![]() |
SG [Skill Games]
Hi, i'm posting this for hirings on a new server i'm planning on creating. It is in inspiration of a book I read a long time ago called 'Enders Game', heavily focused on tactics and skill. I have played Era for a long time, I was a gani/graphics on Era for a few years as well. Alot of people know me as 'Take'. So, hello to everyone who doesn't know me. This is the first time I considered going through with making this, but I've been thinking of developing it for a few years now..
Before you read all this, alot of this has not been really worked out and is off the top of my head, though I've got a in-depth vision of what I'm really trying to achieve with this. How it works: I'm planning on making a game that focuses on training within teams [platoons] that battle each other in gravity environments using 'wall bounces' and firing for direction and speed, these 'games' count towards a point. These platoons have a team commander that directs the team, and extensively trains they're team in this gravity environment, each time being a new simulation. Each point also equals to a perk for the team, this could translate to a negative or positive, perk being decided on by a hierarchy of these games. I'm trying to create a system to these 'games' to push these platoon teams as much as possible to achieve. A example of a 'perk' could be a decided trade of a member from one platoon into another. The games are scheduled. The two teams that are scheduled next to fight decide on a time. At the end of each semester of games, the two top teams battle specific type of battle decided and designed by the hierarchy. There is also Scrims that platoons can have, they are a more of a spontaneous type of game where less people are fighting [however many are online at the time] in the game, with random settings: regular gravity, stronger gravity, ect, and randomized levels. Also having events in modern settings, for all players playing. I made this a few months ago its a good Example of what this grav system and movement might look like. [http://i54.tinypic.com/2la7tpf.png The guns are split up in tiers. Tiers have to be unlocked and bought, as well of the guns. All guns have a good amount of tactical attachments that have to be bought and unlocked. An example of gun statistics: --------------------------------------------- MP5K Type:UZI/SMG (SPREAD: , SPEED: , RELOAD: , MOBILITY: , ROF: , RANGE:, FREEZE: ) spread: vhigh , speed: medium-high , mobility:vhigh reload: medium-low , rof: high , range: vlow , freeze: vlow clipsize -32 upgrades [foregrip - -spread, +mobility, +freeze] [extended mag] +32 rounds +mobility 15% of ++reload [lw-stock] -spread ++mobility +range +freeze [full stock] --spread ++mobility +range +freeze [special upgrade , [CHALANGE] [F] [extend stock closed] -spread +freeze [extend stock open] -spread +freeze +mobility +range [F][AUTO][Scope] ---spread, ++freeze ---Rof ++Range,,, + mobility [Rank upgrade] Silencer ---spread -speed --range --------------------------------------------- The game heavily focuses on platoons and the games as well as rank. Rank is decided on a hierarchy as well as a systems based rank. Other than just that there is Tier lobbies as well as a global lobby. These lobbies have a battle room that players can just enter and fight. Example being ULMS on Era, having it change from no gravity and and normal gravity environments by commanders scouting for members. As well as having gravity spars, team spars, and individual ranked spars. The hierarchy would be very in-depth and built as the community is built. But people would be put in place solely for understanding the mechanics of the games, for the systems and games i'm trying to create. 'Games and Theory', would even be a staff position for the server. This hierarchy would be put into place to push the platoons as much as possible, to make the game as balanced as possible as it progresses and to push everything to the limit to say the least. If anyone read Enders Game, can thoroughly understand the purpose and duty of this hierarchy. I plan on hosting the server next month. I want to have mostly everything done, except the gravity systems. That being said, they're isn't very much development more than these systems. I want to it as simplistic as possible. What I need is what I was talking about before. Someone who could fill a position as 'Games and Theory'. As well as a level artist who thinks they could design specific grav levels. I also really could use some help on a few tiles, and graphics. Not much graphic art is going to be needed but I'd like to go beyond the bare minimum as far as graphics. Though either way there wont be many.. and a dedicated scripter to head the project. . . sorry I couldn't be more clear on all of this, but I'm sure you get the jest, I know I can create this.. |
This looks like it'd be fun to script for, actually. I could write some custom algorithms for collision with line segments and then do some quadtree-like partitioning of the level.. Wouldn't be some bad practice for my own projects outside of Graal, either. Writing GS2 always helps me clear my thoughts about moving it over to C++.
|
With this one post you have officially earned my total respect. Ender's game is one of my FAVORITE books, and I think this is an excellent idea. I'd love to help in any way I can.
|
Quote:
|
This server sounds interesting, I sure hope it turns out well. :)
|
This is regarding alot of people who know me, or know me personally on Era..I'd like to reiterate something regarding the idea.. I'm not making this or what I wrote that for say.. personal gain or anything like that. I wrote that in inspiration of a idea, and years and years of playing graal and Era.
Anyone interested in the idea should not be looking at as a personal thing. I don't want anyone to think they are working for me, or working to make something of mine. I'd want people who have inspiration from the idea, working towards creating this I don't take credit or.. I understand that it is a group effort and don't really want to be looked at as the figurehead of this. More as the behind mastermind of these systems. I'm a pretty good player on Era, and I know I can create this the right way, the way i envision it. I want staff who are have inspiration for the idea is what i'm really trying to say, than people seeing it as working below me because that's really not what it is.. I'd also like to thank everyone for taking the time to read all of this, thank you |
You're welcome. A+++++ Server Hiring thread would read again.
|
I motivate everyone to read this book as well. Coming from me, , It's very relevant to these days and 'government' and war. A very strange book that will. stick with me.. for a very long time. It's hard to explain it, but it's Very significant in what it does say in it, and a very good book either way . Reading about the book wont tell you nothing really about it, or the Giant.
The book is very strange, and holds a very deep significance in it. Anyone who has read it could tell you this. I've read alot of books in high school, good ones and well known ones, none have really changed my entire perspective on everything and helped me understand things I wouldn't have known. It is alot like this short story, but the book explains the math behind everything, and warfare. The book itself is engenius. VERY significant , and very relevant. Example being this short story that also holds alot of 'meaning' in this Day and Age. http://www.tnellen.com/cybereng/harrison.html Uhh . and kudos to anyone who reads it. The book, or really understands the story. |
Yea. That's a good story.
|
Quote:
Also, sadly, people will never be equal in the sense of strength agility and other things. Others can always be smarter than others. Sometimes book smarts or world smarts. The story was okay, but I don't like how it says "They were equal every which way." Even in fiction or nonfiction equality can only go so far. Usually most people aren't equal all the way, but try to be as equal as possible with everyday rights and permission. Good story, I'd rate it 3.5/5 |
yeah.
:noob:i know i said i was going to have it hosted by now, but i'm planning on buying it sometime this week or next week.
hm hm uh, I really could use some help with some graphics. There will not be much as we start off. PM me if you want to help out a bit.. |
I hope you realize that you won't be able to name your server Skill Games, and that you're really going have to re-think the name.
|
well thats the thing. I'm trying to relate how to make this true to the vision i'd imagine it, with making it successful within graal. My idea of what it's going to be is constantly changing and i'm trying to figure it out within myself to what I need to do to make this. this is coming from someone who played Era, so I'm really trying to figure out all the mathematics before I dirasticly jump into it. I've said this alot but I want to do it right. I'll be putting more effort into making all this soon reality, Though, I will need support.
I'm not asking for alot of help. But I really could use someone half decent with pixel art. There will not be much to do at all that I can promise you.. I put together some concept art just now after working a little more on the tileset. I tossed in some of the gun graphics I done aswell. None of this is really done most of the guns I'm really not to impressed with honestly, but the mechanics of the game is really what I'm going to be focused on once it's hosted. But this kind of gives you a idea of what i'm doing, and that I'm actually doing something. http://tinypic.com/r/5nsyo9/7 it's not much to look at, at all, but there will be more to come as a progress. |
Quote:
|
What became of this?
|
Quote:
|
This is a update of whats going on...
I've been trying to work out how the movement system will work and gravity, orbits, and movement with gravity with the whole system. I can run down a few things on the fly but i'm going to edit this post after a day or two with what I've been writing down. Basically gravity runs down as two factors being velocity and direction. Within them two factors there is a Push and Pull helping them decay or grow in speeds. In every simulation there are what are called 'stars', these objects of they're own have a pull on ur character, or an 'orbit'. as well as the walls. A different color star could have whats called a anti-orbit witch pushes the character away. Main focus is to still have good able movement between these orbits and anti-orbit to have the player have a good control on they're movement without it having a determent on the overall flow of movement. (being able to dodge and maneuver with arrow keys.) You're also able to grab a hold of a star, or object/wall and vault off of it in the direction you're trying to go. The Push and Pull straights will keep you within a distance so as you can't maneuver too far outside that strength without ultimately changing ur direction drastically. I was also thinking of making two types of movement types: 1 being like a jet pack movement, and one where as it is a burst of movement In reality to movement you're always going to be trying to maneuver between these stars in a type of key hole scenario where you get the most velocity from them when you pass by they're orbit. Think of yourself as a asteroid going by planets. I'm still really trying to work out the whole mechanics of this and how these systems should be made. I'm also reading few more books. I've been writing alot of this down and I don't have what I wrote in front of me right now, so I'll edit this as i said in a bit alot easier to understand. I'd expect i'd be still working on alot of the graphics and the overall mechanics of these systems VS making it as simulation as possible and staying true to what I'm trying to Create. Sorry i haven't been Full Force with this whole thing yet. I'm still in the process of working out the systems in my head. I plan on buying this server very soon. PS. anyone who's interested in this project who can graphic half decently, contact me VIA PM. |
Movement depends on two factors push and pull. Orbit is when a object big enough pulls the character changing his velocity and direction.
A player who points toward [moves] a orbit will be able to 'crash' into the object and vault off it, only by vaulting off it will the player be able to move away from the object because of the strength of the pull that close. Walls have orbit but much less forceful. In a battle room simulation firing your gun does not change your direction and velocity much. But a noticeable amount of velocity is lost when firing more than a few bullets opposite direction your velocity and direction is going. In a simulation there are also whats called a "counter orbits". these are more of a push scenario where as gravity pushes the player away. They do not have as much push as a anti-orbit object. Factors of movement: -Push -Pull =Direction. =Velocity. The main focus is the ability to still have maneuverability within these constructs. And the ability to dodge without it being too unreal. Players have a movement factor fringe in flight. Within this fringe movement does not impair velocity or direction. Movement outside the fringe will change direction and velocity drastically. http://tinypic.com/r/116s361/7 spars are going to be alot diferent in alot of these aspects. direction in spars and velocity will be changed by the fireing of ur weapon. In a gravity spar atleast. EVENTS: With events i'm hoping to focus on having bare minimum of gravity type events and having it more modern type game plays. Chance type: Races,Minefield,ect WAR type: Instant spawn defend/conquer type team events Tactical events: Round type I'm still really trying to work out the whole mechanics of this and how these systems should be made. I'm also reading few more books. I plan on buying this server very soon. PS anyone who's interested in this project who can graphic half decently, contact me VIA PM idk heres some more eye candy: http://tinypic.com/r/1ifwg1/7 |
Good news is now you can name it Skill Games.
|
I'll call it endgame.
What I've been thinking is upon opening endgame, half these systems I've mentioned wont yet be implemented clearly. Instead these systems are being made while the players get a feel for the environments and so staff can tweak and implement the new systems as goes What I'd like to have done is the tile set that I've already almost have completed, all images (small amount: footlocker , door , window..ect ) O -On that note i'd also like to add that most of this game will be created as the players are on it. Most of the systems will be tweaked as a trial and error within the battle rooms, and simulation. really all I need is one or two people who can pixle a few objects for me becuase i'm making alot of the weapons. I want to see it hosted by the start of next month. I've got the money to keep it up for a bit. If anyone thats interested in this idea, and who could do some simple basic movement/gun scripts please pm me.. I want to show you guys some of the graphics I've been doing. I'm currently making a 'devteir' of weapons when it's open for development. mp5k http://tinypic.com/r/14tuhih/7 sig commando http://tinypic.com/r/jv5h7m/7 sig marine http://tinypic.com/r/2zf3nti/7 ump: http://tinypic.com/r/5ff9j5/7 glock18: http://tinypic.com/r/2w67a80/7 there's a few more but i don't wanna show all the good ones too own guns, you have to have a rank, and be in a platoon. you get ur weapons every time you log in, in a footlocker located in you platoon room. (foot of your bunk bed) http://tinypic.com/r/1z2oze1/7 you can buy sidearms from a vending machine with points for time. http://tinypic.com/r/1zb7a7n/7 i might be able to do most of the graphics that i really need for the game but if anyone is interested in this i really could use some help getting it off the ground come the start of next month, and thank you ps. i think i got misunderstood with the end of my last post. It's a threshold that you can move in withen ur direction. the threshold is in the image as the dark black, and the small lines is the player moveing around withen it |
I'm almost done all of the images and tiles that i'll need..expect to see the server up soon. I'm making the animations and finishing up the gun graphics.
http://tinypic.com/r/r02yjr/7 |
I can't wait for this server. I would be happy to help with non devlopment since my Dev skills are weak.
|
I'm working on the tileset right now, this is the first tileset I've ever made so I'm taking it slow as I make it.. I could really use some help with someone maybe more experienced in making tilesets?
this is just a bad example but the tiles are there, i was just testing the tileset out http://postimage.org/image/1ux7ytpg/ |
sorry for the double post but heres some more work I've been doing with the tileset
if any of you are following this and are talented in pixel animation / graphics send me a pm for sure edit::: I did alot of tile corrections and than some more corrections, this is just an example: http://imageshack.us/photo/my-images/43/examplecr.png/ |
Hmm, didn't know you were still working on this. I'll help out with levels if you need it.
|
This is an absolutely superb idea.
|
Quote:
|
I'm gonna put up the money to host it soon. Sometime soon after christmas
|
When I look at it your gun images, below the gun, why does it say I'll enjoy this image
http://i54.tinypic.com/jv5hfq.jpg |
LOL
i scrapped most of them images. I just wanted to show everyone I'm still working at it. I'm using some of them... |
| All times are GMT +2. The time now is 02:31 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.