i've been making this
[url]https://realtimeboard.com/app/61920662/HUSTLE/[/url]
it's pretty handy, if you guys make accounts on the site i can make it so you can all edit it too
So right now options for the game on the table right now seem to be:
C# And Libraries
Love2d/Lua
Phyton/Pygame.
What you guys think?
[editline]5th October 2014[/editline]
If i'm missing something here let me know
I thinks it's all going to be coming down to what limitations we got with everything.
I feel like C# or Lua would probably be the best choice(and most known) but then again i'm not to good of a programmer (i get by with c++, but my code is horrible).
I'm loving the idea though and i'd like to help as much as possible.
if y'all are making a DD video game it needs trippy dream sequences
talking flying through the clouds typa shit
I've coded in C# with XNA, it's alright but in the end it will have a ton of .net dependencies and shit, I think LOVE2D is the best choice because the end product will be lightweight runawaywhereshare
[editline]5th October 2014[/editline]
and fuck unity with c# because somebody mentioned before that it's no good for group projects
*missing reference*
it was me babe
[editline]5th October 2014[/editline]
alright so love2d it is?
[QUOTE=cody8295;46160134]I've coded in C# with XNA, it's alright but in the end it will have a ton of .net dependencies and shit, I think LOVE2D is the best choice because the end product will be lightweight runawaywhereshare
[editline]5th October 2014[/editline]
and fuck unity with c# because somebody mentioned before that it's no good for group projects
*missing reference*[/QUOTE]
And that's why you don't do XNA, it's not even supported by microsoft anymore. OpenTK or SFML libs with .NET are even lighter than Löve2D
oh shit whats up man, havent seen you round in a while.
totally forgot about those options, and didn't think they'd be lighter
I really really suggest sorting all the basic gameplay and then freezing it (that is, no major changes after it is decided) and maybe even some concept art before even touching the code.
Because else people will invent fancy stuff to add and then it won't be possible to add so there will be hacks in the source code and it will get messy in any language.
Good idea.
--
[t]http://i.imgur.com/7slPbAN.png[/t]
This is going to be a metric shitton of information for the player to learn about. We should give the players very limited hints, let him discover most new features by himself, only revealing the most obscure.
When we eventually get to UI stuff we need to make sure it conveys all the info well while also being somewhat simplistic, I'll try to figure that shit out later when we actually get to it, but this is just a forethought.
Let the setting be in some kind of technologically advanced timeline with a lot of augmented reality, so the UI could be like in-game elements like 3D2D in GMod.
What if the setting was...
1775 New York City, and you're a British Loyalist teenage boy who decides to start making profit from your hemp plants until you realize there's an entire other world of sinning to be brought to this American Revolutionary warzone.
[editline]5th October 2014[/editline]
To win the game you have to tweak with Cornwallis
[QUOTE=cody8295;46160350]Good idea.
--
[t]http://i.imgur.com/7slPbAN.png[/t]
This is going to be a metric shitton of information for the player to learn about. We should give the players very limited hints, let him discover most new features by himself, only revealing the most obscure.[/QUOTE]
it should be a game where you can get by without any external knowledge (altho real life drug info is useful) while also being fun as you learn, of course you could look shit up online or ask someone how to make/do certain things but it should be simple enough for it to be easily learned (and figured out)
[editline]6th October 2014[/editline]
the ideal setting is like 90s inner city street sheit imo
[editline]6th October 2014[/editline]
at least then i can get super creative with the soundtrack
I'm going to draw up some top down stuff/concept stuff so I can get some opinions.
I watched blow last night, it'd be cool if this game was set in California (with focus on city rather than beach) since like depp in blow you'll start off as a small time pot dealer (plus I wanna give this game a really west coast San Andreas type of soundtrack)
[editline]6th October 2014[/editline]
If the games top down, players have to rely heavily on art (and UI) to distinguish characters, so maybe iconic characters should have distinctive attributes, like farmers or other pot dealers having typical stuff like rasta hats and caps with cannabis leaves on, while the player character could look like anything, he could be designed as a smooth scarface suit wearer or as a crazy fear and loathing style tripper, or just a boring everyday guy (maybe the players sprites change as they progress through the game?)
[editline]6th October 2014[/editline]
Itd be a nice touch if all the random groups of stoners (that the player must come across when searching for customers) reflected on all of our real life circles of smoking friends :v:
[editline]6th October 2014[/editline]
I didn't mean to look like suc. An ideas guy but I love imagining things about this game while I'm high. Most of these concepts sent fundamental and shouldn't be worried about during early development, I'm just storing suggestions in this thread so they can eventually be found again. I think the realboard thing I made should be for this, just general brainstorming (maybe with something else for organized planning) but I can't use that on mobile
that'd be cool as fuck; you organize to buy a huge shipment of weed from amsterdam and something goes wrong so you have to get a plane over there and find out what's going on (which also offers you a chance to bring back weed from amsterdam by yourself provided you can sneak it through the airport, the mechanisms for that could be really creative)
is this more of a chiptune kind of game or a more realistic kind of soundtrack? i have dark alley durg related ideas when it comes to music and it's just a matter of style now
i'd love for it to have hip hop influence, given the setting will be in a city. different missions and areas would have different styles of music, of course.
i made this to get an idea of what the main menu theme could be when you launch the game
[URL]https://dl.dropboxusercontent.com/u/58951386/soundtrack gfunk.mp3[/URL]
Will this be linear or open world where you just figure it out yourself? Like would it be dark souls like where you kinda just gotta roam around, get fucked and learn or will there be some level design where it leads the player toward the beginner path like 'oh you just started, go talk to Rico and he'll get you setup'. I like a open world, just throw you in would be better, as it teaches you that drug culture and stuff can be hard to get into at first but then you just keep adding to your knowledge. You just need to keep this stuff in mind so the game mechanics follow with what you are trying to convey.
open world like you suggested would be best, with some basic hints and tips to help the player get started (by simply pointing them in the right direction or by suggesting a profitable path)
missions should be influenced by your choices, so if for example your operation revolves around selling weed, you would be sent on a mission relating to your weed operation. missions should introduce features (as a means for the player to discover new products and gameplay aspects) as guidance but should not control the player, so if a mission introduces the idea of dealing cocaine, it should be there as an option for the player (who can take it or choose to continue with their weed-growing ventures), rather than [I]forcing[/I] the player to adapt.
so basically the main missions are a way to develop progression, but progression isn't completely necessary depending on how the player chooses to play.
The main missions should be few and far between too, to allow the user more free time than mission time.
i wanted to see if the beat i made would work for a main theme, so i added it to the GTA SA intro video to see whether or not it would "feel" right, like if you load up a game and this happens (obviously with different art)
[media]http://www.youtube.com/watch?v=Bjcp4eL_zyA&feature=youtu.be[/media]
i quite like it
[editline]6th October 2014[/editline]
we need to get everyone together in one group chat
[editline]6th October 2014[/editline]
hm, rather than top-down, i think isometric would be a better viewpoint. if the goal is to make money and purchase properties so you can grow weed and build labs and all that crazy shit, top down just wouldn't cut it. picturing it in my head, top down [i]would[/I] work, but the best view would be isometric. think project zomboid;
[media]http://www.youtube.com/watch?v=bhzCqlK8Prc[/media]
you can see that it's a grid-based isometric view that allows you to place constructed objects across the floor grid. this would work for this game; rather than wooden zombie defenses, you would instead be placing the various objects in the game, like pieces of lab equipment, pots of soil, barrels of chemicals and whatever else will be included. plus, this view is much better for gameplay; missions would simply feel more enjoyable and immersive from a perspective that allows you to see the world better, since of course the art will be a lot more memorable at this angle than from overhead.
this isometric view also allows us to include guns in an effective way; combat works in top down games but it's pretty awkward and for me it always just feels "empty", but getting into fights would be much more exciting, in my opinion.
on top of that, it doesn't require a whole lot more work to use this perspective, characters can still be sprites and the world would be a lot more appealing because rather than just rooftops and roads you'll be able to see a lot of the city
[editline]6th October 2014[/editline]
i know someone suggested isometric view in this thread but it was only when i remembered when i remembered project zomboid's existence that i realized it would be ideal
[QUOTE=TCB;46167723]
[media]http://www.youtube.com/watch?v=Bjcp4eL_zyA&feature=youtu.be[/media]
[/QUOTE]
this is fucking incredible. i'm at work on some some hip-hop/funk type fusion projects in this vein right now. sick track.
For the artistic guys I've seen posting, you should create some nice looking spires and things we can implement for early prototyping.
My suggestion for the player sprite is 64x64
Obviously we'll need drug sprites, which should look at least semi-realistic.
[editline]6th October 2014[/editline]
Hmm, isometric does seem pretty cool...
Could you guys maybe use the Alien Swarm engine? It's just Source, right?
[QUOTE=TCB;46165834]i'd love for it to have hip hop influence, given the setting will be in a city. different missions and areas would have different styles of music, of course.
i made this to get an idea of what the main menu theme could be when you launch the game
[URL]https://dl.dropboxusercontent.com/u/58951386/soundtrack gfunk.mp3[/URL][/QUOTE]
Fuck kickass song. A grungy 90's top down style like hotline miami would fit a drug game real well I think.
[editline]6th October 2014[/editline]
[QUOTE=cody8295;46169964]For the artistic guys I've seen posting, you should create some nice looking spires and things we can implement for early prototyping.
My suggestion for the player sprite is 64x64
Obviously we'll need drug sprites, which should look at least semi-realistic.
[editline]6th October 2014[/editline]
Hmm, isometric does seem pretty cool...[/QUOTE]
Isometric means no cars. It also means much more difficult programming and spriting.
[editline]6th October 2014[/editline]
[QUOTE=Original User;46170059]Could you guys maybe use the Alien Swarm engine? It's just Source, right?[/QUOTE]
Sure yes it is just source. But that means C++ experience, modeling, texturing, etc. Complicates asset production and with a crowdsourced game like this I think 2d would just be more plausible.
We aren't doing source and isometric is a bad idea if we want cars.
[editline]7th October 2014[/editline]
which we do
[QUOTE=TCB;46167723]i wanted to see if the beat i made would work for a main theme, so i added it to the GTA SA intro video to see whether or not it would "feel" right, like if you load up a game and this happens (obviously with different art)
[media]http://www.youtube.com/watch?v=Bjcp4eL_zyA&feature=youtu.be[/media]
i quite like it
[editline]6th October 2014[/editline]
we need to get everyone together in one group chat
[editline]6th October 2014[/editline]
hm, rather than top-down, i think isometric would be a better viewpoint. if the goal is to make money and purchase properties so you can grow weed and build labs and all that crazy shit, top down just wouldn't cut it. picturing it in my head, top down [i]would[/I] work, but the best view would be isometric. think project zomboid;
[media]http://www.youtube.com/watch?v=bhzCqlK8Prc[/media]
you can see that it's a grid-based isometric view that allows you to place constructed objects across the floor grid. this would work for this game; rather than wooden zombie defenses, you would instead be placing the various objects in the game, like pieces of lab equipment, pots of soil, barrels of chemicals and whatever else will be included. plus, this view is much better for gameplay; missions would simply feel more enjoyable and immersive from a perspective that allows you to see the world better, since of course the art will be a lot more memorable at this angle than from overhead.
this isometric view also allows us to include guns in an effective way; combat works in top down games but it's pretty awkward and for me it always just feels "empty", but getting into fights would be much more exciting, in my opinion.
on top of that, it doesn't require a whole lot more work to use this perspective, characters can still be sprites and the world would be a lot more appealing because rather than just rooftops and roads you'll be able to see a lot of the city
[editline]6th October 2014[/editline]
i know someone suggested isometric view in this thread but it was only when i remembered when i remembered project zomboid's existence that i realized it would be ideal[/QUOTE]
While I agree Isometric is one of the best perspectives I think we really would need an [B]EXACT [/B]features list first.
Right now it seems like people want
-Open World
-Police
-Reputation/Notoriety
-Combat
-Cars
-Grow room/Drug production facilities and construction
Yet still there is no real game idea or goal here and it lacks direction. This forum is not super succesful with group projects so I feel like the scale needs to be dramatically reduced and we need to focus on a specific element of drugs be it smuggling, growing, dealing, or whatever.
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