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Author Topic: Running to stand still  (Read 976 times)
BS-er
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« on: December 24, 2007, 02:09:16 PM »

I've been watching a lot of X-Play on G4 lately, which is really turning out to be a fun celebration of video games for all platforms.  The latest crop of releases is showing just how far game development is progressing, in graphics as well as production quality.  The cream of the industry is starting to rise and produce very impressive looking titles.

It kinda makes me feel like I need to run just to stand still with this project.  I can only imagine what is in store for April to June of '09 when I plan for M.A.D. to be ready.  However I still believe that if I work to make the gameplay experience fun, accessible, charming and unique, as well as a bargain, then this project can be a success, with the valuable participation and support of my partners and affiliates of course.
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Lizard
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« Reply #1 on: December 25, 2007, 06:17:51 PM »

one thing to bear in mind is that many of the recent graphically stunning PC titles such as Crysis and UT3 have been commercial disasters, many people can't even run these games and UT3 was utterly panned for being just a graphical makeover of the previous release.


the point of this being, the consumers don't necessarily want the lastest whizz bang graphics, what they want is challenging and original gameplay not the same old thing repackaged with better eyecandy and this is something we are quite capable of delivering, there's definately a niche out there for developers like us .
Posted on: December 24, 2007, 08:14:38 PM
here's an interesting little game I came accross, it's an indie RTS game created by a team of 3 people over the space of about 10 years and generally speaking it does look like quite a nice game - I may possibly even buy a copy myself ( I quite like those old style RTS games)  , but the story of this game and the reception it got upon release does highlight some of the pitfalls faced by indie developers and I think there are certain lessons that can be learnt from this case.


the game is called SunAge, here's the official website : http://www.vertex4.com/sunage/news


I think this is a nice site they have there, all very professional looking, this kind of stuff certainly helps to sell a game .


one thing that sets this game apart from most modern RTS titles is that rather than opting for the now standard 3D game engine they went for a more classical 2D approach, it's still a very pretty looking game and is testament to the fact that you don't need the latest whizz bang technology to make a game look good.


the game itself is summed up pretty fairly in the following review : http://www.gamerankings.com/itemrankings/launchreview.asp?reviewid=906509


I think that one conclusion that can be drawn from this is that while having the latest eyecandy isn't essential to a game's success, making sure you deliver a polished full featured product most definately is.


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OvermindDL1
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« Reply #2 on: December 26, 2007, 07:16:25 AM »

Yea, do not bother trying to go for big graphics, just acceptable (which can be very relative, in a fast paced game they do not need to be that great either, even BZ1's are low poly but suit it perfectly, it could handle more of a terrain improvement then units).  Get good gameplay first, with good gameplay you can build good graphics on that, but it cannot be the other direction as recent games have shown.
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« Reply #3 on: December 28, 2007, 05:44:46 PM »

Well, they said it well, but let me add my 2 cents...

The most popular game at work is Sodoku...  never tried it myself but it does go to show you that graphics aren't everything...

That 'Sunage' looks a LOT like Starcraft2, which I guess is a testament to the developers as I hold Starcraft and SC2 to be the pinnacle of RTS games.

Personally I'm waiting for a game that looks like StarCraft2 if you pull out to 'Commander' mode, but lets you take immediate first-person control over any battlefield unit AND then gives you a more BZ/BZ2 style command interface.  That would be the ultimate, a merging of the best of both worlds.   *sigh*

Anyway I agree AND would like to point out that I'm the one here that keeps yelling FUN!  FUN!   IT MUST BE FUN! at the top of my virtual lungs.  FUN is everything, and will ultimately decide success or failure much more certainly than graphics or a flashy engine.

-Av-
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OvermindDL1
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« Reply #4 on: December 30, 2007, 09:06:12 PM »

If only the in-unit interface of units of the Spring engine was not so... odd, eh? Smiley
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JonathanS
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« Reply #5 on: January 03, 2008, 01:54:15 PM »

I think in the essence of games, I'm like Lizard, I'm not out to buy the next big game on the list. Usually you got the patch the stinker to get it to run.

I'm looking for games with story, exceptional fun, and re-playability. Graphics aren't my full concern. I mean, I call them "Nostalgia" games when people makes game that resemble the graphics style of like Starcraft or even the old Sonic the Hedgehog for Sega. Smiley

In my opinion, it's all in the game, not just the graphics.




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« Reply #6 on: January 05, 2008, 01:06:45 AM »

Exactly.  Starcraft is still one of the best games to play.  The only things 'new' I have wanted are the Orange Box, a couple of Introversion's games (all in a pack), and Civ4.  Now the game I actually want does not yet exist...
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JonathanS
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« Reply #7 on: January 05, 2008, 03:12:42 PM »

OM,

Ever heard the reason that C.S. Lewis wrote the "Chronicles of Narnia"?

This isn't the exact quote, but he said that he wrote them because no one else was writing the books that he wanted. Smiley


You may have to be the C.S. Lewis of the Computer world for your game. Wink
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« Reply #8 on: January 08, 2008, 03:26:23 PM »

I have already programmed a bit on it, I would be a lot further if I had actual models and so forth, but in short, too much of a lack of time.

And yes, I own the Chronicles of Narnia, original release (old books, the book case thing they came in, everything).
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« Reply #9 on: January 09, 2008, 11:43:25 PM »

Well there was a time when I had no real models.  At the start I had a bunch of white boxes driving all over the terrain.  It looked like I was making a game with autonomous bars of soap Smiley.  There are some basic models in Ogre that serve as decent stand-ins.

However that's all meaningless without the all important aspect of available time.
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OvermindDL1
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« Reply #10 on: January 10, 2008, 05:29:58 AM »

Yep.  I'm sick enough of watching the Ogre spaceship thing hover around the terrain and so forth. Tongue
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