Cleveland Rock
Cannam
Disco Mustache Enthusiast
Oh look, it's that guy.
Posts: 328
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Post by Cleveland Rock on Jun 16, 2010 0:19:23 GMT -5
I hate to say it, but if I can't even pay a programmer to work on this, my only choice is to put this on indefinite hiatus and work on something else, unrelated to MML.
I really don't want to do that, however, as it would be a disappointment to you, to the team, and most of all, to myself. So, I'm going to make at least one more desperate plea for help.
If you can code this, I can pay you and/or do anything possible for you, within reason; just name it. If you cannot code this, perhaps there can be something in it for you if you find me someone who will.
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Post by MegaTuga on Jun 16, 2010 6:59:38 GMT -5
Its too bad to hear that... I wish I could help somehow but... I failed at Informatics course I was taking XP
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duo
Gorubeshu
Posts: 261
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Post by duo on Jun 17, 2010 8:42:35 GMT -5
Can you make a statement regarding the actual work items involved (AI, level programming, character scripting, animation and character interface, etc.), as well as a general overview of your game plan? No one really knows what kind of work you need done.
Do you have all the levels, graphics, and models for the programmer to reference? No character scripting or interfacing can be done without this. Do your levels have properly labeled collision walls, collision event objects, etc? Is there an event script to follow? Are there enough of these things ready for the programmer to work on?
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Cleveland Rock
Cannam
Disco Mustache Enthusiast
Oh look, it's that guy.
Posts: 328
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Post by Cleveland Rock on Jun 17, 2010 13:59:16 GMT -5
Do you have all the levels, graphics, and models for the programmer to reference? No character scripting or interfacing can be done without this. Do your levels have properly labeled collision walls, collision event objects, etc? Is there an event script to follow? Are there enough of these things ready for the programmer to work on? Again, I really want the programmer to be able to suggest an engine they would be able/willing to work with (even though I recommend ioquake3 because a lot of features are already implemented in it and it has a supportive community and wiki), so levels are out of the question until an engine is chosen. However, since this would be my first time working with a programmer, excuse me for not knowing what an event script is. Also note that I'd prefer to work with a programmer on things, one at a time, rather than plan everything out beforehand. That way, greater attention can be paid to detail, and it ensures everything works exactly the way it should. Can you make a statement regarding the actual work items involved (AI, level programming, character scripting, animation and character interface, etc.), as well as a general overview of your game plan? No one really knows what kind of work you need done. Sure! However, since the engine hasn't been decided, it's difficult to say what is needed and what isn't. Since my recommendation is ioquake3, I'll point out the features which are already implemented. I think you'll see why I recommend it. - Game basics - Displaying a character whom the player can instruct to walk around an empty room, shoot, jump, et cetera. OGG audio and PNG textures. Note: Already implemented in ioquake3
- Enemy coding - The journey to an awesome game begins with just one Reaverbot. Note: It may be possible to modify existing AI.
- Weapon coding - Every MML game needs weapons! Note: It may be possible to modify existing weapons.
- Health and ammo - So the player can get hurt and/or run out of weapon energy. Note: Already implemented in ioquake3
- Basic GUI - Health and ammo display. Note: Already implemented in ioquake3
- Cheats - Useful for tweaking and debugging. Note: Already implemented in ioquake3
- Spline-reticulation - Automatic reticulation of splines. Note: Already implemented in imaginaaaaaatiooooon
- Map editor - I can't code or work with 3D modelling software, but I need to make levels somehow, right? Note: Multiple level editors for ioquake3 already exist
- Screenshot - Save a screenshot to a file with the press of a button. Screenshots are pretty much necessary to show off the game, so I made it part of phase one. Note: Already implemented in ioquake3
- Bionic lifter - Grabs objects and ledges with a lifter. Hands-free, so one can wield two weapons and grab something at the same time. I sure do like making sense of things.
- Open world - The ability to leave a map and come back to it.
- Saved games - Saving and loading games. Thanks, Data.
- Save editor - Especially useful if I need to test out a certain part of the game with certain items and so on.
- Boobies - Boobies. Note: Boobies!
- Friendly NPC coding - Cool dudes who walk around and don't bother anyone. Also animals and cars. Note: It may be possible to modify existing AI.
- Dialogue - RPG-style dialogue with friendly NPCs. I've mentally designed a simple new interactive dialogue system, and I will demonstrate it with concept art when needed.
- Cutscenes - Perhaps the most intimidating feature of them all.
- Voices - Voice acting with optional subtitles.
- Mouth animation - A way to synchronize mouth movements to each voice file. Oddly enough, I have professional experience in this area.
- Hammerspace - An RPG-style money, inventory, and shop system.
- Upgrades - Upgrade weapons, upgrade equipment, and use buster parts.
- Reputation - The player's actions modify simple variables that determine whether people love Rock or hate him. In turn, this modifies the brightness of his armour, and maybe other factors, such as shop prices.
- Balls of Steel - It's time to kick Servbots and drink Powerade… and I'm all outta Powerade. Note: Come get some!
- Dual weapons - The ability to hold two weapons at once. Left-click fires the weapon in the left hand (or kicks if there is none), and right-click fires the weapon in the right hand (or kicks if there is none).
- DO A BARREL ROLL! - The ability to quickly roll to the side.
- Jet skates - Jet skates, derp.
- Hitboxes - Weak points to attack for massive damage. Note: Probably implemented in ioquake3.
- Model switch - The option to change your character model (hidden in singleplayer). Useful for testing out different models. Note: Already implemented in ioquake3
- Online multiplayer - Connect to friends and play with them. Note: Already implemented in ioquake3
- Wilhelm scream - AAAUUUUUUGHHH! Note: Already implemented by every George Lucas film ever
- Camera tools - Useful for making videos and screenshots.
- Record - Start and stop recording to a video file (preferably Theora format) with the press of a button.
- Camera switch - Allows the camera to focus on something other than the playable character (as a cheat). Note: Probably implemented in ioquake3.
- Perspective toggle - The ability to easily switch between first-person and third-person. Note: Already implemented in ioquake3
- Stereoscopy - 3D is apparently the future of vidya gaems. Note: Already implemented in ioquake3
- Achievements - You've unlocked the "Kickin' Dogz" achievement! Don't you feel special?
- Database - An in-game database of characters and machines and stuff where you can read about them. Kinda like a wiki. Idea shamelessly stolen from "Bionic Commando Rearmed".
- Hidden "Hot Coffee" mode - Just kidding. Note: Boobies!
I probably forgot something important, but there you go.
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Qwertman
Habarool
Work work work...
Posts: 736
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Post by Qwertman on Jun 17, 2010 22:41:13 GMT -5
Where's the Wilhelm scream in MML?
I must say I was a little bummed by your decision to not use the Source engine. I completely understand your reasoning and I wouldn't argue it. I've been playing a few source mods recently though and that got me looking into how they're made and I must say I'm pretty impressed with the simplicity of it. So I'd like to propose this: I'd be willing to make a port of your game on the source engine, for the graphics and speed of deployment. I don't propose you drop your ioquake version at all, as people who don't have any source games will still need a way to play it. What do you say? We could both end up gaining a lot from collaboration and in the process I may learn enough to help you with the coding on your end. Of course I'm asking because I need your approval and a copy of the resources you already have would certainly be nice. :3
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Cleveland Rock
Cannam
Disco Mustache Enthusiast
Oh look, it's that guy.
Posts: 328
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Post by Cleveland Rock on Jun 18, 2010 10:36:08 GMT -5
Where's the Wilhelm scream in MML? To do this, you need to have the jump springs, jet skates, and flack jacket. Go to the Uptown area, then enter and exit Wily's boat shop 356 times. The 356th time, Wily will get angry and throw you into the lake. DO NOT DROWN! Instead, surf all the way east of the SS Anne and use Strength on the truck. Mew will appear, but DO NOT CATCH IT! Instead, use the Shining Laser on it until it blows up, and it will let out a Wilhelm scream. Words words words. What do you say? Go right ahead! If I ever have anything to freakin' release, I will do so under a Creative Commons license so you don't need my approval to do stuff with it. Actually, I suppose I might as well do that now…
You've seen the screenshots… Now you, too, can play whatever unfinished stuff we made for Half-Life 2! www.mufunoko.org/butts/oldhl2eden.7zJust unpack this folder to your "sourcemods" directory (by default, "C:\Program Files\Steam\steamapps\sourcemods\" in Windows, but I have no idea where the folder is on Macs), restart Steam, and it should be in your list of games! Credits: Cleveland Rock - Direction, design, maps, icon, music, audio editing, voice script, voice casting, texture editing DrScience123 - Maps, textures Rockman Juno - Menu screen logo Rina-chan - Voice of Roll Caskett Also, remember that I am are still needings programmer.
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Qwertman
Habarool
Work work work...
Posts: 736
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Post by Qwertman on Jun 18, 2010 10:54:23 GMT -5
To do this, you need to have the jump springs, jet skates, and flack jacket. Go to the Uptown area, then enter and exit Wily's boat shop 356 times. The 356th time, Wily will get angry and throw you into the lake. DO NOT DROWN! Instead, surf all the way east of the SS Anne and use Strength on the truck. Mew will appear, but DO NOT CATCH IT! Instead, use the Shining Laser on it until it blows up, and it will let out a Wilhelm scream. ROFL Also I feel so childish downloading from a directory called butts. Teehee! Anyways, thanks for being receptive. Some people are stingy with their projects . I'll start a thread if I get anywhar on this.
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Post by drscience123 on Jun 18, 2010 12:45:06 GMT -5
I beat the first level :] A couple things are wrong with it. missing textures for the city (don't worry you're not missing much lol) enable the console by going to your options on the title screen go to the keyboard controls and select advanced. allow console commands. press ` to bring up the console and type "map tower" or "map town" I think. that will load up the map. The cubemaps weren't built for the tower level. bring up your console again and type "buildcubemaps" that will make everything shiny. now about the actual content lol. I thought I had given you a version with the elevator at the end. I had never played it with rolls voice in it that was a pleasant surprise! I shoulda worked harder on that map also damn them textures are hot in that tower!
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Cleveland Rock
Cannam
Disco Mustache Enthusiast
Oh look, it's that guy.
Posts: 328
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Post by Cleveland Rock on Jun 18, 2010 15:10:24 GMT -5
enable the console by going to your options on the title screen go to the keyboard controls and select advanced. allow console commands. press ` to bring up the console and type "map tower" or "map town" I think. that will load up the map. The cubemaps weren't built for the tower level. bring up your console again and type "buildcubemaps" that will make everything shiny. Ah, thanks. I forgot, that's important. It's actually "map sp_tower" and "map sp_downtown". "sp", of course, stands for "single player". And I should point out there isn't enough ammo (at least for me) in the sp_tower map, so you might also want to use the cheats "sv_cheats 1" (to enable cheats) and "impulse 101" (to give you ammo). Reminder, just to keep everybody on-topic: PROGRAMMAR IS NEEDEDZ
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Post by in·clover on Jun 18, 2010 16:45:28 GMT -5
If you can get this off the ground with a semi-working demo I'd be more than willing to do those character sheets like you wanted, plus some of the textures and 2d elements.
I wanna make something clear: I'm willing to work with you guys on them, not for you. A lot of people get ideas in their heads that volunteers = willing slaves. It would be different if money were involved.
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Cleveland Rock
Cannam
Disco Mustache Enthusiast
Oh look, it's that guy.
Posts: 328
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Post by Cleveland Rock on Jun 18, 2010 18:00:41 GMT -5
If you can get this off the ground with a semi-working demo I'd be more than willing to– Please stop there. I want to make this perfectly clear to everyone: either offer to help right now or don't offer to help. If I don't need your help before I release something, I won't need your help ever, unless I need a replacement for someone who quit. I am not interested in fair-weather friends who are only willing to help if the game is making progress without them. The only way this game will ever make progress is if everyone cares about their own progress and nobody else's. Since I am offering money, this should not be too much to ask. The only reason I am offering money is so the team has motivation to work besides seeing results. For the last time, just to make sure everybody is clear on this: I do not want to see a word in this thread from anybody who demands to see results before offering to help. Not a single word.I'm not being mean; just angry. It's been an entire year since I started this project and, since then, I've had to deal with so many uncooperative people, either on this forum or somewhere else. If you have nothing constructive or helpful to add to this thread, I'd like to ask you to go drive someone else insane. Reminder: Programmers needed.
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Post by in·clover on Jun 18, 2010 18:20:35 GMT -5
Jesus Christ, man. I don't want to take money from you or end up doing a ton of work for nothing. That's my contention. Everyone's disappointed in the end.
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Post by drscience123 on Jun 18, 2010 18:42:40 GMT -5
lol
(Noted, Short Post) - JMC47
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Cleveland Rock
Cannam
Disco Mustache Enthusiast
Oh look, it's that guy.
Posts: 328
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Post by Cleveland Rock on Jun 18, 2010 18:46:08 GMT -5
You and so many others expect me to make a demo all by myself, and I've had to say millions of times, that's not possible.
Ask any professional game concept artist or programmer why they do their job. Their answer will not be "because I was pleased with the demo they released". Their answer will be "because they pay me to do something they can't do themselves".
So, I'm not the one with the bad attitude here. It's you, it's duo, and it's anyone else who seems to think they deserve a better job than the professionals, even when they're getting paid for it.
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Post by JMC47 on Jun 18, 2010 19:02:18 GMT -5
Okay guys, I've been watching this thread and this is getting a little out of hand now. There's no need for yelling or anything else. We all have our own opinions on how something should be done, or what criteria something should have before asking for help and that's fine.
We don't need to turn to personal insults at one another; there's no need for a big incident over something like this.
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