Yea I'd love that but I'm not sure about everyone else.
Seriously though I know there are some talented artists on these boards. It would be a shame if they left me no choice but to contribute the quality artwork pictured above as the final style for the game.
I'm all up for testing, my friend makes PC games and I do bug testing for him all the time, so I'm decent at it. I can't code too well though, but I can help with the basic bits if needs be.
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...they left me no choice but to contribute the quality artwork pictured above as the final style for the game.
YEAH, BUT... that art style is f*cking awesome! So it gets a thumbs up from me too. Get some goddamn cats in there too if you must, but whatever you do, DON'T neglect the gnomes. They'll be pissed... again.
"One of the FINEST third party 3D fighters on ANY 32-bit system!"
"Pick this one up and I PROMISE you won't regret it. After two polarising [Toshinden] games, they finally got everything RIGHT. Call it a case of third time lucky, if you will!"
"MORE Saturn owners should take greater PRIDE in this exclusive…"
NeoGeoNinja: Haha! Yea I don't know why but people tend to really love my really overly simplistic art style. I can put all the effort in the world in a really nice picture, but at the end of the day it's the stickmen that bring all the girls to the yard. (well, ok not exclusively girls) Truth is, I can go beyond that, just I've become so comfortable with the almost stickmen style I've developed that even my most piss-quick drawings have a level of refinement to them.
@everyone: Maybe we should set up a DropBox or somethin' so we can throw in resources and testers can get the latest builds?
Post by TrekkiesUnite118 on Feb 25, 2013 15:04:37 GMT
Well for now I think it would be best to start it a bit slow and organize a team.
So for example we list who we have now, what their skillset is, and we see if there's any blanks we need to fill.
So far it seems we have the following:
TrekkiesUnite118 - Java, C++, some C Programming. Can also do some Design work Yart - ASM, Art, Design? Lerossi WukaChop - Testing, Basic bits? NeoGeoNinja mancity
And one thing I would like to say is, while yes RPGs and Shmups are a bit overdone in the homebrew community (Really, shumps more so than RPGs), there is a reason for that. From a design aspect they are a bit easier. With shmups you don't have to have a story or really great art work, you just need decent level design. For RPGs you don't really have to worry much about collision detection, and you can just tell a story if you want to.
If we want to try 3D Polygon stuff, I say we go the RPG route, as that will remove the majority of the burden and complexity of 3D collision detection. After all, at the heart of it a classic JRPG's battle system is simply a menu to select different scripted animations.
I can write a shmup in a matter of a couple hours. They're stupid easy to make.
I think we should make a new genre altogether! Take a really unique gameplay mechanic and break the mold. Why does the game have to fit into a genre? It has to be an RPG, a platformer, or a shmup? Nah! It's a homebrew. We shouldn't be scared to experiment.
Anyone remember Tower Toppler? How about Qix? Or even, heck, Tempest 2000? Those games are very unique but aren't really tied to a genre. They're so distinct that they're a genre of their own!
I'd love to go with Super Yart World (lol), but I feel like we could do something to really make people go "wow wait a minute... this is different."
And yea I guess I'll do a bit of code and art if nobody steps up for artist.