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So I decided to rent Imagine: Babyz Fashion…

Danthrax

Batteries the CRISIS!
I'm kinda feeling top-down as well. But maybe we can switch it up and have some side-scrolling sections, perhaps for boss fights only. Don't want to throw too many gameplay styles into it, of course, but it's not unheard of to switch between top-down and side views in the same game.
 

thetrin

Hail, peons, for I have come as ambassador from the great and bountiful Blueberry Butt Explosion
I'm going to have a convo with Jocchan when he wakes up, but I'm a big proponent of a simple single screen shooter.

I'm also big into the idea of doing the cutscenes as homages to 16-bit/8-bit cutscenes:

snatcher340.jpg


Not necessarily sprites (I'd rather Jocchan draw art for cutscenes), but use a letterbox and have conversation and narrative on the bottom black bar.
 
thetechkid said:
Is there going to be a mission called Operation D.U.D.E.B.R.O.?

That feels a bit meh.

Maybe an Operation DUMBRO DROP.

It could start on a plane that blows up and you are fighting your way down shooting parachuting guys until at last there is a flashback of some sort that makes dude bro unlock latent abilities in his beard. When he comes to, seconds before hitting the ground, he opens his parachute beard crashing through the roof into a whore house.
 

Oneself

Member
There should be a weapon system similar to Gunstar Heroes...


Here's a visual explanation:


Let's say you have a

10wntoh.jpg


and a

2mzy6vk.jpg




You can then mix them together to create the:

so0p6e.jpg



What do you bros think of that?
 
A few thoughts

It seems to me that thetrin, mik2121 and Jocchan have a good understanding for what the game should be, I've pretty much agreed with any statements you guys have made, and I think it's highly impressive that mik both have the skills to model the way he does, but still capture the feeling!

But again it's very good to hear what the masses think, I know you aren't gonna go overbound with the Bro jokes, but it's still good that it was voiced(just in case).

A question to mik. When you are done with the model... can you also animate it?

If Mik needs to model a Chicken, 5(or so) Bosses, Hos, Cannon Fodder(say at least two types) AND animate, then he's in for quite some work...

What about texture work?

Who can write codes?

Unfortunately I don't think I can help with that much, so I'll keep on cheering from the sideline!

DON'T BUY THE TRADEMARK, BEFORE YOU'VE COMMITTED 100%!!!:D
 

Piano

Banned
thetrin said:
I'm going to have a convo with Jocchan when he wakes up, but I'm a big proponent of a simple single screen shooter.

I'm also big into the idea of doing the cutscenes as homages to 16-bit/8-bit cutscenes:

Not necessarily sprites (I'd rather Jocchan draw art for cutscenes), but use a letterbox and have conversation and narrative on the bottom black bar.

Well, if mik can animate his model, it'd be a shame if it went completely to waste...the end game should have a badly compressed, low frame-rate, mid 90s CG-esque cutscene with his 3d model :lol
 

Narag

Member
TheEastonator said:
Well, if mik can animate his model, it'd be a shame if it went completely to waste...the end game should have a badly compressed, low frame-rate, mid 90s CG-esque cutscene with his 3d model :lol

:lol
 

Brashnir

Member
thetrin said:
I'm going to have a convo with Jocchan when he wakes up, but I'm a big proponent of a simple single screen shooter.

The only problems I see with a single-screen shooter is that integrating boss fights and saving the girls becomes tricky.

How about this - Each level works like a dungeon from the original Legend of Zelda. A series of interconnected single-screen shootout rooms progressing with keyed doors and puzzles and eventually leading to a boss. Saving girls along the way is optional. You could re-use a lot of assets from room to room, and it would allow some more variety. I'd recommend making the rooms "bigger" (i.e. make the characters smaller on-screen) if you're going twin-stick shooter, since the rooms in Zelda would be a bit cramped for chaotic shootouts.

Each level's map could draw out a Bro-related pixel drawing like the Zelda dungeons. Greek Letters, A Shot Glass, Dumbells, Beer Bong, etc.
 

Beardz

Member
I used to work with flash for living -intros, websites, interactive cd's, etc- If I can help please let me know. :D

---

In order to make an actual game, we need to start by the beginning (duh), this is just a kind of template:

Type of game:
Side scrolling
Flash
etc.

Universe:
Story
Timeline
Locations
etc.

Guidelines:
Size of the characters (in pixels)
Size of the objects(walls, doors, windows, trees, etc.)
Music (format, bitrate, etc.)
Sound (format, bitrate, etc.)
etc.

Characters
Good guys:
Dudebro (bio, abilities, etc.)
etc.

Bad guys:
Bosses: (behavior,weak points, weapons, attacks, etc.)
Grunts: (behavior,weak points, weapons, attacks, etc.)

NPC:

Vehicles
Bears:
Polar Bear (behavior,weak points, weapons, attacks, etc.)
etc.

Tanks:
Dinosaurs:
Sharks:
etc.

Weapons
Pistols:
SMG:
Rifle:
Crossbow:
Explosives:
etc.

Etc

---

After that, we need to define teams, roles, schedules, etc. :D
 

-COOLIO-

The Everyman
Metroid Killer said:
A few thoughts

It seems to me that thetrin, mik2121 and Jocchan have a good understanding for what the game should be, I've pretty much agreed with any statements you guys have made, and I think it's highly impressive that mik both have the skills to model the way he does, but still capture the feeling!

But again it's very good to hear what the masses think, I know you aren't gonna go overbound with the Bro jokes, but it's still good that it was voiced(just in case).

A question to mik. When you are done with the model... can you also animate it?

If Mik needs to model a Chicken, 5(or so) Bosses, Hos, Cannon Fodder(say at least two types) AND animate, then he's in for quite some work...

What about texture work?

Who can write codes?

Unfortunately I don't think I can help with that much, so I'll keep on cheering from the sideline!

DON'T BUY THE TRADEMARK, BEFORE YOU'VE COMMITTED 100%!!!:D

if it's flash, i know some actionscript. certainly enough to make a top down shooter.

anyway, i think it's important that all of gaf be involved in this too. besides the idea of actually making dudebro into a game, im really interested in seeing this forum come together to try and make a game.

as for 3d dudebro model, unless we made a 3d game which would be hella hard, i think it could be used for things like the title screen.

TheEastonator said:
Well, if mik can animate his model, it'd be a shame if it went completely to waste...the end game should have a badly compressed, low frame-rate, mid 90s CG-esque cutscene with his 3d model :lol

bingo.
 

-COOLIO-

The Everyman
Beardz said:
I used to work with flash for living -intros, websites, interactive cd's, etc- If I can help please let me know. :D

---

In order to make an actual game, we need to start by the beginning (duh), this is just a kind of template:

Type of game:
Side scrolling
Flash
etc.

Universe:
Story
Timeline
Locations
etc.

Guidelines:
Size of the characters (in pixels)
Size of the objects(walls, doors, windows, trees, etc.)
Music (format, bitrate, etc.)
Sound (format, bitrate, etc.)
etc.

Characters
Good guys:
Dudebro (bio, abilities, etc.)
etc.

Bad guys:
Bosses: (behavior,weak points, weapons, attacks, etc.)
Grunts: (behavior,weak points, weapons, attacks, etc.)

NPC:

Vehicles
Bears:
Polar Bear (behavior,weak points, weapons, attacks, etc.)
etc.

Tanks:
Dinosaurs:
Sharks:
etc.

Weapons
Pistols:
SMG:
Rifle:
Crossbow:
Explosives:
etc.

Etc

---

After that, we need to define teams, roles, schedules, etc. :D

good post. i think joc was talking about making a new thread for actually making the game. this seems like good OP material for it.
 

Mik2121

Member
Metroid Killer said:
A few thoughts

It seems to me that thetrin, mik2121 and Jocchan have a good understanding for what the game should be, I've pretty much agreed with any statements you guys have made, and I think it's highly impressive that mik both have the skills to model the way he does, but still capture the feeling!

But again it's very good to hear what the masses think, I know you aren't gonna go overbound with the Bro jokes, but it's still good that it was voiced(just in case).

A question to mik. When you are done with the model... can you also animate it?

If Mik needs to model a Chicken, 5(or so) Bosses, Hos, Cannon Fodder(say at least two types) AND animate, then he's in for quite some work...

What about texture work?

Who can write codes?

Unfortunately I don't think I can help with that much, so I'll keep on cheering from the sideline!

DON'T BUY THE TRADEMARK, BEFORE YOU'VE COMMITTED 100%!!!:D

It all depends on what we do.

If we do a flash game, then we are not going to use 3D models, therefore I would just leave the sculpted model there and that's it. If we ever go with a 3D game (it could be done in the UDK and have an actual game that people would play), I would use the ZBrush models as bases for lower poly meshes and also to bake the normal maps.

Just so you get an idea, a ZBrush model has somewhere between 1 and 9 million polygons, but an actual game for PC has about 12k polygons for the main character, so I would have to recreate the lowpoly mesh out of the highpoly Zbrush sculpt.

But again, it all depends on what we do, and before I continue with other stuff, I want that to be decided. It's not the same doing a model for a game than a model for a movie scene, and a movie scene would take up tons of resources and time that I might not have until a few months.
Also, if nobody else can do 3D, we better leave that idea out now, I refuse to do everything, as I don't have that much time (animation takes forever, textures too and you would have to add all the environment and stuff).

Another option would be to do an iPhone application like MiniGore. Models for an iPhone have much less polygons (think around 500 polys for every character and stuff, and environments super low poly), and almost everything would be 'painted' on textures.
If someone can program 3D stuff for iPhone, I would not mind working on it, but I'd need someone else to help me out, if possible 2 other people.

But yeah, if it's a flash game, then it would be all pixelart, and therefore the 3D models would end up being useless (or show up just a little bit, which wouldn't, honestly, be worth all the work). I could help out with pixelart as well, though :p



But, as I said, we will need to decide what we do, first.
I'm all for 3D, even if super low-poly simple stuff. It just feels better.


Oh, and last but not least, many of the ideas out there sound real fun, but are in almost no way viable for games, or just too over-the-top. And while DudeBro is quite awesome, going that much over-the-top could end up 'breaking' the game.
 

DDayton

(more a nerd than a geek)
Okay, this game needs one thing...

It needs a "late night TV movie filter dub"

That is, we need someone to record a SECOND complete vocal track with "tv safe" language. Or really badly done voice overs on critical parts.

It would be hilarious, and it could be an industry first. (cough)

If you want someone to record the "family friendly" bonus track (selectable from the main menu, of course), do let me know.


Heck, I'm ready to record an all-kazoo music track.
 
-COOLIO- said:
anyway, i think it's important that all of gaf be involved in this too. besides the idea of actually making dudebro into a game, im really interested in seeing this forum come together to try and make a game.
I agree, eventhough it's obviously a core team that's gonna do the hardwork(and should get the credit as well), I also see this as collective project.

And it seems to be going down that way already... It's pretty much the same way I use Neogaf when I need help, there will always be a specialist on the subject(wether it be GIF maker, finding stuff, pro advice).

I mean we already found a IP Trademark expert.

A good voiceactor.

The coregroup do what they do and use Gaf as their resource.
 

Brashnir

Member
DavidDayton said:
Okay, this game needs one thing...

It needs a "late night TV movie filter dub"

That is, we need someone to record a SECOND complete vocal track with "tv safe" language. Or really badly done voice overs on critical parts.

It would be hilarious, and it could be an industry first. (cough)

If you want someone to record the "family friendly" bonus track (selectable from the main menu, of course), do let me know.


Heck, I'm ready to record an all-kazoo music track.

:lol If this is done, the overdubbed "TV Safe" lines should absolutely not be done by the original voice actors.
 

DDayton

(more a nerd than a geek)
Brashnir said:
:lol If this is done, the overdubbed "TV Safe" lines should absolutely not be done by the original voice actors.

They would need to be done by the most ill-fitting folks possible. I suggested myself, but that might be reaching...

I ask this both because it's funny and because it's something I think House of the Dead Overkill desperately needed.

Besides, it's another bullet point for the box -- "Family Friendly BroGuard : Alternate Audio Track for the Li'l Bros"

Edit: That doesn't solve the visuals, of course, but perhaps that's half the fun, as conversations about "melon pickers" run rampant. Also, there would be two ways to do it -- either replace ALL the audio with a second track, OR have a "dubbed out" versions (like TV) in which key phrases are badly replaced with Li'l Bro Friendly words. The latter is probably better.
 
Mik2121 said:
But, as I said, we will need to decide what we do, first.
I'm all for 3D, even if super low-poly simple stuff. It just feels better.

Oh, and last but not least, many of the ideas out there sound real fun, but are in almost no way viable for games, or just too over-the-top. And while DudeBro is quite awesome, going that much over-the-top could end up 'breaking' the game.
Good to hear your thoughts, to me it seems to realization of an actual 3D game is in your hands.

You are porbably right about making it into an iphone game as well. In any case, the game will have to be really simple, and the simplier fundament you run it on the more time you have for details etc.

Oh well, it seems like you, Jocchan and thetrin needs a good talk.
 

Brashnir

Member
DavidDayton said:
They would need to be done by the most ill-fitting folks possible. I suggested myself, but that might be reaching...

I ask this both because it's funny and because it's something I think House of the Dead Overkill desperately needed.

Besides, it's another bullet point for the box -- "Family Friendly BroGuard : Alternate Audio Track for the Li'l Bros"

If somebody has young kids, we could get them to record all the kid-friendly words, and intersperse them with the original acting.
 

DDayton

(more a nerd than a geek)
Brashnir said:
If somebody has young kids, we could get them to record all the kid-friendly words, and intersperse them with the original acting.

That's funny, but ...well... it wouldn't have the right feel.

We need something more like "Robin Williams dubbing a Richard Pryor act for TV".

My spit is fudged up so I got to shoot/slice you II: It's Straight-Up Dawg Time.
 

Red

Member
DavidDayton said:
That's funny, but ...well... it wouldn't have the right feel.

We need something more like "Robin Williams dubbing a Richard Pryor act for TV".
Not sure how family friendly it would be if just the words were replaced and there was still shooting/slicing.

As far as the project goes, if you guys get really serious about it I am willing to donate cash for the cause (not much though). Also, like probably everyone else here, if you need any voice work submitted I'd be happy to help. I'm not sure what else I could lend a hand with, but I'm willing to get on board.
 

Mik2121

Member
I'll repeat it....


There are a lot of ideas that, while funny, aren't just viable at all for a game. Even less if it ends up being a flash game (I hope it doesn't).

I'd recommend going the 3D way for iPhone if someone knows the script, or do something 'simple' with the UDK.
Of course, the iPhone would require less modeling and texturing. I have experience doing models for iPhone stuff so it shouldn't be that much of a problem.

Again, until we don't decide for what platform and what kind of game to develop, many of the ideas might be forgotten (29 pages would be a pain to re-read while doing the game).
 

Red

Member
Mik2121 said:
I'll repeat it....


There are a lot of ideas that, while funny, aren't just viable at all for a game. Even less if it ends up being a flash game (I hope it doesn't).

I'd recommend going the 3D way for iPhone if someone knows the script, or do something 'simple' with the UDK.
Of course, the iPhone would require less modeling and texturing. I have experience doing models for iPhone stuff so it shouldn't be that much of a problem.

Again, until we don't decide for what platform and what kind of game to develop, many of the ideas might be forgotten (29 pages would be a pain to re-read while doing the game).
You're absolutely right, but I have a feeling your posts are going to be lost and forgotten among the chaos of this thread. Maybe when a separate thread shows up information will be clearer, but currently it's basically up to you and whoever else is actually working on art and a script to filter out the crummy ideas and snap up the good stuff. Good luck to everyone working on the project, I'm excited to see what comes of it :lol
 

-COOLIO-

The Everyman
well for now, we need to wait for the "gaf makes dudebro" thread and see where it goes from there.

whether this is a simple flash game, or a commercial(?) iphone game will probably depend on what kind of talent is available and who wants to do what.
 

[Nintex]

Member
There's some serious Broners spoiling the fun.

Luckily more Bro's to help us out as well. I say we'll make this happen,

"What is your contribution to society" they asked.
"Why do you think you're more important than any other message board" they asked.
"NeoGAF is so overrated" they said.

Well Dudebro's it is time to remove these chains and become the most awesome of the internet. It's STRAIGHT UP DAWG TIME!
 

Jocchan

Ὁ μεμβερος -ου
BuddhaRockstar said:
Chillax bro, have a natty and...

emot-regd08.gif
You've been trolling for the last 2-3 pages where you posted in. Don't you have anything better to do?


Blizzard said:
Because of the comic posted in like page 5 (http://www.neogaf.com/forum/showpost.php?p=18790721&postcount=216), the full comic posted a couple of pages ago, and the 18+ pages of bro words, some of which are pretty much identical to the ones GAF mocked in the original comic thread. :p Someone else already summarized up 14 pages of bro lines, so yeah. And no one said VGCats "invented" bro jokes (one of the reasons GAF hated that comic was that the jokes weren't original), but a lot of the stuff said here is either the same terms, or on the same level. As someone else said, if you do it all the time, it runs into the ground. If you want to be funny, vary it up a bit!

It's like lolcats. Cats are cute and funny, but when you start turning every single word into a misspelling for a paragraph at a time, it just turns stupid in my humble, yet authoritative and strangely compelling, opinion. :D
Read my and Danthrax's replies to BuddhaRockstar, please:
Danthrax said:
Dudebro is making fun of video games that emphasize lots of shooting, terrible plots that are heralded as "teh mature," and protagonists who are the manliest men imaginable.

It is not a play off of VG Cats.
Oh, I thought this thread was about a game that makes fun of current shooters born from a title that involved references to frat boys. Thanks for helping us notice it was actually a thread where we recycle bro jokes from one issue of VG Cats!

You're completely missing the point, bro jokes are quick throwaway jokes made here by users because of the way this game is titled. Yes, they are lame. No, they won't be so prominent in the game (you do know this thread is about something else that's not bro jokes, don't you?). No, they don't validate VG Cats as funny: it's still terrible.
Can we please get over this shit?
 
Mik2121 said:
I'll repeat it....


There are a lot of ideas that, while funny, aren't just viable at all for a game. Even less if it ends up being a flash game (I hope it doesn't).

I'd recommend going the 3D way for iPhone if someone knows the script, or do something 'simple' with the UDK.
Of course, the iPhone would require less modeling and texturing. I have experience doing models for iPhone stuff so it shouldn't be that much of a problem.

Again, until we don't decide for what platform and what kind of game to develop, many of the ideas might be forgotten (29 pages would be a pain to re-read while doing the game).

i heard you Mik.
Does anyone else know how to do the 3D stuff? it would be really hard for you to do on your own...
I think we should steer away from iphone (mainly because i don't own one >.<) though if it would be easier then i guess you should do that. What would alternatives be? just on the computer? i think that way everyone could play it. people kept talking about a shooting platformer with "twin stick gun control". How would that work?
Personally i like the idea of using your 3D model, it would be a shame to let it go to waste. But since you'll be doing most of the work i think it should really be up to you. You know what you capabilities are, tell GAF what your willing to do.
Genre? What would be easiest? if he levels up i guess there would be RPG elements. Obviously shooter elements. He has certain missions too... What IS possible.

Also, im not keen on it becoming a flash game either...
 

Jocchan

Ὁ μεμβερος -ου
-COOLIO- said:
here are the pros and cons of each in my opinion

2d/2.5d side scrolling shooter:

pros

-better way to show of the humor, which i think would be really important for a game like this
-dudebro could be more maneuverable

cons

-more work art wise

top down

pros

-less work art/animation wise
-has more potential for a total chaos feel to it
-could have branching paths or map/grid system
-would probably be easier to make in general

cons

-doesn't show off as much humor

originally I thought side scroller would be the way to go, but now im kinda feeling top down. what do you guys think?
Top down all the way. We can't afford much work art/animation wise.

thetrin said:
I'm going to have a convo with Jocchan when he wakes up, but I'm a big proponent of a simple single screen shooter.

I'm also big into the idea of doing the cutscenes as homages to 16-bit/8-bit cutscenes:

snatcher340.jpg


Not necessarily sprites (I'd rather Jocchan draw art for cutscenes), but use a letterbox and have conversation and narrative on the bottom black bar.
I'd love to, but I lack the time to make many and to make them that detailed. Maybe something much quicker, in the style of the previous artworks I posted (to make them look a bit more comic book-ey), would work.
Any other GAF artist wanting to step in?

Metroid Killer said:
A few thoughts

It seems to me that thetrin, mik2121 and Jocchan have a good understanding for what the game should be, I've pretty much agreed with any statements you guys have made, and I think it's highly impressive that mik both have the skills to model the way he does, but still capture the feeling!

But again it's very good to hear what the masses think, I know you aren't gonna go overbound with the Bro jokes, but it's still good that it was voiced(just in case).

A question to mik. When you are done with the model... can you also animate it?

If Mik needs to model a Chicken, 5(or so) Bosses, Hos, Cannon Fodder(say at least two types) AND animate, then he's in for quite some work...

What about texture work?

Who can write codes?

Unfortunately I don't think I can help with that much, so I'll keep on cheering from the sideline!

DON'T BUY THE TRADEMARK, BEFORE YOU'VE COMMITTED 100%!!!:D
Thanks man :D I agree with everything you said btw. Making a 3D game is much, much harder than a 2D one, even with a good pre-baked engine.

TheEastonator said:
Well, if mik can animate his model, it'd be a shame if it went completely to waste...the end game should have a badly compressed, low frame-rate, mid 90s CG-esque cutscene with his 3d model :lol
I'd love this.

Brashnir said:
The only problems I see with a single-screen shooter is that integrating boss fights and saving the girls becomes tricky.

How about this - Each level works like a dungeon from the original Legend of Zelda. A series of interconnected single-screen shootout rooms progressing with keyed doors and puzzles and eventually leading to a boss. Saving girls along the way is optional. You could re-use a lot of assets from room to room, and it would allow some more variety. I'd recommend making the rooms "bigger" (i.e. make the characters smaller on-screen) if you're going twin-stick shooter, since the rooms in Zelda would be a bit cramped for chaotic shootouts.

Each level's map could draw out a Bro-related pixel drawing like the Zelda dungeons. Greek Letters, A Shot Glass, Dumbells, Beer Bong, etc.
YES! This is exactly what we should do.

Beardz said:
I used to work with flash for living -intros, websites, interactive cd's, etc- If I can help please let me know. :D

---

In order to make an actual game, we need to start by the beginning (duh), this is just a kind of template:

Type of game:
Side scrolling
Flash
etc.

Universe:
Story
Timeline
Locations
etc.

Guidelines:
Size of the characters (in pixels)
Size of the objects(walls, doors, windows, trees, etc.)
Music (format, bitrate, etc.)
Sound (format, bitrate, etc.)
etc.

Characters
Good guys:
Dudebro (bio, abilities, etc.)
etc.

Bad guys:
Bosses: (behavior,weak points, weapons, attacks, etc.)
Grunts: (behavior,weak points, weapons, attacks, etc.)

NPC:

Vehicles
Bears:
Polar Bear (behavior,weak points, weapons, attacks, etc.)
etc.

Tanks:
Dinosaurs:
Sharks:
etc.

Weapons
Pistols:
SMG:
Rifle:
Crossbow:
Explosives:
etc.

Etc

---

After that, we need to define teams, roles, schedules, etc. :D
Actually, teams and roles should come before deciding those details, because we need someone to make the final decisions.

Mik2121 said:
It all depends on what we do.

If we do a flash game, then we are not going to use 3D models, therefore I would just leave the sculpted model there and that's it. If we ever go with a 3D game (it could be done in the UDK and have an actual game that people would play), I would use the ZBrush models as bases for lower poly meshes and also to bake the normal maps.

Just so you get an idea, a ZBrush model has somewhere between 1 and 9 million polygons, but an actual game for PC has about 12k polygons for the main character, so I would have to recreate the lowpoly mesh out of the highpoly Zbrush sculpt.

But again, it all depends on what we do, and before I continue with other stuff, I want that to be decided. It's not the same doing a model for a game than a model for a movie scene, and a movie scene would take up tons of resources and time that I might not have until a few months.
Also, if nobody else can do 3D, we better leave that idea out now, I refuse to do everything, as I don't have that much time (animation takes forever, textures too and you would have to add all the environment and stuff).

Another option would be to do an iPhone application like MiniGore. Models for an iPhone have much less polygons (think around 500 polys for every character and stuff, and environments super low poly), and almost everything would be 'painted' on textures.
If someone can program 3D stuff for iPhone, I would not mind working on it, but I'd need someone else to help me out, if possible 2 other people.

But yeah, if it's a flash game, then it would be all pixelart, and therefore the 3D models would end up being useless (or show up just a little bit, which wouldn't, honestly, be worth all the work). I could help out with pixelart as well, though :p



But, as I said, we will need to decide what we do, first.
I'm all for 3D, even if super low-poly simple stuff. It just feels better.


Oh, and last but not least, many of the ideas out there sound real fun, but are in almost no way viable for games, or just too over-the-top. And while DudeBro is quite awesome, going that much over-the-top could end up 'breaking' the game.
Yeah man, you can't possibly make every single model alone. It would be too much time-consuming. The iPhone was actually my first idea for a target platform: it would make even a 3D game possible, especially if we can really use Unity, but we'd still need a few more artists.
Oh, and I also agree about the over-the-top ideas. I'd love some of them but we need to be realistic and stay within the realm of possibility :p

Mik2121 said:
I'll repeat it....


There are a lot of ideas that, while funny, aren't just viable at all for a game. Even less if it ends up being a flash game (I hope it doesn't).

I'd recommend going the 3D way for iPhone if someone knows the script, or do something 'simple' with the UDK.
Of course, the iPhone would require less modeling and texturing. I have experience doing models for iPhone stuff so it shouldn't be that much of a problem.

Again, until we don't decide for what platform and what kind of game to develop, many of the ideas might be forgotten (29 pages would be a pain to re-read while doing the game).
I say iPhone all the way. You wouldn't waste your work with Dudebro because we could reuse his model everywhere, and everything else would be much easier.
I also agree that many ideas will be forgotten: we need someone to keep track of them so the best ones can be included in the design wiki.
 

Mik2121

Member
So.. does anyone else know how to do lowpoly 3d models?

If we want to do a two sticks shooter, the best would be doing it for the iPhone, as many people don't have controllers for their computer (I, for one, don't have).

I think a 3D top-view game could be perfect, and it would be doable in the iPhone. Basically using the same gameplay of MiniGore with different characters and environments, and with extra gameplay :)

If there's a lot of people without the iPhone, the other option would be PC, seeing how going the XBLA way would require much more work, and we would actually be banned just because of the game's title :lol :lol
 
Do you think it's time to make an actual thread?
That way we can have all of the good, realistic ideas together and start organising how its going to work, who is going to do what.
 
I'm an animator (classic animation skills) and director.
I've worked with Flash, Toonz, Moho (Anime studio pro) and Cel Action 2d.
Also most of the adobe software (after effects, photoshop, illustrator, premiere and audition) has been used in my projects at some point.
If I can be of any use, I'm prepared to dedicate some free-time on this.

By the way Mik2121,
I have little or no experience in 3d animation,
but I can't imagine it can be too hard (I would very much like to learn the ropes of 3ds Max or Maya, but I need a good, nicely rigged model to do it. The sculpting/technical side doesn't interest me much, the animating side does.).

Maybe this would be a good opportunity for me to broaden my knowledge of animation-software beyond the 2D planes...

I'm also on board if 2D artwork or assets need to be created.
 

Jocchan

Ὁ μεμβερος -ου
Mik2121 said:
I'll repeat it....


There are a lot of ideas that, while funny, aren't just viable at all for a game. Even less if it ends up being a flash game (I hope it doesn't).

I'd recommend going the 3D way for iPhone if someone knows the script, or do something 'simple' with the UDK.
Of course, the iPhone would require less modeling and texturing. I have experience doing models for iPhone stuff so it shouldn't be that much of a problem.

Again, until we don't decide for what platform and what kind of game to develop, many of the ideas might be forgotten (29 pages would be a pain to re-read while doing the game).
It would still work on a PC if we used WASD and the mouse in place of the right stick (we'd just use a crosshair-shaped cursor and then the player would shoot in the direction of the crosshair).
The only way to make it a 3D iPhone game would be using Unity, though (we need a pre-made engine). Anyone using it?

shanshan310 said:
Do you think it's time to make an actual thread?
That way we can have all of the good, realistic ideas together and start organising how its going to work, who is going to do what.
I think we'd better choose a few key roles first.
 

Mik2121

Member
Well, basic 3D animation wouldn't be a problem. Most animations require from 30 to 120 frames (1 to 3 seconds if we go 30 fps), which is quite easy to handle. In fact, most animations would be the typical:

- Standing
- Walking
- Attack pattern (x number of patterns)
- Get hit
- Die

And repeat for basically every single character. Environment would not need animation.

But still, any help is appreciated :)

But really, what we need the most is people who can do 3D modeling. I would like to do the environments (that's what I can do the best, rather than characters and enemies).


EDIT - Wow, just checked Unity. Looks quite pretty for a free iPhone engine :O

EDIT 2 - Wait, is this for free? Seems like the PC version is free but not the iPhone one? When you download it, it says something about a 30 days trial..
 

-COOLIO-

The Everyman
Mik2121 said:
Well, basic 3D animation wouldn't be a problem. Most animations require from 30 to 120 frames (1 to 3 seconds if we go 30 fps), which is quite easy to handle. In fact, most animations would be the typical:

- Standing
- Walking
- Attack pattern (x number of patterns)
- Get hit
- Die

And repeat for basically every single character. Environment would not need animation.

But still, any help is appreciated :)

But really, what we need the most is people who can do 3D modeling. I would like to do the environments (that's what I can do the best, rather than characters and enemies).


EDIT - Wow, just checked Unity. Looks quite pretty for a free iPhone engine :O

probably going to have a hard time getting replies for something like this on page 23 of the imagine babyz thread at 6 30 am US est time. someone should make the game thread, notifty the folks in OT, and see what happens from there.
 

Jocchan

Ὁ μεμβερος -ου
Mik2121 said:
EDIT 2 - Wait, is this for free? Seems like the PC version is free but not the iPhone one? When you download it, it says something about a 30 days trial..
I believe Unity Basic is free and comes with a 30 days trial of the (paid) Unity Pro.
 
-COOLIO- said:
probably going to have a hard time getting replies for something like this on page 23 of the imagine babyz thread at 6 30 am US est time. someone should make the game thread, notifty the folks in OT, and see what happens from there.

Good point.
I think it would probably be easier to organise whose doing what in the new thread mainly because of this.

should we do that now? or wait till its a bit later in the day.
 
Mik2121 said:
EDIT 2 - Wait, is this for free? Seems like the PC version is free but not the iPhone one? When you download it, it says something about a 30 days trial..
Yesh it seems like that's the case

As of last night(10/29-09) they made Unity Indie (previously $200) now free with the same features. Not bad...

Note: You cannot build iPhone apps with it though, just Windows, Mac, and Web. For the iPhone you still need $400 minimum.
 

sinxtanx

Member
Please, not an iPhone game. Unity is a great engine, but I think this should be kept on the PC for maximum player base. As Jocchan said, wasd and mouse works for this type of game. It would just be sad if this game couldn't be played by as many people as possible.

If it's top-down 2D gameplay, the graphics could be low-poly 3D anyway, because not many people are gonna notice from a high viewpoint. Also saves the problem of perspective with 2D sprites.
 
Another vote for not doing the game only for iPhone. Mainly because i don't have one and wouldn't be able to play :)

Unity is pretty decent so i think we could keep it in mind for future use once you/we have a game up and running. My housemate also wrote a book on Unity dev and he might have some time to give us a hand. From what i've seen the Unity IRC channel was a fantastic source of help too.

I'd love to help somehow but my coding skills are a bit rusty as i've been a script-kiddie Sys Admin for the last few years. I'm willing to help out where possible, this is fun and it would be great if we actually manage to produce something playable.
 

Agalloch

Member
I interviewed a few dozen DUDEBRO fans about the game, and preference is 16-bit 2D sidescrolling with 8 / 16 Bit Cutscenes.

15% - 16 bit 2d sidescrolling + 8/16 bit cutscenes
7% - Top down
78% - Games? You fucked my shit up, so I’m going to have to shoot you.
 

andycapps

Member
I think the best bet is something that is capable of being played via Steam on PC. I don't know how it'd work getting it on there, but I would think if the Unreal engine is going to be used as was originally floated that it could be an XBLA and PC title. I have a PS3 and PC, so no 360, but as long as the requirements were fairly low (I can't imagine them being that high) I'd be fine playing on PC.
 

Tim-E

Member
I don't have an iPhone, I want it for PC. :( I've seen a lot of dual-stick style games control with WASD as the left stick, and the d-pad as the right and it works pretty well.
 
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