OpenSource Game

Game Design, Story, Game Play.
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paradoxnj
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Post by paradoxnj » Tue Nov 13, 2007 3:51 pm

Ok. UT2004 = Unreal Engine v2.5. To be honest, I doubt RF1 will be comparable to UE 2.5. RF1 has a much lower poly count than UE 2.5. You can try to mask that with normal mapping on actors and bump mapping in the world. You can replicate the functionality, but you won't come close to the look.

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benshelmars
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Post by benshelmars » Wed Nov 14, 2007 3:21 am

Yes I am aware of the lower poly count and smaller texture sizes and I am sure that there are a plethora of bells and whistles that Ut has that RF doesn't, but a story can be told without prety pictures (although pretty pictures are nice). It is the content that makes a story and game. I still find the original Half-Life to be one of the master pieces of all time, but that's me.

This concept builds on the idea of opensource, we create a universe to play in, we give dynamic characters with depth and feeling, we put a lot of thought into it and (others get to put their thoughts into it also), a general theme that sets the tone and mood, and then similar to how campaign chapters are written each related to the whole in one form or another, we have a great story that can be told from any time frame, not necessarily in chronological order. For example, say that an adventure has our hero in Necropolis, he finds out something about himself there, saves somebody and sends his best friend to the Nether Hells to suffer for eternity, someone may write about his best friend and have an adventure that elaborates on their quests together when they were younger or existed on a different plane or dimension, or someone writes about the thing that our hero discovered about himself, maybe he wasn't always a hero but a villain or vice versa, every character he meets or has run across becomes a game plot, Lord Curstaff could be a nemesis or ally or both from time to time, his daughter could be Thangar's love of his life, and she could could be working for the Lords of Chaos. Having the story be opensource with an opensource medium to deliver it with to me seems worthwhile.
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Post by benshelmars » Thu Nov 15, 2007 1:05 am

Thangar begins to recall what has happened to him, he is dead and compelled to a quest to find Lord Curstaff's daughter if he ever wants to see the world of the living again and of course his gold!


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Post by Snake (like in MGS) » Thu Nov 15, 2007 2:51 am

Okay, this is one of my first thoughts on this game- It looks good on UT but with what I have experimented with, looks half as good in RF although I agree that the shiny things are nice (ooooh, shiny...) and I think of doom as the best of the original FPS/Adventure genre ames. Note: please do not start a discussion in this thread. If you want to concider the viability of my genre statements, then by all means, start a thread in the general discussion area and let me know about it. I'll be there! 8)
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Post by benshelmars » Fri Nov 16, 2007 1:34 am

Inside the Limbo Sphere are portals to the various planes. The Limbo Sphere is often called the Limbo Nexus, it is inhabited with lost souls and Soul Hunters, they live off the energy of the dead draining their essence into a state of entropy. the weakened souls, if they survive are easily persuaded or tricked into making their residence on one of the many horrible planes that enjoy the suffering of souls.

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We are all bound by the consequences of our decisions.
http://tfmarciniak.synthasite.com/

http://www.moddb.com/mods/the-otherside

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Post by darksmaster923 » Fri Nov 16, 2007 1:38 am

just to ask.....
why don't you just make this an unreal mod if you have experience with unreal?
or u just want to make a standalone game
Herp derp.

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Post by benshelmars » Fri Nov 16, 2007 9:57 am

I am also developing in UnReal, but what we are dealing with here is creating an opensource game-story. I am wondering if the concept is too difficult to grasp, although it shouldn't be. The screenshots are not meant to elicit praise of crits but to prompt game-story content, game-design decisions and overall gaming concepts in an opensoruce forum.
We are all bound by the consequences of our decisions.
http://tfmarciniak.synthasite.com/

http://www.moddb.com/mods/the-otherside

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Post by darksmaster923 » Sat Nov 17, 2007 2:21 am

benshelmars wrote:I am also developing in UnReal, but what we are dealing with here is creating an opensource game-story. I am wondering if the concept is too difficult to grasp, although it shouldn't be. The screenshots are not meant to elicit praise of crits but to prompt game-story content, game-design decisions and overall gaming concepts in an opensoruce forum.
oh
Herp derp.

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Post by Matte » Sat Nov 17, 2007 10:01 am

Dude this game looks really nice.

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Post by benshelmars » Sat Nov 17, 2007 11:39 am

Here are some other levels I have designed in my demo real.

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Post by vrageprogrammer » Sat Nov 17, 2007 6:34 pm

What is the name of this....Um....Open Source Game?

Is it DEMOREAL by any chance?

And nice vid, but I don't really this is be possible in RF: And I hope I can get to play this game in RF, Not UnReal(I hate UnReal!)

Good Luck!
It was not Possible to determine the dimensions of the image....

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Post by benshelmars » Sat Nov 17, 2007 11:38 pm

The name of the game as it stands is "The OtherSide". Yes that is a demo real, and yes I am referring to making an opensource game, one that all of us could work on. As to whether RF can handle it, well thats where inventiveness comes into play. Where there is a will there is a way.
We are all bound by the consequences of our decisions.
http://tfmarciniak.synthasite.com/

http://www.moddb.com/mods/the-otherside

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Post by benshelmars » Thu Nov 22, 2007 2:38 pm

Of course, the primary reason for RF usage is because it is opensource, there are other options, such as blender, OGRE, etc. And although there are a lot of great and fantastic engines out there, not many are opensource.
We are all bound by the consequences of our decisions.
http://tfmarciniak.synthasite.com/

http://www.moddb.com/mods/the-otherside

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vrageprogrammer
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Post by vrageprogrammer » Fri Nov 23, 2007 7:53 am

Nice Vid....
If you're accepting a few suggestions, read on....
1)The monks bow too much and too repeatedly...They look like rock stars :P
2)The guy keeps pumping the air...again too many times...


Hey...These are just suggestions.... :D
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benshelmars
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Post by benshelmars » Fri Nov 23, 2007 11:43 am

You are absolutely right, also the lighting needs improvement, but my aim here is not praise or crits on the art just yet, but the development of an opensource game story, one in which designers can write "develop games" in the settings provided from different perspectives. Remember the original Half-Life, then Blue Shift, etc. Of course we are talking about a different genre here but the concept is very similar.
We are all bound by the consequences of our decisions.
http://tfmarciniak.synthasite.com/

http://www.moddb.com/mods/the-otherside

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