View Full Version : What kind of game do you want to play on the Mac?
Chris Burkhardt
2003.06.26, 10:13 PM
uDevGame is just around the corner, and I'm sure lots of programmers/artists are looking for entry ideas. So if you have a game idea -- something you want to see made, post it here. Coming up with a solid (and fun) game design is one of the hardest parts of making a game.
If you are planning on entering uDevGame 2003 and see an idea here that looks interesting, but need a programmer/artists/musician, then head over to the Help Wanted board and assemble a team!
diordna
2003.06.26, 10:30 PM
I'd like a 3D flight simulator that's centered simple around fly-and-shoot combat. Planes should be able to lay bombs. Decent ground terrain isn't even necessary; floating cubes would be acceptable. Avara-style graphics would aso be acceptable for me.
Chris Burkhardt
2003.06.26, 10:34 PM
yeah! Hellcats Over the Pacific is one of my favorite games ever. I still play it.
A racing game. Or a racing game. A racing game maybe?
We need some solid rally or something on the line of NFS or GranTourismo (GranTourismo, preferably). If someone wants to lay it out and do the planning and all, I would happily help coding the physics and UI of it, I am currently quite bored with OpenGL.
As far as flight sims go, nothing comes close to x-plane, which is the only flight sim I endorse at the moment. But then again, most people don't even know you can use rudders, too, so an arcade game might be just fine.
Carlos Camacho
2003.06.27, 03:57 AM
Here is my short list of games that I want to see, play and would vote for...
* Centipede clone... considering Ambrosia's OS 9 and below.
* A basebal game. could be top down view with fps batting sprites, or simple 3d models (anime style?)
* Zaxxon, again 2d isometric or 3d models
* moon-patrol type game
* a wicked fast platform game along the lines of Sonic or Zool
* top-down view of a race car game. The type where you can see the entire track.. like those old Atari classics
* Guantlet-like game (with level editor)
* Gyruss-like shooter (I use to really like that game)
* LadyBug game (maze-like game)
* SpeedBall game (love that game!)
* Any volleyball or tennis type game
As you can see, the games I like are a bit retro. That is good for the short time that uDevGame gives you. I hope people who post here won't ask and expect something like Doom 4...
Remember, devs only have 3 months to make their games!
monteboyd
2003.06.27, 04:11 AM
I third the racing game genre - I'd love to see a single screen, top-view one like Carlos suggests.
BTW - I think Ambrosia announced they will be porting Apeiron to OSX.
Bachus
2003.06.27, 04:43 AM
* moon-patrol type game
I've seen a ton of requests on other forums for a moon-patrol clone, and yet I've never seen a moon-patrol clone. Someone should make one. :)
* LadyBug game (maze-like game)
Your wish is already being granted. I've been planning a Ladybug clone as my uDevGame entry for a couple weeks now. Just gotta finish up my current project first.
Fenris
2003.06.27, 06:48 AM
* Gyruss-like shooter (I use to really like that game)
Actually, I had this planned. Damn you! :D
joephish
2003.06.27, 08:07 AM
Basically, I think the mac needs some decent quality desktop games which you can launch and not go full screen. Basically anything which you can pick and play for a few mins in a break, and pause it/switch to another application to do other stuff in the process.
Basically a killing time/taking a break game. And something which was very graphically pleasant, with good use of aqua etc.
But yeah, I second all those actual game designs that the mac needs.
karolos
2003.06.27, 08:49 AM
I would like some horror game like Silent Hill, something more mature that we get actually and original genre on macintosh, not clone-like etc...
SpinDizzy
2003.06.27, 09:01 AM
- I want to see a game with a persistant universe or maybe as a single player game that is real time and made in a civilization manner. Preferably using history and the real world as a model. That way we could all live out our napoleon day dreams. It could be one to infinity players. Play over internet or against computer opponents. Build, invent, invest in culture, conquer, play by politics. All on a large scale.
That would be my prefered EverCrack. The game to end all games kind of.
- Otherwise I would like a really good car, hijack, shootem up game a la Vice City or similar. Spy hunter was a good game too.
- A massive multiplayer space game with lots of different planets and stuff would also be nice. Like the new Star Wars game thats coming.
- The classic Double Dragon game as a revamped 3d game? Or Golden Axe? That I would like to see.
I like either games with real arcade capabilites that you can pick up and play instantly or the really huge world builder games like civilization.
SpinDizzy
2003.06.27, 09:17 AM
Oh, oh, oh.... one more thing. A super smash brothers clone or even better like the X box game kung fu chaos (http://xbox.ign.com/articles/386/386666p1.html) which doesn't exactly get a glowing review there but I found it great to play. All those kinds of battling games are fun. Worms and Tanks are more strategic and SSB and KFC are more action based.
ERaZer
2003.06.27, 11:50 AM
Originally posted by Camacho
* SpeedBall game (love that game!)
Oh yes, one of the best "sports" game ever(I'm talking about the second one), I really like it. And infact, I still play it, and I've numerous times started making a similair game. Too bad I've never finished any :(
Dr. Light
2003.06.27, 12:39 PM
Anybody that makes a realistic sub sim or a realistic flight sim(realistic as in physics, not graphics) will get all 5's from me. I promise.
Originally posted by Dr. Light
Anybody that makes a realistic sub sim or a realistic flight sim(realistic as in physics, not graphics) will get all 5's from me. I promise.
A flight sim is too much for 3 months work, even for a team of 10. But a sub sim is definitely possible. If anybody lays that out, I definitely have an idea how to tackle the physics of it! So if anybody wants me co-coding a sub sim, :ninja:. uh ya, definitely go some stuff up my sleeve for that.
Dr. Light
2003.06.27, 01:55 PM
I reccomend looking up "688 Attack Sub". Simple, effective, and I still play it. :cool:
i'm staking my claim to the guantlet type game!! i've already
started to do some work on it before carlos's post!
i think any arcarde like game is always good. i like games one
can pickup and play without feeling the need to invest hours
at it! but for the love of <insert deity here>, no more tetris
clones!
kevin
cao314
2003.06.27, 03:03 PM
I'm probably the only one who wants this game, but I would love a 3D version of tetris. It actually existed for Mac Classic, it was called 3tris (http://www.mymac.com/archives/feb_97/game.shtml for review of the game) and I was deeply addicted to it. It used sprite animation but obviously an OS X version using OpenGL rendering would look much cooler. 3tris was set up as follows: Your p.o.v. is from the top looking down. The pieces fall straight down. The grid is 5x5, each piece is made up of 4 blocks. The pieces can be stacked 8 high before the game is over. The pieces are transparent when falling, but turn solid went they hit the bottom.
I have lots of ideas/info on the detail to a remake, so if your interested in making this then contact me.
cao@mac.com
I want a game that makes me think. I'm talking about games like SimCity or strategy games in general. I want to play a game that resembles real life with hard choices. Suppose your a car manufacturer. Your in charge of creating a new vehicle that will boost sales. Say your targeted audience is over 30. Would your develop a car, truck, van or cross breed? build a team; R&D costs; production; marketing; shipping; get dealers to order your product; etc. You would have to meet project sales goalsóROI (return on investment).
Perhaps a game that evovles around being a shipping magnate like UPS competing with USPS and FedEx. Or a restaurant owner? Maybe you can branch out and purchase a bar or two to go along with owning and running a restaurant?
I enjoy these types of games because you can really learn what it takes to be a business owner.
-Cade
death_himself
2003.06.27, 03:41 PM
I think asking for anything massively multiplayer is way too ambitious. However, I'd just love to see some multiplayer entries, the game's life would be greatly extended.
And, I too have wanted a top-down racing game, similiar to the one Cammacho suggested, but I were thinking, realistic physics, not like toy car racers, online, ability to buy cars and most importantly...lush graphics, it would be a game for the artists. I figured that this could be done if you allowed add-ons to be created (but with the add-ons having limitations, ie. no 1000 mph cars...)...hope I'm making sense, basically, a simple top-down car game, with online play, the ability to trade, buy and sell cars between players, and, some sort of system where you can design your own car (I haven't thought it through, the last option is probably too ambitious, but, I were wondering how enough cars to make buying and selling stuff a good idea could be created in two months by the developers)...sorry, talking too much.
Oh, and, I loved Black Shades, even though I really sucked at it (put the difficulty to 0)...I have to say, its quite hard to fire when the gun keeps moving up every time you press the trigger button (I assume that was meant to be like that?)...anyway, point is, if black shades can be created in two or three months, perhaps a simple online stealth fps? I'm thinking, stabbing, sniping and other stealthy elements, not gun-ho...that would mean lag if there was alot of action, basically, alot of one-shot or one-hit kills, this would mean the devs wouldn't have to spend ages reducing the lag. I just love sniping, but hated the cheaters and the lag in Quake :).
K, I think I've missed the point of the thread, by suggesting concepts, but within the concepts are ideas I'd love to see.
Point is, most importantly, online play, though I dunno how hard it is to implement.
Oh and yah, OS9 compatible, for us with no money.
DavidJJ
2003.06.27, 03:42 PM
Here are suggestions for freeware/shareware Mac games for uDevGames contest ... I'll help with any of these if I can ...
1. Simple ATC simulator
2. Magic dueling card game (ala magic Online)
3. Magic dueling game (using onscreen mouse movement to cast)
4. Simple soccer game
5. Simple tennis or volleyball game (see previous post)
6. Skiing game (ala Sloperider)
7. Simple FPS with player as stealthy assassin/sniper (I'm seeing a cross between Uplink and last years brilliant FPS Black Shades)
8. Any sort of strategy game set in ancient Rome :rolleyes: Sorry to be vague.
In the magic dueling game I would hope for networking/Net play where players must put up an item from their inventory to lose if they lose the duel.
I can do art for these and am a former ATC.
David djanikjones_at_esolutionsgroup.ca
death_himself
2003.06.27, 04:14 PM
Oh and I'd like to second the duelling game (cos its online, and you get to win stuff, even if its not real, pretty cool)...hopefully if anyone made that a game tracker would be set up so opponents could be found :).
Edit: btw, whats an ATC simulator?
Dr. Light
2003.06.27, 04:37 PM
How about making that sub game multiplayer?:wow:
ooooooooooooh
Palenoue
2003.06.27, 04:37 PM
A toon first person shooter. I'm fed up with all of the grim blow 'em up first person shooter games. The only difference is the art and how the weapons blow people up. I'd like to play a toon game were you throw pies, drop anvils, and slip on a "Tex Avery Garter of Cross Dress" to turn into a cute woman that causes your opponent to stop his attack and act like a lust-crazed wolf for 30 second which would give me time to exchange the ax he's carrying with a large feather ;-)
But no, that's asking too much, the first person shooter genre is tightly controlled by the kill-kill-kill chiches and could _never_ have something lighthearted and silly breaking new ground.
The other game I'd like to see is something like a cross between Diablo and Battlebots, where you wander around fighitng other robots and salvage them for parts to build a better robot. You're robot would improve and you could tailor it to your type of fighting (favoring certain spells in Diablo) and you'd level up in "mechanic" skill which would allow you to salvage better or repair better.
preyingmantis36
2003.06.27, 05:12 PM
There needs to be more sports games on the Mac. There needs to be an Ultimate Frisbee game. 2+2 = There needs to be an Ultimate game for the Mac!
Don't know what Ultimate is? It's kinda like a cross between soccer and (American) football. For more information, check out the official website. (http://www.upa.org)
Simply put, Ultimate is my favorite sport in the world, and I would love, more than anything else, to be able to play an Ultimate game for the Mac!
multiplayer sub game...is that a go? who is in? and what is the relevant dates for udevgame anyway?
Spider
2003.06.27, 06:04 PM
I have had a kind of adult humor game in my head for years, and have always wanted to play it.
It is a top down Flight sim type game. The difference? You play as different birds who have to "bomb" different things. Someone washing a car, eating a picnic lunch, ice cream cone. It would be a military of birds. You can go from Pigeons to Albatrosses. Seagulls and Pelicans for beach and water missions.
I just think this would be a hilarious and fun game to play. It is original in thought and theme. I mean who wouldn't want to play a game where you are a bird crapping on people's day?
If I think of anymore, I will post it here.
AnotherJake
2003.06.27, 06:16 PM
This may seem a little off the topic but it seems to me that game developers on the Mac are far more in need of game dev tools than games. Don't get me wrong, I'm all for games and then some. I was thinking that if I could request any type of game I wanted I was thinking that I'd really love to see a great modeler above all else. I haven't really read the uDevGame rules, I admit, but maybe game development tools could also be a category for submission. Outside of that I'd be interested in seeing a good sub game as well.
Dr. Light
2003.06.27, 07:50 PM
I just remembered that I have a couple of Submarine meshwork files. They are fairly accurate models of an Oscar class Soviet sub and a USSN Los Angeles class American sub. They both lack an antenna and a periscope, and the Oscar doesn't have the glassed-in observation deck. I can release them to the public if you would like to use them or have a look at them.
Also, I have a friend who worked on a nuclear sub. I could try to hook you up with him if you would like.
But, to be clear, I already have a Udevame project of my own all planned out.
Cloud Striker
2003.06.27, 08:23 PM
Well Basicly the games plot is like this:
An 18 year old kid is the son of the Godfather and is in hiding with fake parents. What he does not know is that he is the only direct blood desendent of the godfather, thereby through Moffia Lore he will someday be the Godfather. He grew up thinking that his parents were blood related but in fact are two of the Godfather's most trusted friends and underlings. The kid has always supected that these two "parents" were not his. He found a bank notice from his savings acount stating that 970,000 US dallors went through in 20 minutes come and going to two acounts he is not sure are his "family's" He finds out the truth one day when the Feds pay him a visit at school pretending to be police officers who want him for questioning about a merder in the local town. They recrut him reluctantly and he is sent to try and find what he needs to bring down the Mob. His "parents" are killed a short time later when a rival family takes a hit on them trying to find and kill the 18 yr old. This family would be next in line to be the rulling famiyl of the mob if the kid was out of the way. Well to make a long story short basically the kid is not home when it happens, comes home to find out what happened and then uses the "family's" bank accounts that the FEDs hacked to go to italy and find his real father. He does not know whether he will rat on his father when he finds dad, or if he will screw the feds and join the family. When he finds his father the father says that he sent him away to keep him safe and so he would not have to be in the family business. His father tried to save his soul. This is my idea of a game and I hope you all like it, if you have any questions relating to this idea my email is CloudStriker303@cox.net so well hope you all like it.
The kid is a computer geek who can actually fight. His "parents" but him through karate and he spent a few summers at a camp for the at risk youth of america run by the USMC where he learned some stratagy and fighting skills. He has an afinity with Glock 3 round burst hand guns and M16 M203 equipted rifles. He also likes Smith & Wesson knives and has fun messing with girls minds. He is sorta ok looking but has a way with girls and finds that he is very quick to figure people out, and what they think about him and his "secret."
Edit: I just realised this sounds like that movie that came out recently, but I was taking it from something else, any way: this game would be the a great GTA type game with a little bit more FPS in it. It could have some fighting like Oni (damn I wish that game went Multiplayer). I think it should be set in either Manhattan or Bellair, the kid needs to be very sheltered but have a good idea of what the real world is like. The kid needs to be italian obviously but not speak the language, this is b/c the "parents" didn't want him to know what they were saying or what people who called said, basically to keep him out of the loop and harder for him to go to italy on his own. The kid could have a girl who he tells his secret to. She would get worried when he leaves for italy and run a away from home and fallow him. There could also be a girl in italy that is related to the oposing family that waked his "parents" who falls for the kid and tries to keep the families from going to the matresses. so well love triangle, its always a good thing in a game. Now this could all be flipped so a girl could be the main character, or it could be an option when the game starts like in B.G. or E.V. E.V.O. E.V.N. if it is like vice city or payback, when the kid gets out of a car the game should go FPS not 3rd Person, unless it has an Oni like targeting system. well that is it for now.
It'd be fun to see some kind of creative and complex domino-toppling game. Put in enough fun enviroments and objects and the game would be a blast. It would also be a great way to lay down some fundamentals like collision detection and physics for a more complex game later.
Leisure Suit Lurie
2003.06.27, 09:41 PM
Originally posted by death_himself
Oh and I'd like to second the duelling game (cos its online, and you get to win stuff, even if its not real, pretty cool)...hopefully if anyone made that a game tracker would be set up so opponents could be found :).
Edit: btw, whats an ATC simulator?
All Terrain Cycle, maybe?
skyhawk
2003.06.27, 09:50 PM
Originally posted by death_himself
Oh and yah, OS9 compatible, for us with no money.
uDG2003 is OS X only, you are out of luck.
Mazilurik
2003.06.27, 10:10 PM
Originally posted by skyhawk
uDG2003 is OS X only, you are out of luck.
Yes, but people can still enter games that support OS 9, so long as they also run natively under X.
DavidJJ
2003.06.27, 10:16 PM
Originally posted by Daniel_Lurie
All Terrain Cycle, maybe?
Air Traffic Control. A great stress-relieving game, for sure.
David :D
I'm all for the second magic dueling game though too.
Dr. Light
2003.06.27, 11:27 PM
Here's a wild one:
*crack* *fshhhhhhhhhhhhh* *glug glug glug----glug*
I remember a few years back that Budweiser (funy that I can't spell simpleer words) had a commercial about beating the "Beer Belly" for a lite beer they make. They have a guy running for his life around a corner, soon followed by a giant bouncing belly. He dodges pedesrians and obstancles running as fast as he can, but then the belly hops on a motorcyle and easily catches up. In last minute desparation the guy jumps in the river and starts swimming.
If someone wants a commical theme, they could have a guy running from a giant belly. If the belly catches up with him, he is doomed to never lose the wieght again. If he runs into homing hamburgers/ exploding hot dogs/ shooting chili pies he becomes slower. *You take it from here*
Darn. I guess I need another Bud.
Bachus
2003.06.28, 01:18 AM
Originally posted by Alex
It'd be fun to see some kind of creative and complex domino-toppling game. Put in enough fun enviroments and objects and the game would be a blast. It would also be a great way to lay down some fundamentals like collision detection and physics for a more complex game later.
That sounds like a very cool idea. Throw in fully customizable dominoes (color, size, etc), saveable files that other people can load in and watch and edit, special tools to place the dominoes (align selection, draw a bezier line that has dominoes placed automatically, etc), and a standard model format so that anyone can add in new ramps/staircases/etc.
I have too many projects lined-up to work on it myself, but I'd definitely like to see this one done.
Snrub
2003.06.28, 08:02 AM
Goofy Flyers
Concept in my head is a kiddie type flight sim, but not with life like physics. Sort of like Bumber Planes (i.e. similar to the Bumber Cars at the carnivals). Planes should be easy to fly with just a few simple controls (up, down, left, right, accelerate, decelerate) and could bounce off of each other. Would like to see the game with a goofy/funny cartoonish look and feel.
I would like to see a free flight mode where you could just practice flying on any available course.
There would be a variety of courses (course editor would be cool), like:
ïplain oval course
ïoval course with floating rings (rings are worth different amounts of points or rewards/penalties)
ïcanyon course
ïunderground course
ïflat maze course
ï3d maze course (like a 3d maze puzzle box)
ïfigure eight course
ïstraight run course
ïchallenge course (various types with objects to collect and/or goals to meet)
ïplus many more
And there could even be variation of the courses with various obsticles/aids.
Obsticles:
water spouts, tornadoes, swarms of bugs, walls, collapsing walls/bridges/buildings, spouts of flame/steam/water/mud, Persey the pelican who lands in front of your window and blocks your view for a short period, etc. (see older arcade games for more ideas)
Aids:
acceleration/repair/fuel rings/pads/cloud/balloons, warp jumps, invisibility, invincibility, etc. (see older arcade games for more ideas)
Collectibles:
missles/traps to be collected and sprung on your openents (bubble gum missile sticks to your opponent and gums them to the terrain or gums up the engine for a short duration), rubberband missile attaches to your opponent and gives you a short speed boost, pie in the sky - fired at you opponent blocks their vision for short duration, anvil missile - attaches heavy anvil to opponent for short duration
More in game fun:
ïfollow the leader race - you are scored according to how close you match the leaders path.
ïtag - whoever is IT the longest time is the loser
ïreverse tag - IT the least time is the winner
ïpaint ball - non lethal dog fighting
ï(see other games for more ideas)
Constructo-plane editor - arrange your plane however you want. And no matter how weird it looks, it still flies.
Adjustable sliders for game physics:
ïincrease/decrease weight - lighter planes fly a little faster, but also bounce farther when struck, heavy planes fly a little slower but don't bounce as much.
ï increase/decrease agility - more means sharper turns but some acceleration is lost, less means you sacrifice sharper turning but don't lose as much acceleration.
ï(other adjustments - I couldn't think of any more that would maintain game balance)
It would be nice if could be played single-player against AI flyers, and/or multiplayer, with or without teams.
(teams, yea, more ideas, tag team races, relay races.... the mind boggles with ideas and I'm sure others could add more ideas to this game)
death_himself
2003.06.28, 10:01 AM
Originally posted by Mazilurik
Yes, but people can still enter games that support OS 9, so long as they also run natively under X.
This really sucks :( ...I were hoping that someday my programming skills would get better and I could enter into this contest, but that's all ruined because I simply won't be able to afford a new mac...sigh, oh well.
Anyway, just wondering, whats the likelyhood of there being any good OS9 compatible games? Ideally everyone would make an OS9 version...but obviously thats not gonnah happen...point is, is anyone planning on making there's OS9 compatible? Sorry, off-topic, and I prolly won't get an answer.
Dr. Light
2003.06.28, 10:31 AM
Well, I tried to take up for guys like you when this was all being discussed, but they turned in favor of OSX. Perhaps you could make it carbon? Or partner with someone who has OSX?
diordna
2003.06.28, 11:37 AM
In response to the domino idea, I think that's doable, although it might be slowed down by the incredible amount of collision detection you would have to do. Then again, I'm thinking in METAL terms, but if I were thinking in Java terms, it might be quite a bit easier and/or faster.
Dr. Light
2003.06.28, 01:24 PM
Not neccesarily. You would use a matrix dominomatrix(x_block,y-block,datas), and place a domino in each spot. Then just use the data part to determine which direction it falls. If it falls into an occupied spot, then the falling block status is passed on to that point in the matrix.
In addition, just updating the part of the screen that changed is a bit more trouble, but it buys you about 30-50 frames, depending on what you are doing.
Boyarsky
2003.06.28, 03:32 PM
I was thinking of something along the lines of Test Drive 5 or 6, with the long cross-country runs..
Except this time with local roadways & scenery. I have driven around Feirbanks here for years & there are a dozen good race routes-- Uphill, turns, some races would last 3-5 minutes, others could run for 10-20 minutes..
Is there a way this could be done with submitted video footage.. through my windshield? And the background scenery of the Alaska Range would be cool!
Heck as an added twist,,, when we go fishin in 3 different cars were always passin & goofin with each other. Theres another idea..
Start off with a race to get to the fishin hole.. go fishin.. The contest is First to the hole, and when fishin first, & biggest, & most fish. Then after fishin you could sit around a campfire shootin BB guns at CDs for beer till you're passed out.
I know that sounds like 3 games.. (It's a weekend fishin up here) but it would be interesting to play womething like that...
Just my 2¢
John Boyarsky
Fairbanks, Alaska
DaFalcon
2003.06.28, 05:47 PM
If I get a uDevGame entry out the door it will be Carbon, with OS 9 definitely supported. I imagine there will be some OS X only entires, but also quite a few 9/X entries as well. Also, you can compile for OS X in OS 9... Eric had Snake Quest OS X compatible before either he or I had OS X; and we just had a few cosmetic bugs to fix when we finally were able to test the OS X version.
Dr. Light
2003.06.28, 07:04 PM
If I get a uDevGame entry out the door it will be Carbon, with OS 9 definitely supported.
DaFalcon is DaMan.
Matt Brown
2003.06.28, 08:07 PM
I'm doing a farm sim. No one touch.
I wanna see a Sims\AC style game, maybe multiplayer, maybe not.
Carlos Camacho
2003.06.28, 11:11 PM
More requests...
* 2d hockey game. Maybe top down view
* revisit the "button soccer" game we talked about
* a baseball manager game (not arcade, but manager)
* a WWE manager game (ie play Vince) again not arcade, but more of a biz sim
* Quix... because we don't have this game on the Mac OS X, and it would be easy to make
* along those lines, Grid Runner from the C64 days
* a new take on Missile Command
* Omega Race... a great vector graphics arcade game
* food fight or Robotron type games are also nice
I hope everyone's ideas will inspire the people who plan to enter.
p.s. uDevGame is for GAME DEV, not for tools.
Cheers
JAS__
2003.06.29, 01:41 AM
Abuse - another game with similar gameplay to abuse from crack.com! I'm working on a sequel, but the guys that are coding it seem to be PC only users - it's opensource, so someone can port it later...
ABUSE, or an old school METAL GEAR type game in the style of the gameboy color sequel and/or the msx versions!
311zealot
2003.06.29, 03:45 AM
*****ATTENTION ALL DEVELOPERS*****
THIS IS MY IDEA FOR A REVOLUTIONARY EXPERIENCE IN GAMING HISTORY. ALTHOUGH THIS WOULD TAKE TIME TO DEVELOP, PLEASE BARE WITH MY DEMANDS.
THIS IS THE PERFECT GAME
-Grand Theft Auto 3, meets Shenmue (look it up if you havent heard of it), meets The Sims
-Linear, no specific objective gameplay for long replay value
-URBAN CITY TYPE SETTING!!! (GTA, Shenmue, and Black Shades did this all so well!)
-a living, breathing city like GTA's and Shemue's
-High levels of exploration (signs to see, buildings able to be entered, items to find, ect.)
-graphics wouldnt matter as long as it would be an ok texture mapped 3d that any mac in the last few years could handle. (i would gladly settle for a small step up from Black Shades)
-abillity to chose your type of character (like diablo), and possibly your role in society
-expandibillty/modibility/downloadable extras and features as development progresses
-possible multiplayer (think grand theft auto, but you can choose to be a pedestrian, the police, or a robber,ect.)
-interaction/conversation with cpu characters however little
-no stupid cheat codes
-carbonized app
-As realistic as realistic can be (even more so than GTA, more like SHENMUE)
-little or no storyline, as life has no definite storyline and a game of this nature wouldnt need one
-Strong emphasis on the abillity to free roam without limits of time or another likeness
-side missions/objectives to keep you ocupied(job,ect,ect.)
Keep some of these ideas in mind when you developers begin your projects on whatever.
************************************************** ***********************
And now lets take a look back at past games that have almost got it completely right.
Black Shades: Black Shades was a great game. It had a signifigant ammount of realism as well as a interesting plot. The many different ways to take down an assassin was brilliant. You could take others weapons (of course) and use them against others.
The game had a somewhat convincing background, however underdeveloped and/ or bland. After beating this game, i didnt feel any urge to ever play it again. Although i cant fault the developer for rushing to meet deadline, I'll have to pass on the graphics. Sure they did have a couple of textures here and there, but not many. Character models were blocky at best.
Overall a good game, but needed more of an experience. Not allot of substance to it.
Grand Theft Auto 3: Grand Theft Auto 3 created a new level of interactivity. You could drive a vast arraw of vehicles. You could free roam and explore and terrorize whoever you please. The game really had a convincing level design and enviornment. You really felt like you were a part of the city
The game was unrealistic in some areas. The violence really wasnt all that necessary every darn second. The pollice often arrived all too swiftly following that afternoon joyride you went on. ect, ect.
Finally, SHENMUE!!!!!!!
For those of you that dont know what the heck this game is, it's an adventure game by Sega for Dreamcast and Xbox (Shenmue 2). It had remarkable graphics, a staggering level of interactivity, and an engrossing plot. The game at times switched to a Virtual Fighter Based fight scence, thus varrying the gameplay. You could rome around as you please, buying many things along the way and even go as far as playing games in an arcade (2 were actual sega games from the 80's) The weather often changed, allong with the sky's colorations. The game kept track of time, and worked it into the plot as well. Not enough can be said about this game!
Although this game had amazing gameplay, it had little replay value. The perfect game would have replay value do to no real ending (real life setting, remember?) Shenmue was darn close to a perfect game, combining adventure, interactivity, RPG elements, fighting, and lodes of extras to see along the way. Wouldnt it have been nice to have a game where you could just keep going, rather than follow a plot that would tell you otherwise?
Well those are my thoughts on how the perfect game should be like. I realize that for udevgames, this would be hard to meet deadline, if not impossible. All i am asking is that developers take at least a few of these sudgestion with them and build up an idea, possibly credit me for enlightenment (ahahahahahahahahahhaha..ha...ha....ha....ha...... oh sorry.)
And for all you tools that just scrolled through the entire post, let me summarize what i just said. PEOPLE LOVE INTERACTIVITY. THEY LOVE REPLAY VALUE. THEY LOVE A PERSONAL EXPERIENCE. I WOULD BUY THIS TYPE OF GAME NO MATTER WHAT IT WOULD COST ME.
I sure hope this post has got someone thinking at least a tiny bit on how a great game should be. I am 15 years old, and i know the demographic i am placed in. People my age would go crazy over something like this (pending there'd be a Windows port). I don't have the resources, time, money or determination to accomplish such a feat as this. That's why i am leaving this up to you, brave developers. I know i am not alone in this crazy idea of mine.
If anyone would like to email me regarding this, mail me at 311zealot@earthlink.net
PS: research shenmue for more inspiration
Damian
2003.06.29, 03:56 AM
Originally posted by Camacho
More requests...
* a new take on Missile Command
Cheers
Been there.
Kimdom Come (http://www.thedailygrind.net/software/KimdomCome.html)
Dr. Light
2003.06.29, 10:09 AM
*****ATTENTION ALL DEVELOPERS*****
THIS IS MY IDEA FOR A REVOLUTIONARY EXPERIENCE IN GAMING HISTORY. ALTHOUGH THIS WOULD TAKE TIME TO DEVELOP, PLEASE BARE WITH MY DEMANDS.
THIS IS THE PERFECT GAME
lol. Come on, that one scratches the surface. Sure, its nice, but its not a completely new experience, just a detailed one. Go over to the "Help Wanted" and get a project started(with yourself as the manager) if you want to go somewhere with it.
death_himself
2003.06.29, 10:59 AM
Originally posted by Dr. Light
Not neccesarily. You would use a matrix dominomatrix
At first I read that as dominatrix :blush: .
...anyway, thats good to hear, people going Carbon...I didn't actually know what running natively in OSX meant...and I'm still a lil lost.
Anyway, as for the Shenmue idea...hohum. Yah, as someone else said, its not really that revolutionary, and you really have to think about how the multiplayer would work. Personally, I thought Shenmue's plotline was a load of shite, it was tollerably cheesey to begin with (the cornyness actually made it quite good, with it being set in the eighties and all, it was just like a bad kung-fu film)...but, geez, what was up with the ending of Shenmue 2? It went all ******* magical...that ruined it for me...and I never got the idea of the city being a city...it was too small, not enough people, certainly not enough jobs (two). Sorry, going off-topic. I hear the creator is going to do something similiar but in a cartooney virtua fighter kids form...should be interesting :) . Sorry, off-topic again, basically, a little too ambitous, because of all the content that needs to be created, the amount of different jobs that would need to be individually programmed, making every part of the city look distinct, etc.
Not too sure what I'm adding to the thread here...
aarku
2003.06.29, 01:05 PM
My request....
Something that uses SpriteWorld. Version 3.0b2 is out and is wicked cool, and could use some publicity. (Can you say effortless hardware acceleration!?) A higher fun to development cost can be achieved by sticking to a simple 2D game! I think Carlos has some great ideas for games, why don't more listen to the guy!? :blink:
-Jon
:ninja:
Chris Burkhardt
2003.06.29, 04:59 PM
Wow, lots of good ideas. I've gone from not having enough ideas to having too many!
I'm leaning towards the top-down racing game. But I'm still not sure.
> I'm doing a farm sim. No one touch.
Hasn't SimFarm already filled that spot? I like that game.
death_himself
2003.06.29, 05:37 PM
Hasn't SimFarm already filled that spot? I like that game
I'm hoping it'll be more like that farm game on the snes, you know the one, where you can get a wife and all?...the really sappy one. BUT, with more content, a goal, and, well, more farm stuff, you know, herding, proper multi-tasking.
On that multi-tasking note, how about a simple chef sim? It'd be resource management like, you'd have to chop up vegetables (this could be a rythm-action game, press say, space to the beat to chop the cucumber) whilst switching back to stirring the pot and shouting out orders to other chefs and making sure you don't get overpiled with work (it would be like a factory line)...hope I'm making sense...and combine that with a system to create your own recipes, and a restaurant design thing, it'd be very simple, perhaps add in some restaruant business management to boot, I don't know why that other restaurant game took so long to make.
Carlos, Ground Zero Software (http://www.groundserosw.com) is developping a 2D ice hockey game called "Frozen Squid". The project is quite old (more than 4 years). Maybe iDevGames members can help.
As for game ideas, I really liked "Aerobiz"- an airline company simulator for SNES. Buy airplanes, create air routes, control prices, offer vacation packages... that was great! Imagine this game online!
Carlos Camacho
2003.06.29, 09:17 PM
Well, the games I suggest are games that can be done in 3 months. Some ideas here really are not for uDevGame, but for a long-term commitment. That's OK because most likely the people who post them don't know what it takes to make a 3d-based multi-player game that will be of AAA quality. Anyhow, it does give ideas to you for things that gamers want ... outside of uDevGame.
Spriteworld use would be good to see, that might even get someone my special Editor's nod prize... hint hint..
I think it is good to check out MAME and other emulators and take a close look at some of the classics. But keep in mind that you should always go for a new twist, like Airburst did with Warlords.
I haven't seen "Berserk" on the Mac, or the Colecovision upgrade called "Venture."
I was also thinking for someone wanting to make an OpenGL game, a Lunar Lander game would be interesting.
Another game I really enjoyed was Popeye on Colecovision and Donkey Kong Jr. Pitfall and Jungle Hunt also took ALOT of my free time. Using David's BlackShades skeleton code, and 3d engine, I could easliy see a 3d Pitall/Jungle hunt game made.
Speaking of his game..
>Character models were blocky at best.
Many gamers didn't "get" his approach to the visiuals in the game because everyone now expects all 3D games to have tons of textures and use high-polygon models.
sherlock42
2003.06.29, 11:49 PM
I would love to see a Mac-playable version of the old strategy board game "Scotland Yard," by Ravensburger. (See description of the board game here (http://www.games-megastore.com/ravensburger/scotland-yard-irb26117.html).)
Ideally, the game would allow the player to choose whether to play Mr. X, or the five detectives. The challenge of constructing the AI for the computerized players, though, is way beyond the limits of my paltry PHP and RealBasic skills.
I found the web site of a student who created a Linux version as a class project. It illuminates some of those difficulties (http://www.ccs.neu.edu/home/dskippy/code/scotland-yard/) in good detail.
mr. smith
2003.06.30, 12:49 AM
What Palenoue said:
A toon first person shooter. I'm fed up with all of the grim blow 'em up first person shooter games. The only difference is the art and how the weapons blow people up. I'd like to play a toon game were you throw pies, drop anvils, and slip on a "Tex Avery Garter of Cross Dress" to turn into a cute woman that causes your opponent to stop his attack and act like a lust-crazed wolf for 30 second which would give me time to exchange the ax he's carrying with a large feather ;-)
But no, that's asking too much, the first person shooter genre is tightly controlled by the kill-kill-kill chiches and could _never_ have something lighthearted and silly breaking new ground.
I was thinking about what it is that makes Unreal Tournament so addictive. IT'S NOT THE VIOLENCE. I have to overcome my problems with the violence to play that game and I still go back...it's the action. It's the quick-twitch, my-reflexes-&-strategies-are-better-than-yours type of vibe that makes it so cool.
Imagine if you will a game based on the engine where the characters basically play an advanced game of tag. You can have net-shooting weapons that bag opponents and string 'em up temporarily, freeze weapons that uh...freeze, bubble weapons that send opponents floating toward the ceiling, glue guns, etc.
Imagine also the myriad types of deployment methods, skidding discs flying across the floor to "explode" in a flurry of bubbles.
Make it funny. You could spoof UT. Instead of "...And stay down!" characters could say things like "...And stay up!" as the hapless victim of a bubble attack rises through the air (you can tell I like that "bubble" concept, can't ya?).
It's all about using delays as weapons and tags as points. Every delay weapon sucessfully deployed counts as a point, with much the same goal as UT, most points wins.
Massive space for creativity here, maps, weapons, dialogue, you name it. Great target audience too, kids will actually be encouraged to play it.
I think it's crucial that it be kid-safe. I'm thinking of something that no kid can mine for violent purposes and then blame the game developers, like, say, the suggestively hyperviolent Tom & Jerry cartoon, yet not mind-numbing fluff like, say, Barney.
Humour is the key. Side-splitting family fun...not literally side splitting, because that'd be Unreal all over again...
I can think of more stuff if need be, but I think the concept is sound. Please run with it if you get the chance (or have the inclination :cool: )
_____
smith
mr. smith
2003.06.30, 12:55 AM
Oh, and the single most addictive game I've ever played is Super Mario Bros. 3 for NES (NOT SMB 1 or 2. Third time's the charm).
_____
smith
Leisure Suit Lurie
2003.06.30, 02:44 AM
If someone could remake this, (or Populous):
The Haunting - Sega Genesis (http://emunalysis.iwebland.com/sega/haunting/)
death_himself
2003.06.30, 09:54 AM
Originally posted by Camacho
Speaking of his game..
>Character models were blocky at best.
Many gamers didn't "get" his approach to the visiuals in the game because everyone now expects all 3D games to have tons of textures and use high-polygon models.
I dunno why I'm commenting, but, personally I loved his visuals, they were sortah retro, BUT, because it ran on computers many times more powerfull than say, an Atari, it was smooth (well, not on my imac, but I'm sure it would be on a G4)...I always thought that the graphics were meant to be like that, but then that guy threw me off with that comment...now I'm lost.
As for people expecting AAA 3D titles...personally, I thought a stealthy fps would be possible because of Black Shades, I were thinking of quake (the original, or possibly the sequel) graphics or something, but with lots of dark spots and stuff, and no fancy shmancy effects, just a knife, and a sniper rifle, I'm not too sure how long the online part would take though...I imagine quite a while, considering things like predictive movement or whatever you call it would have to be created to minimise lag. Anyway, cam, you're right, I prolly got a bit too over ambitous.
Damian
2003.06.30, 11:43 AM
Originally posted by Matt Brown
I'm doing a farm sim.
Can you make the arch-nemesis the French Ministry of Agriculture? If the player gets successful, a French "farmer" parks his tractor across their gate, and the EU tries to drown them in surplus butter?
death_himself
2003.06.30, 12:31 PM
Over here in Britain crop farmers make their money via government subsidies...they become millionaires and lie to the government about needing more money, whilst harvesting useless crops that no-one buys (they just shove them in warehouses...don't even bother selling them)...yeah, add that in!...I dunno what my point is :).
Steven
2003.06.30, 02:21 PM
If you're going to add in the French Ministry, please be sure to add in the French Sheep Strike (a la Worms) :D
Steven
Bames53
2003.06.30, 06:50 PM
*The submarine sim sounds cool. if it could be multi-player, it would be even better. and best (if something that won't happen can be good) would be massively multiplayer. besides the small amount of terrain there would be a few underwater cities to repair/refuel also the nations would be entirely player driven.
*a game like bolo would be fun. i think someone was working on it, but im not sure what happened there.
*a strategy bot builder. you design and build robots. you also program them using a simple scripting language (length of script depends on bots memory). you only get a certain amount of points to build with. and winning a level in single player would give you more points.
all that would be needed for multiplayer would be a web site to post bots. and some way to prove you beat the opponents bot. im not sure how the points would work out there.
*some sort of computer hacking sim. but the system would have to be more realistic than 'uplink' tho still simpler than real life. hopefully theres someone with an idea of how to get away from the script kiddy form of 'uplink'. there should also be a real world enviroment. the motovations for hacking will be like in deus ex.
*skeleton physics demo (in the form of a fighting game: 3-d/third person from behind). a game in which character models have 'bones' with 'tendons' at the joints. to move, the tendon's tension would be altered. rather than just setting the tendon absolutely, the tension is increased or decreased. collision detection is important. if you are walking and your foot catches something then you stumble. tendons can be broken if an opponent does something that stretches them to far. moves are scripted using a spreadsheet.
*game AI demo. game AI is really lacking. the only reason some games are hard is because there are lots of enemies or enemies have special abilities.
whatever form this game takes, most of the time should be spend on making a good game AI. the engine will be done simply.
enemies will not automatically know where you are. they will have a 'knowledge model'. if they see you they might recognize you. then they will do their best to kill you. they will enlist help by describing you and telling where you are to others. they may not know the map well and might have to search for paths to where you are. or search for things they think you want.
in addition to human tuned AI there should be some neural network created AI. the developer could create a typical map and put about three human made AIs in it. then put ten neural net players in for a few days of fighting. save the outcome. also a unit should be able to learn from the player.
maybe an enemy unit would keep an 'image' of the player in its mind. the image would have a script such that it acts as close as the enemy unit has seen to the real player. then the enemy unit runs simulations against the image and learns from that too.
and finally, i thought the graphics for Blackshades were great. any of these ideas that use a 3d engine would be great using something like blackshades' engine.
EonBleu
2003.07.01, 01:48 AM
Originally posted by Bames53
*a strategy bot builder. you design and build robots. you also program them using a simple scripting language (length of script depends on bots memory). you only get a certain amount of points to build with. and winning a level in single player would give you more points.
all that would be needed for multiplayer would be a web site to post bots. and some way to prove you beat the opponents bot. im not sure how the points would work out there.
I think that that's a good idea, however, I don't think that the majority of the gaming community has the programming skills/interest to stay interested with the game.
Originally posted by Bames53
*skeleton physics demo (in the form of a fighting game: 3-d/third person from behind). moves are scripted using a spreadsheet.
Again, the programming bit. What about making a system where you can program, but aren't required to? That way, those without the desire to script don't have to, and for more advanced users, they can go into the programming of it.
David
2003.07.01, 06:09 AM
Originally posted by Bames53
[B]*skeleton physics demo (in the form of a fighting game: 3-d/third person from behind). a game in which character models have 'bones' with 'tendons' at the joints. to move, the tendon's tension would be altered. rather than just setting the tendon absolutely, the tension is increased or decreased. collision detection is important. if you are walking and your foot catches something then you stumble. tendons can be broken if an opponent does something that stretches them to far. moves are scripted using a spreadsheet.
*cough Lugaru cough cough*
:cool:
Yeah Black Shades graphics were definitely meant to be like that, but were not optimized enough :/ If I knew then what I know now... :)
BTW I think it would be nifty to make a multiplayer (i.e. Battlefield 1942) robot fps that had SOF2-ish damage modelling, but with robots to keep it a T or G rating and explain the whole respawning thing. If nobody does this I'm intending to this after Lugaru.
I think something to go for is simple rules, complex gameplay. I.e. Tetris, mario, pac man, bomberman. It would be very impressive if someone came up with an idea for something like this that is not a clone.
Also something to strive for is to just make addictive 'party' type games, like cave bombers, beam wars, super smash bro's and dome wars. There haven't been any games like this in the last few years, it seems.
Somebody should make a Sierra/Lucasarts style adventure, like the old versions of Monkey Island and Legend of Kyrandia and such, but with simpler graphics.
How about a jumping puzzle game like Spacestation Pheta?
I was just trying out some old mac games, and there are a lot whose styles seem to have died out, like shufflepuck, mazeworld (sort of surreal exploration thing), Sapiens (semi-3d caveman sim where you can wander around, carve arrows out of flint and use them to hunt, etc. but runs unplayably fast on new machines), Flashback and Prince of Persia (sideview action/adventure things), and so on.
ERaZer
2003.07.01, 01:57 PM
Ah, yes... Flashback & PoP, those where great games. Hmm, that reminds me, I think I have Flashback here somewhere... Gotta play that again(I'm replaying alot of old games now, it started when I found a patch so that I could play Populous 2 in OS 9... So I'm currently replaying Populous 2, PiD, Warlords, Tubular Worlds and now Flashback!)
Mark Levin
2003.07.01, 05:13 PM
Originally posted by EonBleu
[B]I think that that's a good idea, however, I don't think that the majority of the gaming community has the programming skills/interest to stay interested with the game.
As I recall, RoboWar was actually pretty popular... Although it would be difficult to retain its simplicity in a modern, detailed, 3D world (as opposed to a flat empty rectangle).
death_himself
2003.07.01, 06:09 PM
Hey, how about a game that interprets html files and converts them into levels? I think that would be great, I mean, endless levels, but also, it would be quite imaginative, how you choose to have it interpretted, whether you make it an obvious interpretation or not...links could be doors to new levels, or not. And, most importantly, the source code would be great, though perhaps only to me...but, I think many people would find it interesting, no? Would it take long to do?
AJ Infinity
2003.07.01, 06:22 PM
Just to let you know, most web games build their levels off XML files. Go to Miniclip.com for a few examples of what I'm talking about. :p HTML is for web page markup, not games. BTW, Dim3 uses xml also.
>endless levels
HUH???!!!!
>Would it take long to do
There are CF funtions for XML parsing. The amount of time to code depends on how complex your format is and how good of a coder you are.
Steven
2003.07.01, 06:24 PM
I think his point was that it would take a website, such as microsoft.com, and have it make a level out of it (such as making the Microsoft logo an enemy so that you can blast it to bits using your Bug Report automatic energy blaster)
;)
AJ Infinity
2003.07.01, 06:25 PM
Ohhhh, I see.
:blink: :blink:
Steven
2003.07.01, 06:27 PM
Heh. The Google level would have a couple of million/billion rooms branching from one huge room in middle (if it was a fps type game)
;)
DaFalcon
2003.07.01, 09:05 PM
Originally posted by death_himself
Hey, how about a game that interprets html files and converts them into levels? I think that would be great, I mean, endless levels, but also, it would be quite imaginative, how you choose to have it interpretted, whether you make it an obvious interpretation or not...links could be doors to new levels, or not. And, most importantly, the source code would be great, though perhaps only to me...but, I think many people would find it interesting, no? Would it take long to do?
That is a cool idea. In a way, it is not so different from iTunes visuals... using data of one type to create output of another type. Add in some rules to keep things interesting for the user....
Actually, I remember a Japanese barcode game where scanning a barcode on a creature card would give you a creature with certain stats that you could use to fight other creatures. The cool part was that you could scan any barcode on any product, and it would create a creature with stats generated from the barcode.... you never knew what you would get, so you'd try to scan all kinds of things. Also, I'm reminded of the Worms random level generator... you could type in a word and it would use that word to generate its levels. The levels had nothing to do with how we see the word, but it was still cool. And with your idea, as you mentioned, you *could* use identifiable elements from a web page.
*head spins*
Dr. Light
2003.07.01, 10:39 PM
I second the motion. Someone should do it! Dr. light looks around at the room of people staring at him
HEY! I already have a project to work on!
AJ: How about a spaceflight game? You could call it "Sageflight Maturo", or something like that. *hint*:D *hint*.
EonBleu
2003.07.02, 01:21 AM
Originally posted by death_himself
Hey, how about a game that interprets html files and converts them into levels?
Dude, I beat the Internet! It was really hard....
DaFalcon
2003.07.02, 01:47 AM
Originally posted by EonBleu
Dude, I beat the Internet! It was really hard....
lol!
ERaZer
2003.07.02, 02:34 AM
Originally posted by DaFalcon
That is a cool idea. In a way, it is not so different from iTunes visuals... using data of one type to create output of another type. Add in some rules to keep things interesting for the user....
Actually, I remember a Japanese barcode game where scanning a barcode on a creature card would give you a creature with certain stats that you could use to fight other creatures. The cool part was that you could scan any barcode on any product, and it would create a creature with stats generated from the barcode.... you never knew what you would get, so you'd try to scan all kinds of things. Also, I'm reminded of the Worms random level generator... you could type in a word and it would use that word to generate its levels. The levels had nothing to do with how we see the word, but it was still cool. And with your idea, as you mentioned, you *could* use identifiable elements from a web page.
*head spins*
When I was smaller(12 or something) I had something that was called Barcode Battler that worked in the same vein that japanese thing did, but you could also get weapons and armour etc. From our milk packages you could get awsome armours :)
Hmm, that internet HTML thingy would be intresting but I think you'll have to be pretty restrictive otherwise it would just turn into a total mess, but the more less restrictive the cooler IMO.
death_himself
2003.07.02, 09:07 AM
Yes, Falcon understood my idea perfectly, like itunes. But, it would be up to the coder as to whether he/she chose to put the actualy, say, pictures of the web pages in. I'd much rather it be not an obvious interpretation. I don't think you'd have to put constraints say, if the game was a shooter, the type where its like you're tripping. 'Endless levels'...what I meant by that was endless amounts of levels, sorry. But on that note, when WOULD the game end? The links could go on forever...or worse, the player could get stuck in a loop, playing the same levels over and over again...I suppose you'd have to create a history and just close of areas already visited :). If this weren't a udevgame idea I'd suggest making it massively multiplayer...where you have chances of going to the same website as another player, and playing alongside them. If only I could program... :( .
mr. smith
2003.07.02, 09:45 AM
Bubbles!
:cool:
_____
smith
death_himself
2003.07.02, 10:44 AM
Originally posted by mr. smith
Bubbles!
:cool:
_____
smith
I'd much rather have monkeys...
Dr. Light
2003.07.02, 12:01 PM
<--- And tails!
PuppyHelmet
2003.07.02, 03:30 PM
Originally posted by preyingmantis36
There needs to be more sports games on the Mac. There needs to be an Ultimate Frisbee game. 2+2 = There needs to be an Ultimate game for the Mac!
Don't know what Ultimate is? It's kinda like a cross between soccer and (American) football. For more information, check out the official website. (http://www.upa.org)
Simply put, Ultimate is my favorite sport in the world, and I would love, more than anything else, to be able to play an Ultimate game for the Mac!
Last year I tried to make a 2D top-down ultimate game. I gave up when it became painfully obvious that the nature of the game necessitates 3D and rather complex controls. It just wasn't ultimate in 2D.
I'd love to see an ultimate game - any kind of frisbee game in fact - but in my opinion it's beyond the scope of uDG. When I first had the idea I thought, "Gee, why hasn't anyone done this yet?" Answer: it's dang hard!
AJ Infinity
2003.07.02, 05:34 PM
Originally posted by Dr. Light
I second the motion. Someone should do it! Dr. light looks around at the room of people staring at him
HEY! I already have a project to work on!
AJ: How about a spaceflight game? You could call it "Sageflight Maturo", or something like that. *hint*:D *hint*.
I made a Star Fox/Rogue Squadron style engine liike that quite a while back. It had rail based flight, BLack Shades-ish graphics, and no audio. Probably should go resurrect that and use it for uDG.
BTW, wouldnÁt the net game be even cooler if you could play it in a browser?
Dr. Light
2003.07.02, 05:58 PM
The program would have to have browser-like capabilities, no?
And yes, resurrect away. Take it off the rail though.
Chris Burkhardt
2003.07.02, 07:45 PM
I've also taken up designing an Ultimate Frisbee game in the past. I plan to go back to it, but not for uDG.
mr. smith
2003.07.02, 08:55 PM
Bubbles, dammit!!
:mad:
_____
smith
Dr. Light
2003.07.02, 10:14 PM
<--- TAILS TOO GOSH DARNIT!:sneaky:
Bames53
2003.07.03, 01:17 AM
*a strategy bot builder. you design and build robots. you also program them using a simple scripting language (length of script depends on bots memory). you only get a certain amount of points to build with. and winning a level in single player would give you more points.
all that would be needed for multiplayer would be a web site to post bots. and some way to prove you beat the opponents bot. im not sure how the points would work out there.
I think that that's a good idea, however, I don't think that the majority of the gaming community has the programming skills/interest to stay interested with the game.
i suppose that it wouldnt appeal to everyone. but then with a free game it really just has to appeal to the person that writes it.
to broaden the target market you could add some software modules to buy so the player doesnt have to write everything, or even anything.
i suppose the real reason to not do this is that its already available. IBM put out a free java game that uses tanks. you can have different parts but you do program the tank.
also theres robowar and and old commercial PC game called carnage heart.
Again, the programming bit. What about making a system where you can program, but aren't required to? That way, those without the desire to script don't have to, and for more advanced users, they can go into the programming of it.
well i hadn't intended it to be required. just available. and i wasn't really thinking to 'script' with some programing language. i was thinking that you'd have the a cell give the reference time in the move. then next tell the joint to move. the next tell how to change the tension.
the program would load up the moves and you could assign keys. then when you hit the button it applies the changes. so you could do more than one. the person making the moves would have to do alot of testing to make it so that the character isn't just having seizures.
also the skeleton demo was the only idea that i really think needs 3d.
To take this html levels further, you could combine it with the robot thing so that the html is interpreted as the DNA of the robot. You could then have dueling html pages, and actually have them fight out whose website is better :D
death_himself
2003.07.03, 10:26 AM
Originally posted by DoooG
To take this html levels further, you could combine it with the robot thing so that the html is interpreted as the DNA of the robot. You could then have dueling html pages, and actually have them fight out whose website is better :D
Hmm...interesting...but then, would it be a game? If you just watched robots duel?> or do you mean being able to control the robot too? I think the ideas should be kept seperate, I'd much rather have infinite levels than infinite characters (it would also mean two good ideas for udevgame instead of just one). Of course, I have no idea what kind of game these levels could be used for, perhaps a platformer? I believe someone wanted a fast one, like sonic, for the mac, that would be cool, because it would be all about reactions and it'd be smooth and there could be shooting and stuff, or punching, or whatever the platform character does.
geezusfreeek
2003.07.03, 01:09 PM
Maybe the HTML thing could be a sort of capture-the-room type game for multiplayer. People run around trying to capture the most rooms.
Due to the Internet being limitless, there would need to be some sort of twist to keep it from being a race to simply load the most web sites. Something should keep players wanting to come back and reclaim other players' rooms.
death_himself
2003.07.03, 01:30 PM
Originally posted by geezusfreeek
Maybe the HTML thing could be a sort of capture-the-room type game for multiplayer. People run around trying to capture the most rooms.
Due to the Internet being limitless, there would need to be some sort of twist to keep it from being a race to simply load the most web sites. Something should keep players wanting to come back and reclaim other players' rooms.
Thats quite interesting, do you think someone could make it multiplayer within three months? I hope they could. As for the incentive to recapture...how about something simple, such as points? Eg. Player one, captures room a, getting him/herself one point, player two captures room a off player one, getting him/herself, two points, player three captures room one off player getting him/herself 4 points, etc. But, to make things even more interesting, how about allowing points to be DEDUCTED? To give an incentive to KEEP a room. So, player one would capture room a, player two takes it off player one, player one has the amount of points player two gained, deducted...so when player three takes it off player two, player three gets four points, and player two loses four. Assuming everyone started with 0 points, player one would have 0 player two would have -2 and player three would have 4...so, now, there is an incentive to a) risk capturing an already captured room at the risk of losing alot more points later if it is taken off you (the point lossages/gains could get quite big) b) to protect your rooms and c) to go looking for new rooms.
Now, the only question that remains, is, what exactly is this game about? Do you shoot people? Are their nasties and platforms in these rooms generated by html? What? Can you perhaps build sentry guns to protect your rooms? (but building anything would cost you points). I'd like it to still be some sort of platformer. IT'd kindah be like a platformer death match, with guns.
AJ Infinity
2003.07.03, 04:35 PM
>do you think someone could make it multiplayer within three months?
You'd need servers for that, unless it was head to head via socket connections. I could write a Java multiplayer server for you (it's pretty easy, plus I've written some in the past). I could also write a Java client too, if the game was to be a Java game. Or you could use client-to-client socket connections in C/C++ by including sockets.h and working with that.
Also note that I said multiplaer server/client, not the actual game engine.
geezusfreeek
2003.07.03, 05:18 PM
To buy new equipment for the game, you go to eBay. :D
Dr. Light
2003.07.03, 07:01 PM
Pop-ups and ad's are the bad guys. You collect javascript weapons. The goal is to track a virus.... needs more.
diordna
2003.07.03, 08:52 PM
I'll might make a preliminary version and flesh out the plot a little. I don't want to make the full version because I wouldn't be able to make it multiplayer (unless you wouldn't mind an extra single player version).
I think what I'll do is use different tags to represent different types of tiles that let you move in different directions. The result will be a maze. If it comes across a link, there will be a door.
Some tags I think I'll use are bold, italic, underlined, link, font size, big, small, java applet, and javascript. Any others I should use?
Mind you, this will be a simple example of what I think this kind of game could be. I don't intend to sell it, or claim the idea as my own. But if I do actually do it, I'll compile it and put it on my web site with a big fat link to iDevGames in it.
Sound okay? I might add weapons and enemies, but not just yet.
Or maybe the javascripts will be the enemies. Who knows?
death_himself
2003.07.04, 09:56 AM
Originally posted by diordna
I'll might make a preliminary version and flesh out the plot a little. I don't want to make the full version because I wouldn't be able to make it multiplayer (unless you wouldn't mind an extra single player version).
I think what I'll do is use different tags to represent different types of tiles that let you move in different directions. The result will be a maze. If it comes across a link, there will be a door.
Some tags I think I'll use are bold, italic, underlined, link, font size, big, small, java applet, and javascript. Any others I should use?
Mind you, this will be a simple example of what I think this kind of game could be. I don't intend to sell it, or claim the idea as my own. But if I do actually do it, I'll compile it and put it on my web site with a big fat link to iDevGames in it.
Sound okay? I might add weapons and enemies, but not just yet.
Or maybe the javascripts will be the enemies. Who knows?
And perhaps have the combination of letters in the text to make the zany colour scheme? I'm thinking psychodelic here. Of course, it'd have to be interpreted completely differently for a singel player as opposed to a multiplayer game, for multiplayer I were thinking super smash bros mixed with a bit of jazz jack rabbit, and for single player, you'd need to do what you're suggesting, so essentially, it'd either have to be one or the other, though, two seperate games could be made. If only I could code... :( .
Oh, as for this whole server/client thing, you were thinking of having the players set up servers, right? Be great if gameranger could somehow be incorporated into it.
AJ Infinity
2003.07.04, 01:41 PM
I am able to make a Java server that users can setup on their own computer and start in the Terminal.
death_himself
2003.07.04, 01:50 PM
Originally posted by AJ Infinity
I am able to make a Java server that users can setup on their own computer and start in the Terminal.
So this would be OSX only? :(
AJ Infinity
2003.07.04, 02:01 PM
no, it could also run on Linux, Unix, and Windows. You set it up via the command line. Now for OS9, it would have to be an actual app or applet and let the user set it up via a UI.
ERaZer
2003.07.04, 02:06 PM
Originally posted by diordna
I'll might make a preliminary version and flesh out the plot a little. I don't want to make the full version because I wouldn't be able to make it multiplayer (unless you wouldn't mind an extra single player version).
I think what I'll do is use different tags to represent different types of tiles that let you move in different directions. The result will be a maze. If it comes across a link, there will be a door.
Some tags I think I'll use are bold, italic, underlined, link, font size, big, small, java applet, and javascript. Any others I should use?
Mind you, this will be a simple example of what I think this kind of game could be. I don't intend to sell it, or claim the idea as my own. But if I do actually do it, I'll compile it and put it on my web site with a big fat link to iDevGames in it.
Sound okay? I might add weapons and enemies, but not just yet.
Or maybe the javascripts will be the enemies. Who knows?
The only problem with this(ie using tags as tiles etc) is that how many web pages can you get stuck in, or cannot advance or etc.
But still, its a cool idea, but I think it might be easier to do a shooter(ie top or left view) or something that doesn't depend so much on the tiles(as a platformer do).
death_himself
2003.07.04, 02:10 PM
Originally posted by ERaZer
The only problem with this(ie using tags as tiles etc) is that how many web pages can you get stuck in, or cannot advance or etc.
But still, its a cool idea, but I think it might be easier to do a shooter(ie top or left view) or something that doesn't depend so much on the tiles(as a platformer do).
Well, did worms depend on tiles? I think for the multiplayer idea a platofrmer would be best, can't you use the html to make a seed for a random landscape? If that makes any sense...and then perhaps have edges as other random elements? (each level would fit the whole screen, it wouldn't be a scrolling platformer, it'd be more like the original donkey kong). Sorry, not being very helpfull here.
AJ Infinity
2003.07.04, 02:38 PM
>You collect javascript weapons.
Get the source for a JS parser and then build weapon attributes of the JS in a page.
Rooms are randomly generated 2D top down mazes (I know of a good random maze generation algorithm). Images are the bad guys. Links are teleporters to other rooms and stuff. Plus there are back and forward buttons and an address bar. The HTML parser would ignore CSS, SWFs, Java applets etc and concentrate on bare bone HTML.
Cool idea.
death_himself
2003.07.04, 02:51 PM
Wouldn't this be, a bit obvious though? In particular, the pictures being the enemies? Surely it should be an interpretation? So, weak parts of the page, such as, small text, if this were a platformer, would make platforms that dissappear when you step on them...and bold text would provide structures which might spawn monsters, or transport the player to another part of the same level (what the bold text contains, ie. it's letters, would decide what it did, and how it did it, whilst its actual position on the page, would determine it's position in the level). It could work for a maze game too...I think having pictures wandering about killing people, and no offence, because its a perfectly plausable idea, would seem, well, a bit tacky, perhaps having the pictures distorted (picasso esque?) and the distortions determined by other factors...might work. Of course, this is all up to whoever is making the game, so I guess I should butt out.
diordna
2003.07.04, 03:28 PM
What if the maze that was generated wasn't at all dependent on the tags, but the random seed was? This would make the whole thing not obvious in any way. Too bad there aren't any HTML parsers for METAL.
Can anyone who uses METAL tell me how to generate mazes that actually have outlets?
BeyondCloister
2003.07.04, 09:18 PM
Slightly OT but I did notice Zool mentioned near the start of the thread.
As it happens it was a friend of mine who actually wrote Zool. I even had a large chunk of the souce code on my Amiga at one time. What was even spookier was that the day after seeing Zool mentioned here I heard he had just returned to the UK.
To bring this back OT, I think a game like Zool would be great. In this age of fancy 3D, 4D or whatever games, I think there is still a place for the kind of games from our youth. Just because something does not use the latest technology does not make it bad. After all people still read books :cool:
geezusfreeek
2003.07.05, 12:29 AM
You have to look at it this way though: if you are going to just randomly seed it based on the HTML, what is the point? The player would see no corelation. You might as well just make a game that is not related to web sites at all. Something about each room/level has to be similar to the actual page in a recognizable way, and there has to be a real purpose for traveling through the Web.
death_himself
2003.07.05, 10:30 AM
Originally posted by geezusfreeek
You have to look at it this way though: if you are going to just randomly seed it based on the HTML, what is the point? The player would see no corelation. You might as well just make a game that is not related to web sites at all. Something about each room/level has to be similar to the actual page in a recognizable way, and there has to be a real purpose for traveling through the Web.
I just think making the enemies the pictures on the pages wouldn't be too hot. If this were a multiplayer game then you have more than enough reason to go through various pages (ie. so you can actually score more points than your opponents)...I'm not sure if this could work as a single-player game, because there may be no motivation for playing.
Easy ways of making it look similiar to a web page are, taking the web page's colour scheme. Where things appear on the web page...they appear on the level, I go back to my thing on bold text, or as another example, text fields, where the user enters text, on the level, they could be places where the player changes the game world...such as a button which makes certain platforms appear and others dissappear. Perhaps put thbe biggest picture on the web-page as a part of the background, I said a part of, so it might be semi-transparent and merge with the rest of the background, if that makes any sense. Keeping with my idea of a platformer multi-player thing (because I like it, well, I'm bound to like it aren't I? Otherwise I wouldn't have thought of it...) you'll need a way of makiong actual platforms...I think this would be the trickiest, just look at the idevgames site, what can you see? An orange rectangle at the top, that could be a platform, but it clearly couldn't be positioned there on the level, some sort of AI would have to be created to make sure things went in good places. I think maybe a warping effect would be nice, giving the idea that these web pages have been transformed and are now in a new dimension or something like that. For instance, the orange bar at the top could be melted and freeze framed whilst melting (like in that photoshop plug-in, eyecandy, the melting effect), so you'd still have some on the top, but you'd also have drops of orange for players to jump on (they'd almost act like steps) and of course more orange platforms below it formed as huge parts of the orange bar have melted off together. I hope I'm making sense...sorry, as you can tell, I'm rather passionate about this idea. There could be other effects, such as bars at the bottom of the page being burnt, forming smoke, if that makes any sense. and of course then blocks of text between the two bars could be made into more platforms. (and other elements such as enemies would be formed by say, big, bold, text).
Sorry, I do go on, I've realised I've ended up discussing it with myself...I must look a bit silly. K, sorry bout the crappy ideas.
Mark Levin
2003.07.05, 10:47 AM
Originally posted by geezusfreeek
You have to look at it this way though: if you are going to just randomly seed it based on the HTML, what is the point? The player would see no corelation. You might as well just make a game that is not related to web sites at all. Something about each room/level has to be similar to the actual page in a recognizable way, and there has to be a real purpose for traveling through the Web.
I really doubt the barcode monster game had any strong relationship between the monsters it created and the barcodes that were scanned.
"I choose you, Applejuicemon!" :blink:
ERaZer
2003.07.05, 12:51 PM
Originally posted by Mark Levin
I really doubt the barcode monster game had any strong relationship between the monsters it created and the barcodes that were scanned.
"I choose you, Applejuicemon!" :blink:
Well, that was what was so cool, it really seemed it had. Every scan of the same barcode gave you the same thing, and it seemed very much like it had something to do with the barcode. That's why my brothers and I started on trying to make the ultimate weapn, character and armour by making a program that printed barcodes for us :) We did succed in making a really great weapon, but we used the milkpackages as a base.
diordna
2003.07.05, 12:51 PM
Okay then...I don't think I'll do it.
I have too many projects and I don't want to spend more time writing an HTML parser just for this.
death_himself
2003.07.06, 09:25 AM
I think this would be a good idea for next year though :) (sorry...I just think it would be super cool)...everyone has really already subscribed themselves to a project.
AJ Infinity
2003.07.07, 02:18 PM
Originally posted by diordna
What if the maze that was generated wasn't at all dependent on the tags, but the random seed was? This would make the whole thing not obvious in any way. Too bad there aren't any HTML parsers for METAL.
Can anyone who uses METAL tell me how to generate mazes that actually have outlets?
NO WAY CAN THIS BE DONE IN METAL IF THERE IS MULTIPLAYER AND SERVER TO CLIENT COMMUNICATION!!!
For this, I recommend C++, Java, or something along those lines. Actually I'd recommend Cocoa/Objective-C.
Plus metal can't load URL resources, so Metal is out of the question (I wasn't even thinking along the lines of metal.
The CoreFoundation framework includes an XML parser which (with some work) could be used to parse XML. On top of that, Java also has an XML parser. Anyway, I personally can't stand Metal.
death_himself
2003.07.07, 03:07 PM
For the love of God not cocoa :( ...this is a game which could possibly be fun and possibly run on oldish machines...so why only make it for more modern machines running OSX?...yeah...I just wannah be able to play it...if it is to be made :) .
Bames53
2003.07.09, 12:05 AM
arcade action strategy:
basic:
graphics like the Mac OS X screensaver "Flocking" (i cant find a link so here. (http://www.angelfire.com/in3/hanofdeath/Picture_2.jpg) )
the dots color denotes it affiliation.
the entire solar system fits on the screen with out scrolling
the game is resolution independent and does not try to change it
keys:
w = move toward cursor
s = move away from cursor
a = strafe counter-clockwise around cursor
d = strafe clockwise around cursor
space = fire
add if there's time or after the contest:
a few more powerful ships. large dots. spawn the smaller fighters and command them. if the mother ship is destroyed the smaller ships don't act as coordinated.
add if there's alot of time or after the contest:
the larger ships have separate systems to target
tab = cycle targeting through large ships
1 = weapon sys
2 = comm sys
3 = propulsion sys
three mission types:
kill them all
destroy/capture a goal
defend a goal for set time/until they're all dead
you can call this game "Durandal" in honor of his single handed distruction of the western arm of battle group seven (from marathon: durandal)
or because durandal is that roland guys sword (from some legend)
GameDev
2003.07.10, 12:27 AM
Originally posted by AJ Infinity
NO WAY CAN THIS BE DONE IN METAL IF THERE IS MULTIPLAYER AND SERVER TO CLIENT COMMUNICATION!!!
For this, I recommend C++, Java, or something along those lines. Actually I'd recommend Cocoa/Objective-C.
Plus metal can't load URL resources, so Metal is out of the question (I wasn't even thinking along the lines of metal.
The CoreFoundation framework includes an XML parser which (with some work) could be used to parse XML. On top of that, Java also has an XML parser. Anyway, I personally can't stand Metal.
It would be imposible in METAL, but you may be able to do this in TNT Basic (I'll have to refer to the networking help document to check) which is VERY similar to METAL.
death_himself
2003.07.22, 01:33 PM
Sorry, just came up with something else I'd like to see. For ages I've been longing to play elite on my mac (EV just isn't the same), perhaps it would be possible to make a clone in three months time? I'm not talking up-to-the-date graphics, unless of course an artist and a programmer worked together. And because the elite universe was randomly generated (from a seed that was the same for every game, so not actually random) there wouldn't be any time wasted on making it big...the game would be purely about good physics, I'd just love to see that docking method again. Does anyone know how plausable this would be?
Dr. Light
2003.07.22, 04:28 PM
Anyway, I personally can't stand Metal :(
death_himself
2003.07.22, 04:52 PM
Sorry, just realised I can't really edit my last post, because it son the previous page and no-one will know...so anyway. I figured that some Americans might not know what elite is cos it never got released over there (I doubt it though, its a pretty big game (not in size, in popularity), it'd be hard to miss it). Anyway, so elite is the game escape velocity was inspired by, it was originally made for the BBC Micro and had wire-frame models, t'was in 3D and the universe was generated randomly from a seed, you could trade and there were a few missions as well, obviously there's the other stuff such as the ability to buy new ships and get better weapons and so forth, oh, and it had a nice way of docking, you sort of had to match the speed of the spin of the space station. Oh and it had a great combat thing, you just didn't know when your opponents would turn or whatever, it was good for it's time, i prefer it to ev, it has a much bigger universe and emphasise is on the trading aspect, unlike in EVN which seemed to be alot shorter and was more linear.
Here's the elite page of one of the creators http://www.iancgbell.clara.net/elite/ , I refuse to give the page of the other one because he is a malevolent sack of shit. Look about on it, you'll be able to find a java version in the link section :) , its quite good, except with me the controls are strange, kindah too-sensitive, so its impossible to play.
igame3d
2003.07.22, 06:46 PM
Hmm uDevGame 2002 had "Bob2" which is a space shooter, no trading, just shooting.
I think I remember the dev posting "Bob3" in the works on his site, but maybe I just imagined that.
If you want to play EV in 3D check out ...uhm...
Vega-strike
you can find it at versiontracker and source forge.
It's open source so you can learn a trick or two from it as, well as maybe joining forces with the VS team to give it whatever you think it might lack.
I must say it sure is a cool looking universe in that game.
Lots of controls though, so I tended to get my butt kicked when it came to fighting...so I cheated..gave myserlf instaneous hyper space capability..haha...noone could catch me!
Did the same in EV NOVA...none of that floating around ever so slowly screaming "But I thought they fixed the hyper space engine!!!"...just zap..zoom...system to system superflight.
Oh and of course there is free, multiplayer, kicks butt once you got some credits: Vendetta by Guild software (http://vendetta.guildsoftware.com)
Have a blast!
death_himself
2003.07.24, 02:12 PM
Thanks igame3D, but, I don't want to play EV in 3D, I want to play an updated version of elite :) . I felt EV lost the spirit of elite, it was so easy to just capture the best ship in the game by stealing it under the nose of whoever was disabling it, and the universe was small, trading wasn't really a very big feautre, not like in Elite, it seemed to be all about doing the same missions over and over until you could get that nice new weapon or whatever, and bounty hunting never really was that fun, not like in elite. Perhaps it is because EV's combat is very arcade like, I don't know. I have to say, discovering those new worlds with those coloured ships in EVO was real fun, EVN seemed to be alot linear and kindah put me off the series. Sorry, going off-track here :). Shame none of them are for OS9 :( . I weren't looking something full of technical brilliance using the latest technology, thats why i suggested it for idevgames, because I think ti could really capture the spirit of elite, for some reason, when games go big and commercial, they become alot more linear.
igame3d
2003.07.24, 02:21 PM
Originally posted by death_himself
Shame none of them are for OS9
Get used to it. OS 9 is dead.
Devs who hang onto it can forget about a growing user base, and any kind of support or recognition by Apple.
Direct quote from Apple to me, re: iGame3D Pro "looks good, but you will have a better chance of getting it on Apple's developer ang games web pages if you drop any reference of OS 9. OS 9 is dead."
Sure enough, I killed reference and support for OS 9 and had two glorious weeks of linkage from their games page.
death_himself
2003.07.24, 02:36 PM
Why do people keep telling me to get used to OS9 being dead? What, pray tell, is that meant to mean, exactly? Just because something is unlikely to be on OS9 does that mean I can't say a shame it isn't? What exactly am I supposed to do about it? People say that to me and others as if we are meant to just get OSX there and then, even if it isn't actually very viable or more likely possible. OS9's userbase may not increase anymore, but there still is one, one that contains quite alot of people who aren't a part of the OSX userbase and won't be for some time. Is carbonising an app really that much hassle? I perfectly understand keeping it OSX, if say, it wouldn't run on older macs, but there are so many that would, and I just think that developers should either carbonise it, or increase the minimum specs and forget about OS9, not sit in the middle where you don't get any older mac users or better graphics. Hope I'm making sense. You see, udevgames would be perfect for developing carbonised games, because of the three month limit games don't usually end up with high minimum specs.
Steven
2003.07.24, 02:45 PM
I think one problem is that Cocoa is so much cooler/better than Carbon. Who wants to write event loops anymore?
igame3d
2003.07.24, 03:00 PM
Has nothing to do with the specs, and more to do with support issues, time spent on users that have not upgraded in 4 years is time spent not developing any new software. Time spent dealing with old API's is time spent not learning the new ones.
Apple does not want developers supporting OS 9.
Users staying in the OS 9 world, do not improve Apple's sales figures, and do not buy OS X software and therefore are not supporting developers efforts to move forward.
Why can't you get OS X?
I just saw 600mhz ibooks for like $750.
Thats about $80 a month across 12 months.
Same thing with the G4 eMac, or the latest iMac (for a bit more). Apply for an Apple loan.
Once you go X you never go back.
Mazilurik
2003.07.24, 03:03 PM
Originally posted by death_himself
Is carbonising an app really that much hassle?
First off, you're using the term "carbonize" (or "carbonise" if you prefer :) ) wrong; to carbonize a program means to port a Classic program to the Carbon environment to gain OS X support. Now that that's out of the way...
Yes, it can be difficult (or, in many cases, impossible) to add OS 9 support to a Carbon app; many of the APIs in OS X don't exist in OS 9, and vice versa. For example, an OpenGL game might have to use DrawSprocket for fullscreen instead of CGL and InputSprocket for input instead of HID, and any reasonably modern features of the graphics card would have to be disabled under OS 9. Any code that uses CoreFoundation APIs would have to be rewritten, and if the program uses any Cocoa or UNIX code it probably couldn't be ported at all without extensive rewriting. On top of all the API differences, supporting OS 9 would require additional debugging time to test out the different code paths and fix any other differences between the operating systems, all of which adds up to quite a bit of time spent supporting what is, for all intents and purposes, legacy technology.
death_himself
2003.07.24, 03:10 PM
Well, it mainly has something to do with me not having enough money...I've just finished building my PC and I need new clothes...I want nice new underwear damnit :( . ONLY $80 a month? Gagh, thats like, alot. I'm 16 and neither I nor my parents could afford that, I'm trying to get a job, but I can't spend any of the money I make from it, I need to save so i can move out some day and the government will stop giving me money because I'm not going on to further education (which is why I built the pc while I could, because I know it'll last).
Anyway, going off-topic. You miss-understand what I meant about specs. Say someone has just made a game, it can run on a Bondi Blue imac, but it can't, because this bondi blue imac doesn't have OSX, now, what exactly is the point of making a game that can run on low spec machines if you don't make it for an OS that can also run on these low spec machines? I just don't understand it, they have two options, make the game better graphically and with better AI and so forth by making it for higher spec machines, or, make it for OS9...and they choose neither. For example, Fallout 2, why damnit, WHY???
I perfectly understand why apple wants to stop developers from developing from OS9, its how most companies work. Its just the scenario above I don't understand.
death_himself
2003.07.24, 03:12 PM
Originally posted by Mazilurik
First off, you're using the term "carbonize" (or "carbonise" if you prefer :) ) wrong; to carbonize a program means to port a Classic program to the Carbon environment to gain OS X support. Now that that's out of the way...
Yes, it can be difficult (or, in many cases, impossible) to add OS 9 support to a Carbon app; many of the APIs in OS X don't exist in OS 9, and vice versa. For example, an OpenGL game might have to use DrawSprocket for fullscreen instead of CGL and InputSprocket for input instead of HID, and any reasonably modern features of the graphics card would have to be disabled under OS 9. Any code that uses CoreFoundation APIs would have to be rewritten, and if the program uses any Cocoa or UNIX code it probably couldn't be ported at all without extensive rewriting. On top of all the API differences, supporting OS 9 would require additional debugging time to test out the different code paths and fix any other differences between the operating systems, all of which adds up to quite a bit of time spent supporting what is, for all intents and purposes, legacy technology.
Oh, okay, thanks for the explanation :) . Yes, silly me, about the carbonise thing. Well, games companies could at least stop annoying me and start making their games for the lowest-spec machines that can run OSX, if that makes any sense.
Tycho
2003.07.24, 03:23 PM
I thought Bondi Blue iMacs ran OSX.
death_himself
2003.07.24, 03:32 PM
Originally posted by Tycho
I thought Bondi Blue iMacs ran OSX.
They can, but need a RAM upgrade, run OSX slowly (even without all the graphical niceties) and because newer, OSX only apps require more power they also need a bigger hardrive so they can still run OS9 and therefore apps which will run on lower specs. I'd be quite happy running OSX slowly on my mac though, but can't.
igame3d
2003.07.24, 03:39 PM
Originally posted by death_himself
I want nice new underwear damnit :( . ONLY $80 a month?
Skip the underwear and clothes, get a new mac, and never leave home. :)
Priorities man priorities.
You think that PC is going to last you?
Sure until Doom III comes out and it won't run on that PC.
Or until you have to reinstall Windows, becuase you wanted to install Apple's Quicktime but MS breaks your whole system because you want to use competitor software.
Why worry about OS X or OS 9 if you have a winbox?
The $80 a month for a new Mac = 14 $5 games from the PC bargain bin a month. Enough games to keep you busy I'm sure. Assuming your not reinstalling windows or troubleshooting the graphics card, reformatting the hard drive.
Hmm those could be game objectives in uDevGame, "find the graphics card that works in your box", "find a motherboard that works in your box", "escape the blue screen of death", "located the missing .dll", "rise to the top of the PC IT department while your company goes bankrupt from IT maintenance costs!", "find a game that actually runs on your machine!".
What could the game be called? "OSQuest", "Windows Fantasy MCVIII".
Hey since you have a PC, go out and learn some coding on from one of the billions of game dev sites for Windows.
Its an advantage you have over die hard Mac users.
"oh dell-io, oh dell-io , where for art though dell-io, buyest my old G3 for the price of a new gateway PC"
:)
death_himself
2003.07.24, 04:13 PM
Well, I don't plan on being able to run the newest games...but even to run the games I'm running on my pc, on a mac, I'd have to pay above 1k . But I really bought it for apps, new messenger programs etc. seem to be OSX and windows only, and it bugs me. And as you said, programming, I plan to learn whatever you call windows' thingie, and the great thing is, I'll be able to carry on learning new PC technologies without having to upgrade for a long long time, and when I do actually upgrade, thats exactly what I'll do UPGRADE, not buy a whole new machine which if it were a mac would cost in the region of £1500. I can't explaining my reasoning very well, I guess I'm annoyed at seeing 'for windows 98+ and OSX' everywhere and knowing the former option is a possibility. Sorry, going off-topic, bit of a crappy post this. And I've had no troubles with my PC.
akisha
2003.07.24, 05:34 PM
Originally posted by Steven
I think one problem is that Cocoa is so much cooler/better than Carbon. Who wants to write event loops anymore?
You have to write event loops if you program in Carbon? That's news to me.
OneSadCookie
2003.07.24, 05:59 PM
Originally posted by Mazilurik
Any code that uses CoreFoundation APIs would have to be rewritten
Most of CoreFoundation is available on Mac OS 8.6+ via CarbonLib.
Mazilurik
2003.07.24, 07:38 PM
Heh, I knew I should have looked that up before I posted. (By the way, would anyone happen to remember what this thread was actually about? Not that I'm complaining, of course; I'm always glad for new opportunities to expose my ignorance to the public. :) )
computergeek6
2008.06.14, 01:14 AM
An assembly line design game, where you have to take raw materials and turn them into a product reliably. You would make the system, set up the timing etc...
vBulletin® v3.6.8, Copyright ©2000-2008, Jelsoft Enterprises Ltd.