with dramatically reduced upkeep costs.
Opening scene is a data heist in a major synthetic intelligence research center run by the NeuroGeni Corporation. Core game mechanics are introduced here, and but the mood isn't firmly set yet.
--- Rough Notes Onward ---
- Ranvier catches a glimpse of AI tech, but doesn't get a chance to make sense of it
- heist gets bungled; Ranvier gets gunned down by security and left for dead
- Ranvier wakes up - with much pain - in a sterile white lab, attempts escape
- Ranvier gradually realizes he's gained mechatronic augementations; full extent yet unknown; advanced gameplay concepts introduced
- Ranvier stuck at impasse - finds a headless computer terminal and no means to issue commands to it
- out of desperation, Ranvier attempts to use newly gained cybernetic brain interface to hack security systems; attempt proves mentally overwhelming, cue blackout
- Ranvier starts working for the group that saved his life with augmentations - details to be hammered out
- reports being cropping up about critical malfunctions begin cropping up in systems run by NeuroCore servers
- Geni Group's lobby and media groups swiftly suppress all incidents - those calling for accountability are quickly branded crackpots and Luddites.
- Ranvier begrudgingly sent to investigate
- gameplay involves a choice between stealth infiltration or an aggressive scuffle with security forces
- introduce Tadashi Hikari early on as a yet-unknown doctorate student / researcher desperate for academic grants
- Tadashi has two related projects running
--> first is a continuation of decades of AI research, working with pseudo-intelligent algorithms in hopes of creating a simpler synthetic intelligence paradigm
--> second is an advanced simulation of physical space layered over Internet protocols, both as a new interaction model and out of recognition that intelligent beings - synthetic or organic - are liable to go insane without sufficient sensory stimulation
- Ranvier suggests running that simulated space as a buffer between networks or computers and his own mind; Tadashi obliges out of curiosity
- Experiment proves wildly successful - first recorded use of cybernetic interface to directly control a computer
--> New gameplay ability! Mind hack. Jump into cyberspace at any computer terminal.
- concept of AI insanity sheds light on systems failures; shocking revelation that the computers running the world are becoming suicidally depressed or murderously enraged
- conspiracy surrounding NeuroCore servers becomes apparent and starts unravelling
1st. NeuroCore servers with access to Internet are more likely to malfunction; process accelerated if Internet access is subsequently cut off
2nd. Reverse-engineering efforts reveal oddly sloppy - almost organic - layout and structure in NeuroCore processors
3rd. various NeuroCore models are revealed to be digital copies of once-living brains
4th. uncovered R&D notes reveal slightly unusual word choices, but nothing is made clear yet
5th. shocking discovery that unwilling living subjects have had their brains experimented on, being networked with other brains, being destructively copied into NeuroCore prototypes, and being forced to endure the sort of computations NeuroCore servers perform repeatedly
6th. worse discovery made: teenagers, children, and even infants were experimented upon to test effect of differing degrees of brain plasticity
- Geni Group's higher-ups learn about Ranvier
- Ranvier, Tadashi, and maybe Ranvier's medical saviors (depends on their affiliation - a detail yet to be decided) have bounties placed on their heads
- Geni Group's lobby has Ranvier branded a terrorist linked to insane NeuroCore incidents - now has both law enforcement and bounty hunters searching for him; can no longer appear in the open
- things get worse - Internet-linked NeuroCores begin acting in tandem to cause destruction
- closer inspection reveals a complete blanking of their personalities and evidence of external control
- corporate greed reigns supreme; Geni Group lobbyists continue to suppress incidents
- coordinated malfunctions are gradually traced to originate from the SI research center from the opening scene
- Ranvier resolves to pull a suicide mission and end the problem before things spiral out of control
- Tadashi meanwhile has all the collected information sent to some trusted friends in academia; the simulated space project becomes considered as a means to alleviate the frustrations of NeuroCore intelligences and hopefully prevent the pandemic of murderously insane computers.
** Story and game would be about 3/4 through at this point |
So yeah, enormous scope, not entirely Fox-proof, and not terribly original, but let's see if any better ideas might spawn in this thread. The sort of game the story would demand would need to be ramped down, and the story itself could stand to be fresher. _________________ *placeholder* |
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Saito-kun Nebula
Age: 33 Joined: 20 Aug 2008 Posts: 645 Location: Custodian on Duo's comet
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Posted: Mon Oct 18, 2010 4:57 pm Post subject: |
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Whoo! I really like that explanation for the fauxberworld. Keeps people/brains/AI from going insane.
I enjoy the idea, and several twisting plot idea just kind of pop out of it, but I'm almost afraid cutting it down would effectively castrate it. And it also doesn't have Netto or Rockman, or really much beyond a hint of the canon, which makes it a perfect example of a good idea that might as well be put into production as a completely original idea rather than a fan project.
But! The elements are still very good. Maybe you ought to turn that into an EXE fic (I would totally be all over that), and we can take the key elements (big corporation doing experiments, buffer layer between interfaced minds and internet, experiments on transferring... brains) and move forward, if we should choose to do so.
Though I get the feeling that with our current potential pooled skills and interest, story is a bit beyond the current set of goals. XD
I might knock around some ideas using this as a kick-off point later this week if work lets up.
Side question: Where'd you get Geni? Reminds me of stargate. |
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NetOperator Wibby Wings of Dreams
Age: 36 Joined: 19 Dec 2005 Posts: 772 Location: Hikari Labs � Dimensional Area
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Posted: Mon Oct 18, 2010 7:40 pm Post subject: |
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@Tachyon360 :
. . . that is perhaps one of the most brilliant things I have heard lately. I also made some [slight] parallels with our own world. Geni Group = Google [idk if they're really evil though, but they sure have a good amount of power for a search engine company] for one. I also love the Deus Ex influence in here, the newest game looks to be quite good.
If anything, I think it would be a superb idea to have you be in charge of the overall story, while the community here pitches ideas for plot points and possible missions / side missions.
@Saito-kun : I am going to have to disagree with you on a few things. I don't think T360's story is beyond the scope of what we as a community is capable. The Blender Group, for example, has their Open Movie Project, which has released a couple of really really great [and good quality] 3D films. We just need enough interested / talented people.
I for one am even more excited for this. I'll see if I can't cook up a logo / web presence idea for this mysterious Geni Group. I just finished re-designing my music site so I'll be free to pursue other things [like my Hikari Project]. _________________ Avatar by Tabby (of my NetNavi, GuincoolMind.EXE) : : :
HP / Twitter / hikari OS / SciLab |
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