TR group development project?

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TR group development project?

Postposted on Sat Jul 25, 2009 5:09 pm

Are there any other .NET developers / artists here who would be up for working on a simple game as a group?
We'd have to have a shared code repository somewhere that was semi-decent. I haven't looked at any free ones if there even are.

Anyways... it would be a simple "Risk-style" game that I'm thinking about. Obviously, can't be too similar to RISK or some sue-happy lawyer would come calling.
I have most of the idea for the game in my head.. wouldn't be a complex game. For now I'm just curious if anyone else would ever be up for a shared project.

The biggest need would be someone who was more artistic than I for doing some of the art / graphics.
The other requirement is .NET or I'm not really interested. C# with a WPF gui preferably.
--------------

Also, if no one is interested in that but possibly interested in another group project I'd be open to other ideas.... but I am too lazy to go back to C++ programming, so .NET is a requirement for my participation.
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Re: TR group project?

Postposted on Sat Jul 25, 2009 5:26 pm

As long as all participants are willing to Open Source it, SourceForge is probably a reasonable bet for project host. Failing that, anyone who is willing to host a private Subversion repository would be a reasonable candidate (you might be able to convince me... heh).

I have some misgivings about your .NET requirement, but I imagine that would be a topic for discussion as the team and project plans firm up.
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Re: TR group development project?

Postposted on Sat Jul 25, 2009 5:48 pm

I'm good for modeling.
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Re: TR group development project?

Postposted on Sat Jul 25, 2009 5:49 pm

Depending on some issues I might be able to chip in (i would have no problem with open sourcing it) ^^
Last edited by Wajo on Sat Jul 25, 2009 5:49 pm, edited 2 times in total.
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Re: TR group project?

Postposted on Sat Jul 25, 2009 5:49 pm

just brew it! wrote:I have some misgivings about your .NET requirement, but I imagine that would be a topic for discussion as the team and project plans firm up.
You Linux weenies can always use Mono. :P
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Re: TR group development project?

Postposted on Sat Jul 25, 2009 5:56 pm

I am tentatively in.
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Re: TR group development project?

Postposted on Sat Jul 25, 2009 6:09 pm

Is it ironic that the Microsoft Visual Studio banner is now on TR? :D ... or is that just displaying to me? :)

------------

I also want the project open source and the end result just a free download. Whatever our project ends up being.
My copy of Visual Studio doesn't have a commercial license anyways... so can't produce anything commercially with it.
Last edited by danny e. on Sat Jul 25, 2009 6:15 pm, edited 2 times in total.
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Re: TR group development project?

Postposted on Sat Jul 25, 2009 6:12 pm

danny e. wrote:Is it ironic that the Microsoft Visual Studio banner is now on TR? :D ... or is that just displaying to me? :)


Context sensitive advertising. Nothing ironic about it, it is there by design.
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Re: TR group development project?

Postposted on Sat Jul 25, 2009 6:13 pm

danny e. wrote:Is it ironic that the Microsoft Visual Studio banner is now on TR? :D ... or is that just displaying to me? :)
Less irony and more smart keyword matching ad-service algorithms, I would guess.
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Re: TR group development project?

Postposted on Sat Jul 25, 2009 6:21 pm

I am tentatively in for art-assets, but that depends on the type of art assets. If they are simple 3d-model props with no IK-rig, that's a go. Drawings? Probably best left to someone else, unless you want pixel art.

Wish I could help with programming, but .NET and me is like garlic to a vampire.

Edit: Best advice to danny.e is to come up with a solid Design Document with specs of what the game really is/needs/objectives. All we know is that it is "like RISK"
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Re: TR group development project?

Postposted on Sat Jul 25, 2009 7:24 pm

ssidbroadcast wrote:Edit: Best advice to danny.e is to come up with a solid Design Document with specs of what the game really is/needs/objectives. All we know is that it is "like RISK"

well, I kinda thought everyone should have input on that rather than me just making decisons.
It should be something that we all care about to some extent... so I think it'd be better to have input from others. I can post my ideas and maybe we could work off that?

-----
1.) possibly 3D earth model that you could zoom in and out of and rotate. could just be a flat map of earth as well as long as you can zoom in and out since it'd be more detailed.
2.) Economy based. Your "countries" would earn you money.. not armies. Some areas / countries may have bigger economies.
3.) Three things to spend money on: Armies, missiles, or improving the economy (not sure on details of the last part).
4.) Missiles: short range, medium range, long range. Can wipe out armies so the opponent wouldnt get the money from the economy. Armies still mean ownership as in risk. But, naturally, wiping out ownership of a "country" just means someone has to strategically move back in to claim it.
5.) chance based. Originally thought was everything still uses dice.. even missiles. roll dice when attacking. roll dice when missile is launched. (ie the missile could end up being a "dud" and kill less armies than the money was worth. But "long range" missiles would still potentially have great value if "continents" existed as in Risk. It would prevent your opponent from simply having big armies at the borders, since you could ruin his "continent economic bonus" by lobbing a long range missile into an inner country and destroying his "ownership" of it.

-----
Most of my ideas were developed back in indonesia when I just took the game of Risk and made it "missile risk". Combined monopoly / risk with missiles.
So, I'm open to changing the details to make it less like Risk... or even coming up with a completely different game.

I really would rather most decisions be made by the group.... so we are all on the same page about what we want to do.
I dont even care if we do a utility or some such rather than a game. I just thought some sort of game that we might also enjoy playing would motivate us more, though.
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Re: TR group development project?

Postposted on Sat Jul 25, 2009 8:21 pm

Heiwashin wrote:I'm good for modeling.


Whoa whoa, I'm good for modeling.
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Re: TR group development project?

Postposted on Sun Jul 26, 2009 3:53 am

danny e. wrote:-----
1.) possibly 3D earth model that you could zoom in and out of and rotate. could just be a flat map of earth as well as long as you can zoom in and out since it'd be more detailed.


Hm. 3D World might be a tall order... but then again X-Com had that (for the most part) and that game is like, nearly 20 years old. Were you thinking X-Com or Rome: Total War? I don't think there's anything broke with a "flat world" model, but 3d world has it's charm, too. You should decide early on the shortest-path-to-playable, or what is a "better fit" for your vision, and figure out which system you'd prefer and a plan-of-attack on how to implement that.

danny e. wrote:2.) Economy based. Your "countries" would earn you money.. not armies. Some areas / countries may have bigger economies.
3.) Three things to spend money on: Armies, missiles, or improving the economy (not sure on details of the last part).

What if Armies had to be spent in order to upgrade/get these things? Maybe "Improve infrastructure" would eventually either increase output, decrease movement cost, or both? I think this sorta stuff you can figure out later.

danny e. wrote:4.) Missiles: short range, medium range, long range. Can wipe out armies so the opponent wouldnt get the money from the economy. Armies still mean ownership as in risk. But, naturally, wiping out ownership of a "country" just means someone has to strategically move back in to claim it.
5.) chance based. Originally thought was everything still uses dice.. even missiles. roll dice when attacking. roll dice when missile is launched. (ie the missile could end up being a "dud" and kill less armies than the money was worth. But "long range" missiles would still potentially have great value if "continents" existed as in Risk. It would prevent your opponent from simply having big armies at the borders, since you could ruin his "continent economic bonus" by lobbing a long range missile into an inner country and destroying his "ownership" of it.


Hm, ok. So uh, would this be multiplayer over LAN or TCP/IP? Does .NET "play nice" with coding multiplayer UPnP stuff? Or would this be strictly email/hotseat?

I'm starting to think you should sit down for a couple days a few hours at a time and hammer away at a design document. You can even download a decent template from MS Office Word 2007. It'll get you started.

danny e. wrote:I really would rather most decisions be made by the group.... so we are all on the same page about what we want to do.
I dont even care if we do a utility or some such rather than a game. I just thought some sort of game that we might also enjoy playing would motivate us more, though.


Yeah I've had a few ideas kicking around in my head for a while game-design-wise but most of them might be outside the scope of a humble TR team. Maybe there's something utility-based that could be useful for TR's purposes? sroylance made a server-benchmark program for Scott. I'm not really in-the-know when it comes to TR's needs, though. Maybe a program that records key+mouse input for a duration of time for macro-purposes later, so that Scott can auto-pilot some of his benchmarks? That might be too easy, but uh, idk.
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Re: TR group development project?

Postposted on Sun Jul 26, 2009 9:36 am

I'll throw my hat in wherever. I have no experience programming with .NET/Mono, but I'm willing to learn. I'm also handy with photoshop (no drawing, please!).
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Re: TR group project?

Postposted on Sun Jul 26, 2009 3:16 pm

just brew it! wrote:As long as all participants are willing to Open Source it, SourceForge is probably a reasonable bet for project host. Failing that, anyone who is willing to host a private Subversion repository would be a reasonable candidate (you might be able to convince me... heh).

Having just started work, I'm not really up for outside project coding, but you really want to look at Git rather than subversion. I know it sounds silly, but git seemed useless when I started on it 2 months ago and now I can't imagine having to go back to subversion. Local commits are just too wonderful, and for a long-distance project like this they'll come in really useful.
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Re: TR group development project?

Postposted on Sat Aug 08, 2009 12:33 pm

I guess maybe the key is for something to be started first and then see who wants to partake? :)
Things are getting busy for me at work again soon... so I'll have less time to get an initial something going.

Perhaps this shall be put off till someone else can be the instigator... as I would have time to work on it but not really enough time to get things setup.
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Re: TR group development project?

Postposted on Sun Sep 13, 2009 12:39 am

Well?
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Re: TR group development project?

Postposted on Sun Sep 13, 2009 11:20 am

I've got way too much other crap going on right now to be an instigator...
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Re: TR group project?

Postposted on Sun Sep 13, 2009 11:29 am

just brew it! wrote:As long as all participants are willing to Open Source it, SourceForge is probably a reasonable bet for project host. Failing that, anyone who is willing to host a private Subversion repository would be a reasonable candidate (you might be able to convince me... heh).

I have some misgivings about your .NET requirement, but I imagine that would be a topic for discussion as the team and project plans firm up.


I think Google Groups / Code is a bit more accessible, and even will handle SVN.
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Re: TR group development project?

Postposted on Thu Nov 05, 2009 3:24 pm

I'm in for audio. Music, unit/button effects, what have you.
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Re: TR group development project?

Postposted on Thu Nov 12, 2009 10:10 pm

Im good for simple drugery that isn't particularly complex.
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