Fortress Revolution: A source Engine 2 game - pre-developing thread.
74 replies, posted
I wish I could produce a load of concept art and then have people literally make a game for me.
[QUOTE=ProfHappycat7;48724960]so what you're saying is you're gonna take a hell of a long time developing a mod on source 1, then scrap almost everything and move to 2?[/QUOTE]
The demo [U]won't be public[/U]. It's to make sure the game is fun to play and to make a preview [video] for everyone to see.[U] As I previously said[/U], the demo will only countain 6 characters [low poly & simple texturing] and 1 map.
[editline]20th September 2015[/editline]
[QUOTE=Mighty AMF;48725128]I wish I could produce a load of concept art and then have people literally make a game for me.[/QUOTE]
That's not how it works pal. People do not want to make a game they don't wanna play [except for hired peeps]. And[I] [B]if[/B][/I] it is, somehow, a remark about the way you think I work, know that I don't appreciate.
I have no idea how you and your friends are going to do it but good luck I guess. I hope that they know how to use the source engine,because there is no basic animations or a basic map with basic models to set what should be added or removed in the project.
Also this is my first post but I've been lurking around facepunch for awhile and decided today was the day to make an account.
So here is my feedback:
[B]The presentation:[/B]
Confusing
[QUOTE] In Capture the Flag, carrying the flag unable your normal weapons. But don't worry, you won't be defenseless, since you get a pistol/Revolver (depending on the character + exceptions). But remember your legs and your head are your best ally in such situation.[/QUOTE]
So you're taking away my 2 weapons and then I get a revolver/pistol/toothpick out of the nowhere? Replacing my weapons with a weak revolver/pistol/toothpick is the worst thing I can imagine. However I don't know how you expect it to work. Explain it more.
[QUOTE]The loadout system is taken away for a huge variety of classes to play. You can align multiple healing classes in a same team if you want[/QUOTE]
Which Loadout system? The TF2 loadout system?
[B]The license:[/B]
I had no idea what kind of game you wanted to create (open Source, closed Source (freeware), [url=https://en.wikipedia.org/wiki/Freemium]Freemium[/url]? [I hate this word so much]) until I found this:
[QUOTE]This concept is reserved for Fortress Revolution, which belongs to [B]Rubber War[/B].
I'm the author of this Concept.[/QUOTE]
I guess I can cross "open source" of the list. Are you trying to found a company called "Rubber War"? This is something I would like to know immediately and not after browsing through your Deviantart account.
[B]The Engine:[/B]
Let's face it: You had no idea and just picked Source 2, because TF2 is based on Source. Have you every considered using a different engine like Unreal, Unity, CryEngine, Havok or maybe building your own? (based on [url=http://irrlicht.sourceforge.net/]Irrlicht[/url], [url=http://www.ogre3d.org/]OGRE-3D[/url], [url=http://bulletphysics.org/wordpress/]Bullet[/url], etc.)
---
This is not a "your idea sucks" post. I like your idea and your enthusiasm, but it looks very ill-conceived.
Try to tell us more about the game and less about unrelated stuff. Try to explain the gamemodes/class selection more deeply. Don't derail your own post (Example "The actual engine chosen is the Source Engine 2. [See the Engine section for more information.] => The Engine => “The thing isn't even out yet.” Yes, but the (not final)..." I don't care, give me a good reason why you picked this engine. Complaining about the fact that ppl mentioned that the engine isn't out yet isn't a good reason at all. If you have no good reason at all drop this section entirely.
[QUOTE=Trech;48725766]So here is my feedback:
[B]The presentation:[/B]
Confusing
So you're taking away my 2 weapons and then I get a revolver/pistol/toothpick out of the nowhere? Replacing my weapons with a weak revolver/pistol/toothpick is the worst thing I can imagine. However I don't know how you expect it to work. Explain it more.
Which Loadout system? The TF2 loadout system?
[B]The license:[/B]
I had no idea what kind of game you wanted to create (open Source, closed Source (freeware), [url=https://en.wikipedia.org/wiki/Freemium]Freemium[/url]? [I hate this word so much]) until I found this:
I guess I can cross "open source" of the list. Are you trying to found a company called "Rubber War"? This is something I would like to know immediately and not after browsing through your Deviantart account.
[B]The Engine:[/B]
Let's face it: You had no idea and just picked Source 2, because TF2 is based on Source. Have you every considered using a different engine like Unreal, Unity, CryEngine, Havok or maybe building your own? (based on [url=http://irrlicht.sourceforge.net/]Irrlicht[/url], [url=http://www.ogre3d.org/]OGRE-3D[/url], [url=http://bulletphysics.org/wordpress/]Bullet[/url], etc.)
---
This is not a "your idea sucks" post. I like your idea and your enthusiasm, but it looks very ill-conceived.
Try to tell us more about the game and less about unrelated stuff. Try to explain the gamemodes/class selection more deeply. Don't derail your own post (Example "The actual engine chosen is the Source Engine 2. [See the Engine section for more information.] => The Engine => “The thing isn't even out yet.” Yes, but the (not final)..." I don't care, give me a good reason why you picked this engine. Complaining about the fact that ppl mentioned that the engine isn't out yet isn't a good reason at all. If you have no good reason at all drop this section entirely.[/QUOTE]
La Boite is gone at the moment, but I'm here! (La Boite please don't kill me when you get back because I answered something.)
I am not here to answer gameplay things. But the Rubber War name is a long story. Goes way back. Four people, (La Boite, me, Tricode and one other guy, titled Mr.Duck) decided to keep in contact after meeting each other in a TF2 thread on steam. Thus Rubber War was born, and the idea for Fortress Revolution began.
The engine is source because it was thought to be a mod of TF2, we were doing it on Source 2013, but then Source 2 was announced. And we though it would be a good idea to wait for it. There was the idea of Unreal and our own engine floating around, but we decided to stick to the roots.
-The Grammar Wizard.
[QUOTE=CrayoCoder;48725853]La Boite is gone at the moment, but I'm here! (La Boite please don't kill me when you get back because I answered something.)
I am not here to answer gameplay things. But the Rubber War name is a long story. Goes way back. Four people, (La Boite, me, Tricode and one other guy, titled Mr.Duck) decided to keep in contact after meeting each other in a TF2 thread on steam. Thus Rubber War was born, and the idea for Fortress Revolution began.
The engine is source because it was thought to be a mod of TF2, we were doing it on Source 2013, but then Source 2 was announced. And we though it would be a good idea to wait for it. There was the idea of Unreal and our own engine floating around, but we decided to stick to the roots.
-The Grammar Wizard.[/QUOTE]
Wouldn't be easier to just mod Team Fortress 2 Classic, considering Valve has stated they don't have any plans for a Source 2 port of Tf2?
[QUOTE=Trech;48725766]So here is my feedback:
[B]The presentation:[/B]
Confusing
So you're taking away my 2 weapons and then I get a revolver/pistol/toothpick out of the nowhere? Replacing my weapons with a weak revolver/pistol/toothpick is the worst thing I can imagine. However I don't know how you expect it to work. Explain it more.
Which Loadout system? The TF2 loadout system?
[B]The license:[/B]
I had no idea what kind of game you wanted to create (open Source, closed Source (freeware), [url=https://en.wikipedia.org/wiki/Freemium]Freemium[/url]? [I hate this word so much]) until I found this:
I guess I can cross "open source" of the list. Are you trying to found a company called "Rubber War"? This is something I would like to know immediately and not after browsing through your Deviantart account.
[B]The Engine:[/B]
Let's face it: You had no idea and just picked Source 2, because TF2 is based on Source. Have you every considered using a different engine like Unreal, Unity, CryEngine, Havok or maybe building your own? (based on [url=http://irrlicht.sourceforge.net/]Irrlicht[/url], [url=http://www.ogre3d.org/]OGRE-3D[/url], [url=http://bulletphysics.org/wordpress/]Bullet[/url], etc.)
---
This is not a "your idea sucks" post. I like your idea and your enthusiasm, but it looks very ill-conceived.
Try to tell us more about the game and less about unrelated stuff. Try to explain the gamemodes/class selection more deeply. Don't derail your own post (Example "The actual engine chosen is the Source Engine 2. [See the Engine section for more information.] => The Engine => “The thing isn't even out yet.” Yes, but the (not final)..." I don't care, give me a good reason why you picked this engine. Complaining about the fact that ppl mentioned that the engine isn't out yet isn't a good reason at all. If you have no good reason at all drop this section entirely.[/QUOTE]
You are right, the presentation just simply suck. I'll work on it to add a proper explication of why we're making this, what it is meant to be, the classes, etc... Thanks for your feedbacks.
[editline]20th September 2015[/editline]
[QUOTE=CrayoCoder;48725853]La Boite is gone at the moment, but I'm here! (La Boite please don't kill me when you get back because I answered something.)
I am not here to answer gameplay things. But the Rubber War name is a long story. Goes way back. Four people, (La Boite, me, Tricode and one other guy, titled Mr.Duck) decided to keep in contact after meeting each other in a TF2 thread on steam. Thus Rubber War was born, and the idea for Fortress Revolution began.
The engine is source because it was thought to be a mod of TF2, we were doing it on Source 2013, but then Source 2 was announced. And we though it would be a good idea to wait for it. There was the idea of Unreal and our own engine floating around, but we decided to stick to the roots.
-The Grammar Wizard.[/QUOTE]
It's okay, don't worry.
[editline]20th September 2015[/editline]
[QUOTE=Annoyed Grunt;48725933]Wouldn't be easier to just mod Team Fortress 2 Classic, considering Valve has stated they don't have any plans for a Source 2 port of Tf2?[/QUOTE]
We aren't moding. We're making this out of scrap. More explication on the upcoming new project presentation.
Is bumping a thread allowed in facepunch? Sorry don't want to get banned
[QUOTE=weyu6572;48732039]Is bumping a thread allowed in facepunch? Sorry don't want to get banned[/QUOTE]
nie, szykuj się na perma
[QUOTE=WhyNott;48732054]nie, szykuj się na perma[/QUOTE]
no to dowidzenia facepunch :D
I've reworked the presentation. Feedbacks are welcom.
[QUOTE=La Boite;48739132]I've reworked the presentation. Feedbacks are welcom.[/QUOTE]
It's obviously better and much more "mature". Also I love how there's more details.
We're [I]"closing"[/I] this thread, due to the title being irrelevant. We'll reopen a new one this summer or sooner if we have real reasons too.
Edit: we meant we won't use it for a lot of time, not closing it for good. Silly Belgian dude...
I hope next time you have something to be advertised before advertising it.
My best advice for you is to work on this until you can feel confident to release at least some form of it into the public for testing, even if it's a 0.0.1 pre-alpha
Things that should be in that build are custom models (which you're already on your way to building), custom gamemode logic, at least one map (even if it isn't finished and uses dev-textures, just have a way to test game logic and gamemode) and custom weapons/weapon stats.
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