<New coder needed for conscript>
Moderator: InsideQC Admins
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yeah psp quake games main problems
1. 4-10 years old kids
2. nice looking, die due no coders
3. nice looking, coder sucks
4. shit looking, think they are k001
5. 1 dude who wants teh team
6. copy/paste game idea (sry)
7. did i mention 4-10 years old kids
1. 4-10 years old kids
2. nice looking, die due no coders
3. nice looking, coder sucks
4. shit looking, think they are k001
5. 1 dude who wants teh team
6. copy/paste game idea (sry)
7. did i mention 4-10 years old kids
- Jukki
- Posts: 214
- Joined: Wed Apr 07, 2010 4:59 am
frag.machine wrote:You know, a tetris clone in Quake would be actually pretty fun (although yeah not that original, I know it was done already during the so called "centerprint wars").
I kinda understand Swift's position. Since the PSP community discovered the Quake engine (and this forum), we saw some people come here like: "oh hai i have this awesome idea for a new PSP mod <insert a halo/l4d2/moh/hl/ clone description> and i already have some models<insert screenshot of unskinned pistol or the Master Chief model converted to md3> and i need md3 smd hl mdl support and hlbsp with wad tga png jpeg pcx mp3 ogg ragdolls lol but i have no coder 3d artist 2dartist mapper in my team lol and also i wont try to learn to do anything by myself because i am already the idea guy lol also i dont know how to punctuate a phrase lol can you guys make all the job for free to me that would be awesome kthnxbye". I don't need to say that nobody here really likes this.
That said, I understand that the PSP community is the best chance of a Quake engine rebirth, and that's why despite these factors I try to help anyone that comes here - as long I think people requests are reasonable. Do you want to remake Halo in PSP ? Fine, good luck. But don't expect I'll work on this for you (specially for free).
When you get a kid trying to remake a AAA game that took years to make in the first place (l4d, cod, halo, etc), then yes I see a problem with that persons thinking. Swift is right we he says to do something achievable. I do not like it when people get caught up in 'originality', though. These people are not professional game designers so originality is not something people should strive for in their beginning of development. These people should not also strive for making the next big thing (Quake of Duty, Left 4 Quake, or all these other rubbish ideas I have seen). I do understand that the kids who want to do this enjoy these games a lot, but sometimes you should only use the games you like as a source of inspiration. When you become more experienced and understand the basic in's and out's of development then that person should feel free to explore bigger ideas/concepts.
Nonetheless, the Quake community at this point and time does suck (I do not see it ever getting better) and personally I feel it should just die. The PSP as a gaming platform sucks in general and it to should just die. The PSP2 is coming around and I would be surprised if it didn't have some type of SDK for developers on it. They are already trying to rival the iPhone and such with these phone capabilities. No reason not to believe they do not want to rival their app market, as well. (I mean PSP2 is using Android O/S for pete's sake)
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Feared - Posts: 95
- Joined: Fri Jun 11, 2010 11:58 pm
- Location: Wylie, TX
Feared wrote:I would like to point out the flaws in what you're requesting.
You want him to do something achievable and polished on Darkplaces yet also have originality?
Something achievable and fairly easy to polish would be a clone of a pre-existing game. Like tetris, pong, breaker, or something of that sort.
I am not a fan of people requesting/demanding originality from indie's or for that matter hobbyists who do this in their free time to have fun.
/rant
In any case, good luck Biodude with any future/current projects.
If something is small and achievable, it can be polished to completion.
You're claiming that it's impossible to make small and polished game play experiments that are mostly original in scope? I disagree. Not everything has been done. Take strap-on-bomb for instance. Even the Source based Garrys mod was some guys retarded experiment with the physics engine that happened to get lucky. Portal was originally a digipen course project.
Counter-strike beta 1 came out of left field with 2 maps, 2 player models, and one or two guns. It released early, and it released often.
The problem with the indy community at the moment is that they emulate commercial dev team practice. Large - two year monolithic release cycles that eventually never see the light of day.
See: Black-Mesa Source.
Why not some cool third person gameplay experiments instead? Something that can better exploit the hand held medium.
I'd prefer to see the indy scene plumbing long dead modes of 2D gameplay than remaking Half-life Opposing Force (like this guys project).
- Swift
- Posts: 60
- Joined: Tue Jan 26, 2010 11:02 am
I agree on the 2d front. Look at all those OLD C64, Atari, IBM, etc., games of the '80s that are just emu'd to death. Why not remake one with a focus on the u.i. of modern console and/or gfx power? Impossible Mission, Montezuma's Revenge, PitFall, Archon, Racing Destruction Set, R-Type, Jumpman, Fort Apocolypse, Gateway to Aphasia etc were some of my favs


- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
Swift wrote:If something is small and achievable, it can be polished to completion.
You're claiming that it's impossible to make small and polished game play experiments that are mostly original in scope? I disagree. Not everything has been done. Take strap-on-bomb for instance. Even the Source based Garrys mod was some guys retarded experiment with the physics engine that happened to get lucky. Portal was originally a digipen course project.
Counter-strike beta 1 came out of left field with 2 maps, 2 player models, and one or two guns. It released early, and it released often.
The problem with the indy community at the moment is that they emulate commercial dev team practice. Large - two year monolithic release cycles that eventually never see the light of day.
See: Black-Mesa Source.
Why not some cool third person gameplay experiments instead? Something that can better exploit the hand held medium.
I'd prefer to see the indy scene plumbing long dead modes of 2D gameplay than remaking Half-life Opposing Force (like this guys project).
I will still disagree with originality. Don't get me wrong once the developer is in the 'intermediate' phase then yes please use originality in some areas but as a beginner. It isn't necessary and is just going to push them backwards rather than forwards.
Oh and no I did not claim it was impossible, just not very achievable. Example, If I wanted to become the president of America then that probably wouldn't be all that achievable but it is possible, nonetheless. A lot of your examples fall under having association with companys. They're not true indie, by the way.
I do understand that most game developers (whom are payed) are taking less chances for their paycheck. I also understand that indie developers can now be the source of originality but you have to understand, these are not indie devs, they're hobbyist and or a kid trying to learn basic things of development.
Honestly, this was a bit of a challenge to reply to considering you are taking what I said and bending it like a flimsy toy hammer. You need to know that things are circumstantial, always.
Also, yeah I would like to see some really cool 2d/3d remakes of some older games from the past. Can anyone say a Contra game with a 3d twist to it wouldn't be awesome?
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Feared - Posts: 95
- Joined: Fri Jun 11, 2010 11:58 pm
- Location: Wylie, TX
The thing is, Darkplaces has a nice big QuakeC extensions wishlist that makes it easy on the modders. On the other hand, the half dozen PSP-Quake triple-A remake projects I've seen, seem to be struggling to get the basics done under the engine limitations.
Most successful projects (with the exception of Counterstrike) had two things in common - some modicum of originality (in terms of gameplay), and were polished, BEFORE being picked up commercially. I.e Portal was a finished and playable Nabacular Drop before Valve hired the team.
For the Quake scene, Darkplaces is as good as it's going to get. The ball is in the modders court now.
Most successful projects (with the exception of Counterstrike) had two things in common - some modicum of originality (in terms of gameplay), and were polished, BEFORE being picked up commercially. I.e Portal was a finished and playable Nabacular Drop before Valve hired the team.
For the Quake scene, Darkplaces is as good as it's going to get. The ball is in the modders court now.
- Swift
- Posts: 60
- Joined: Tue Jan 26, 2010 11:02 am
blubs you could have just send samuk a pm.
This is a thread from 8 months ago, alot has changed in conscript since then.....
I am only 15, but I think I act a bit more mature than the "psp community". It mostly consists of kids who are obsessed with a game console game, and has literally no idea what so ever about what they are going to do, and make a "team" of unskilled people just to look cool.
This is a thread from 8 months ago, alot has changed in conscript since then.....
I am only 15, but I think I act a bit more mature than the "psp community". It mostly consists of kids who are obsessed with a game console game, and has literally no idea what so ever about what they are going to do, and make a "team" of unskilled people just to look cool.
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Biodude - Posts: 186
- Joined: Wed Aug 27, 2008 7:17 pm
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