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InsideQC Forums • View topic - Inside3D Asks #5 : What...

Inside3D Asks #5 : What...

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Postby Spirit » Tue Jul 27, 2010 8:25 am

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby Supa » Tue Jul 27, 2010 9:55 am

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Postby leileilol » Tue Jul 27, 2010 1:45 pm

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Postby Urre » Tue Jul 27, 2010 2:24 pm

I'm kind of like Sajt, atleast in the sense of having years of Quake modding experience, but little to show, for the very same reasons. I was always too busy doing things "right" and "clean" instead of finishing stuff. I didn't learn the immense value of breadth-first until I hacked that little cargame together. That one took me 2 months, working on weekends and an odd evening here and there, with planning, designing, art and code involved, although having Twig available helped a lot.

To Error: ideas are never worth a lot, it all lies in the details and the execution. Everyone should steal eachothers ideas. You're definitely welcome to steal mine.

Some unfinished ideas from the top of my head, attempting to get them in chronological order:

Liero-clone: me working as "ideas-guy" and 2D artist, mostly "ideas" ofcourse. Got as far as engine framework.

MMORTS: "ideas-guy" and 2D artist again, this was before the term MMO existed, and I didn't know what overambitious meant. Got as far as engine with basic console and heightmap terrain support.

Rocket-arena-like: This was before I knew RA had already been made. Scrapped the plans when I found out about RA, and played that a lot instead.

Aliens vs Marines teamplay FPS: "ideas-guy", mapper and 2D artist. Quake3 mod, got as far as half a map and new menu.

Max-payne-clone but with demons and without guns, using traps and infighting instead. It still seems cool to me. Got as far as an idea.

1v1 class mod: This was my tutorial-mashup mod, got pretty far but felt very unpolished and so, I was unable to do what I really wanted. It was supposed to feature 2 classes, a class vs class fight basicly, and switching classes between the 2 players between rounds.

Battlefield-like: I think I've attempted to make like 5 different ones or so. Got as far as lots of subsystems, no maps or art besides test-rooms.

Quake-metroid-mashup-sidescroller: Got as far as sidescrolling dm game with depth movement and shooting. It was weird, some of you might remember playing it with me a bit.

Diablo-like: Too many of these as well, got practicly nowhere.

Z-like RTS: Almost finished all systems, then ruined it attempting to CSQC-ify it before knowing enough CSQC. I will pick this up again, from scratch probably.

There's obviously tons more... Might update this post soon.
Last edited by Urre on Tue Jul 27, 2010 2:43 pm, edited 1 time in total.
I was once a Quake modder
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Postby Irritant » Tue Jul 27, 2010 2:27 pm

Alot of things I worked on were never "finished" even if some where released.

The one game though, that nobody ever saw, other than a few screenshots, was the original "Alteria" game. This game was played from the perspective of a mouse who was being terrorized by housecats. The mouse would have to run around and pick up cat treats and toys as weapons, and instead of killing the cats, you had to to throw toys and treats at them to distract them, or make them take naps. You also had to find garbage to pick up and eat or your health would start to decline until you died. It was actually a pretty frantic and fun little game.
http://red.planetarena.org - Alien Arena and the CRX engine
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Postby Jukki » Tue Jul 27, 2010 7:57 pm

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Postby frag.machine » Tue Jul 27, 2010 8:03 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby hondobondo » Tue Jul 27, 2010 8:48 pm

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Postby Urre » Tue Jul 27, 2010 9:02 pm

I was once a Quake modder
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Postby Error » Tue Jul 27, 2010 9:08 pm


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Postby Baker » Tue Jul 27, 2010 9:31 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby goldenboy » Tue Jul 27, 2010 9:45 pm

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Postby gnounc » Tue Jul 27, 2010 10:40 pm

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Postby Biodude » Tue Jul 27, 2010 10:46 pm

My first 2 psp/pc games I tried to make with a modified quake engine.
At the time, I only went by how far poly models I could use on the psp (2000tris max), before it crashed. I was more noob at the time.
Both never had a solid story line, and my coder got into some major trouble, and dissapeared for months. My team mates got busy with life, jobs, other projects, and majorly slowed down.


Spawn of the dead
- A zombie shooter game, was supposed to be a mix of brain bread, zombie panic, and left for dead. I never had a solid story for this mainly, but It was very cool looking :p

Perfect dark sector 6
- After getting re-addicted to perfect dark on the n64, I wanted to make a real sequal, rather than that fail of a prequel game perfect dark zero. At first it started good, with a seperate team from Spawn of the dead, but I started it during the time I was working on spawn of the dead. In the end , they were 2 trains heading at eachother.

I was in denial for 2 months, thinking that I could keep both games up, but I honestly got un-interested of the 2 games. I over played perfect dark 64(almost everyday for a summer), and L4d1, l4d2 ,killing floor, and a bunch more zombie games came out came out, and I over played zombies.

Then, I had an idea. I always liked the half life 2 beta style, original story, weapons, etc. So why not make a game with some hl2 beta weapons , monsters, etc. for the psp? I closed both pds6 and sotd down, and put up conscript. At first It was a bumpy start, but then I buckled down, got a reliable team, and made a rough draft of the story.

pics of the old games:

Image

Image

Image

Image
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Postby Downsider » Wed Jul 28, 2010 2:03 am

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