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ByTAC

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  1. Read the Instructions it comes with. But, its 'E' after you use the Server to make yourself Admin. Keep Pressing 'E' to cycle through the options
  2. Street Fighter all the way. I like Fighting Games based on structure. Being a Gamer of Fighting games from years back starting on SF I the side scroller. I love that Street Fighter designed Characters individually. They did not use some cookie cutter balancing system like in other games of the Genre. Example If you used Dhalsim pre Yoga Fire Ball days against Ryu, you'd had better have your fireball jumping prowess perfected to a T, because inherently Dhalsim WILL lose. I liked that each character had an artform that was theirs - even Ken and Ryu, Ryus Fireballs had more substance and rigid power, Ken was more Wild and flared out more with his Dragon Punch. So with that said, in a game like Street Fighter it made it easy to pick a Character that resonated with ones personality. For me that is Ryu, pure and simple with his combat - but in Street Fighter Ex Plus Alpha I moved to Darkwin Dark because of his backstory and playing as him I loved the essence of revenge in all his moves and movements. Top Notch example of how a Fighting game should be.
  3. [http://www.youtube.com/watch?v=nR4esFv3LJ4](http://www.youtube.com/watch?v=nR4esFv3LJ4) It Soothes me.
  4. ByTAC

    Last Meal

    All you can Eat Buffet! ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons//wink.png)
  5. Credited what they cited as their Source. Until I see otherwise - I will quote it as they have and it still stands up pretty strong as a great way to plan your Game out before typing / editing the first line of code or graphic work.
  6. Tahnner PM Sent. Just as an Update. Domain Registered (all 6 in fact). Game Design Document Completed. Mapping is underway. Engine Modifications in progress. Game Mechanics in progress. Screenshots will likely follow this week-ish.
  7. Just wanted to share the Document I use prior to working on my Project. Helps flesh out a lot of ideas and potential issues. [http://nq2h.net/runescape-design-document/](http://nq2h.net/runescape-design-document/) or Read Below : Credits : [http://www.jagex.com/](http://www.jagex.com/) / [http://www.runescape.com/](http://www.runescape.com/) **RuneScape Design Document** This is a copy of the design document RuneScape uses: **Game **Design** **Document** – Explanation** **Section 1 – Concept Overview** The details in this section largely replicate those from the Game Concept**Document**, although they should be expanded upon where possible to present a fuller picture of the final game. **1.1 – Game Name** Indicate the proposed name of the game and the reasons, if any, for this choice. The game name is important as it is one of the key elements by which the player will be enticed to play the game. **1.2 – Storyline** A description of the game’s plot if relevant. **1.3 – Game Play Mechanic** An overview of the essential game mechanic, the way the game is displayed to the customer and the basic control mechanism. **1.4 – Key Selling Features** The reasons why the customer is going to want to pay money to play this game. **Section 2 – Detailed Concept** **2.1 – Game World Description** An overview of the game environment. Describe as required the locations which the game takes place. List the likely number of levels and stages should the game be level based. Describe the overall feel of the world, e.g. cutsy, post apocalyptic, manga etc. **2.1.1 – Location** Where is the game stage in question? What view of the game world will the player have (e.g. top-down, side scrolling etc.). For multiple world locations, each must be described. **2.1.2 – Time Period** An overview of the rough time period for when the game is set. This is obviously a parallel to the real world and, as such, may not apply to all games. **2.1.3 – Terrain** Describe in detail the nature of the terrain over which the game is played. E.g. If the game is played as an arboreal platform game, the terrain may well be the limbs and trunks of large trees through which the player character is leaping. **Graphical Details** Describe the general look of the graphics you require for the terrain areas in the game. Go into details as required by the game concept concerning the number of terrain tiles required, the size of these tiles and the total size of the game worlds. **2.1.4 – Scenery** Describe in detail the nature of the scenery that exists within the game. These will be the items that exist. **2.1.5 – Surroundings/Backdrop** Describe in detail the number of background layers that the game world will possess and the look and feel of each background layer. **2.1.6 – Musical score** Where relevant list the different musical score by world. **2.2 – Playable character(s)** Each playable character in the game must be described in full. **2.2.1 – Description** Describe the character in broad concept terms. For example: In a puzzle game the character may well not be relevant but some description of the mechanic used to complete the game can be included here. **2.2.2 – Definition** Define the size of the character, their expected colouration and any other specifics relevant. **2.2.3 – Aims/Motivations** Describe what the character is attempting to do within the game. **2.2.4 – Abilities** List all abilities that the character possess. For example: Move Left Mover Right Jump Up Climb Down Move and jump Cast Spell Etc. **2.2.5 – Animations Required** List all the expected animations that the character will require. **2.2.6 – Special Effects Required** List any special effects that the character will require, e.g. Spells, energy shields, etc. **2.2.7 – Sound Effects Required** List all the expected sound effects that the character will require. **2.3 Non Player Game Items** This relates to any in-game item that is not either the player character or an objective or collectable item for the player character, with which the player character can interact. It includes enemies, static obstacles etc. **2.3.1 – Description 1** Describe the item in question. **2.3.2 – Location** Where can the item be found? Does it only appear at specific locations/levels etc. **2.3.3 – Aims/Motivation/Reactions** Describe the items aims. Will it move in a preset pattern? Will it move in a random pattern? Does it wait for the player character to interact with it. **2.3.4 – Abilities** Describe it’s abilities: Does it move? Can it attack? Will it run away? **2.3.5 – Animations** Describe in detail the animations required to make this item perform in the manner required. **2.3.6 – Sound Effects** Describe in detail the sound effects that this item will require. **2.4 Collectables/Objectives** Each item that the player can either pick up, use, or in some other way interact with in a positive manner needs to be identified here. These can be power ups, way points, time gates etc. **2.4.1 – Description 1** Describe the item, including the physical properties of the item. **2.4.2 – Location** Describe where this item is likely to be found. **2.4.3 – Qualities** What does this item do in terms of it’s own physical properties? Does it move? Does it pulsate? **2.4.4 – Game Effects** What effect does this item have on the Player character. **2.4.5 – Graphics** Sprite: What graphics does the item need in its own right? Character Effect: Does the item have any graphical effect once the player character has interacted with it? **2.4.6 – Sound Effects** What sound effects does this item require. **Section 3 – Game Section** **3.1 Game Text Description** In this section you should describe the physical properties of the games text. Does the game require its own font, what colour should the text be, do you require the text to be capitalised throughout the game. **3.2 – Intro Sequence** Describe the games intro sequence as you envisage it to take place. **3.2.1 – Intro Text** Write your proposal for the games passage of introductory text. **3.2.2 – Intro Graphics** Describe any graphics required by your intro. Any graphical effects, static images or animations. **3.2.3 – Intro Sound** Describe any sound or music that the intro requires. **3.3 – Main Menu** Indicate the games main menu elements. All games should include the following menu items.: • Start Game • Instructions Others are optional depending on the game play: • Multiplayer. • View Highscores. • Options Etc. **3.4 – Tutorial** Does the game require a tutorial? If so indicate how the tutorial will work and what will be demonstrated. **3.5 – Starting a Game** What happens when the player starts the game? **3.6 – Game Status Elements** What elements are displayed to the player during the course of the game? Where are the elements displayed? E.g. Number of lives, time remaining, time elapsed, etc. **3.6.1 – Graphic Qualities.** Describe the proposed graphics you wish for the game status elements. **3.7 – Playing a Game** **3.7.1 – Game Play Mechanic** Go into the detail of the games basic play mechanic. **3.7.2 – Players Viewpoint** Describe what the player sees in there view of the game. • The Players point of view • The size of the viewable area in game terms and where possible the pixel size of the viewable area. **3.7.3 – Controls** Describe the controls of the game, listing all controls the player will need to be able to use. Also indicate if you plan to allow the player to determine their own controls. **3.8 – Members Benefits** In general terms describe the elements of the game which will be locked as member only items. It is highly likely that this will change as the game progresses but you should indicate the rough outline of the Free/Members only split at an early stage where possible. **3.9 – Failing to Complete** **3.9.1 – Level or Stage** Describe under what circumstances a player would fail to complete a level or stage in the game and further elaborate on what occurs when a level/stage is failed. **3.9.2 – The Game** Describe under what circumstances a player would fail to complete the game in its entirety and further elaborate on what occurs when the game is failed. **3.10 Completing** **3.10.1 – Level or Stage** Describe under what circumstances a player would complete a level or stage in the game and further elaborate on what occurs when a level/stage is failed. **3.10.2 – The Game** Describe under what circumstances a player would complete the game in its entirety and further elaborate on what occurs when the game is completed. **3.11 – Achievements** List in order the achievements that will be present within the game. Note that this section can be completed when a better understanding of the games structure is available. Achievement 1 • Award criteria • Award Icon description Achievement 2 • Award criteria • Award Icon description And so on. **3.12 – Multiplayer** Does the game have any form of multiplayer functionality? If so describe the nature of the multiplayer game and highlight any differences from the single player version. • Type of multiplayer, networked, hotseat, etc. • Type of game play, Player vs Player, Team Vs Team, etc
  8. UK! Brummie xD. We could just all meet in Japan - because its Japan and we could chillout in a Maid Cafe O_O
  9. If you are fast with your Work and turn around times I could use you within my Project "HO". Judging from your Pixel Art Id need you to create a Few Item/Weapon Templates then recolour them as required. If Interested - message me.
  10. > Call me an arsehole, but you can't unintentionally murder someone. That's manslaughter. > > Annnyway, back on topic; it's good to see you've thought this out a lot. I look forward to seeing what you produce. ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) Apologies, the difference I was drawing was it not being accidental - premeditated I believe is the correct term - and you're not an arsehole ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) I just used the wrong term causing confusion. Also thank you for your kind words, I was looking for a posting template to follow but only found the one for offering services so the above format was what I came up with heh. > How many hyphens can you fit in one sentence seriously xD I would love to help you, I have a wide range of skills which are partially developed such being, story writing, a little programming and my mapping isnt too bad I have been told - send me an inbox if you are interested. I developed a little bit of a bad habit when typing what I think, breaking up my thoughts with pauses and I translate that with a hypen stroke. Rest assured the Game Design Document uses little to no hyphens hah. Ive Inboxed you by the way. Cheers.
  11. **Project "HO"** ****Introduction**** I go by the name of ByTAC, but you can also call me Tom. A while back I had an idea for an online RPG, a twist that I have yet to see in many if any Online Game. Like many of you I have played many a game offline and online from Gunz to WoW, from GunBound to Tibia, heck even Anarchy and NeoCron make up my Library, but I digress. There was something I always felt missing, I looked around me and Id see a player who was ALREADY the top of my class type and it just felt like I was playing to one day reach his/her level - I didnt feel unique nor special in the World - to some that might not matter - but to me - I want to feel I have an impact or a connection to the game. Some of the best games Ive played are because of the emotional/psychological connection to the game experienced. Street Fighter (We all have a favourite character who embodies our playstyle) or GunBound (a type will feel we "own") this to me is a key element to making a game Good or GREAT to play, nooone (from friends Ive spoken to) wants to just play a game to "level up" sure some do, but grinding/questing 24/7 with faceless people doesnt seem too fun, some of the best moments are when you are truly fighting or playing together not just grinding for the sake of it. So on to the next point… **What I can do** I am a Programmer by trade and work in a financial institution - a mistake I made when younger was trying to do too much alone - which led to me making a MMO on Download.com which saw around 10,000 downloads but never finished due to real life (I was about 15 at the time). I then recruited some friends I knew for years online to make another Online Game - this came extremely close to wide release - my Musician friend actually made music for Castle Crashers the game (which you may have heard of) - but I suffered a tragic loss in my family (my Mum was murdered by my sibling - intentionally) and I ended up taking a year hiatus doing little more than finding a reason to wake up and breathe - I didnt insert this line for any other reason than to show the only reason the second attempt collapsed was something heart wrenching. So - third times the charm - I am older, wiser, stronger and in a position to pay people for their efforts. Getting this game out is a top priority - I owe it to the friends I abandoned, the time I spent locked away in my room not socialising or spending the time I should have with my Family and I owe it to myself to show the fire still burns, I just kindly ask for assistance in doing so. **The Game Design** The Story of the Game, the layout and the items etc I have already planned - what I would like to do is focus on the Coding/Scripting and Website elements and hire Mappers to create the World. There is structure to the World and so I believe many of you keen Mappers will find it very manageable to Work in bursts - doing a bit here and a bit there. There are approxiametely 20 "Lands" to create but these Lands consist of a Town, Hunting Zone, Boss Zone; Towns are Safe, Hunting Zones are PvP, Boss Zones are Scripted but also Safe. Players will traverse these 20 Lands throughout their Gameplay. Certain events will cause them to be forced into Lands and fight their way out. There are two modes : InWorld Mode and InRoom Mode - The World is the Gaming Element, The Room is your own personal Zone outside the "Game" where you can store achievements and play a "Life Sim" styled element of the whole game to keep your character alive. Logging out of the Game does NOT log your character out of the Game - Your Player is ALWAYS alive (this is where the Website element will come in - being able to play via a Web Browser to keep your Player Alive, A Players Health will impact the InWorld Character, if the Player dies, the InWorld Character dies. Oh and this game features PermaDeath - with twists. I really want to post the entire Game Design Document but Im reserving that to recruited Mappers so I can have a NDA setup whilst developing but hopefully Ive posted enough to get a bit of attention. **_TL;DR_** I am a Programmer, mainly of Web Programming and Software with a Degree in Computer Science and work in a Financial Instituition. I have a strong determination to complete this project. I offer Paid Mapping Positions. The Game itself will feature around 20 "Lands" which consist of a Hunting Zone (PvP), Town Zone (Safe) and a Boss Zone (Safe) There is a second Game within the Game of Keeping your Virtual Player who plays the InWorld Game, Alive. You play the Second Game via a Web Browser. The Game features Perma Death with a twist. High Replayability as once you 'beat the final Boss' you become the final Boss and start over with retained Items. If that Boss is beaten however, you are soul linked to them and will suffer a death thus you must quickly grow to guard your Soul - meaning the end game becomes a case of you PvPing those who come to attack 'you'. There is a deep story behind it all too, which I could post here upon request - but I wanted to keep this post informational and Story telling can sometimes be seen as needless fluff - but Ill post if you need it. Please ask any questions and I look forward to your response. > Pay Levels are $50 a Month + 15% of Future Profit made via Ad Revenue on the Games Future Site (until the Game ceases to be). > > OR > > $100 a Month with 0% of Future Profit Made via Ad Revenue on the Games Future Site (until the Game ceases to be). > > WorkLoad I'd expect you to work about 8 Hours a Month so a solid 2 Hours a week for the above type of Pay, if I notice you are working more than that Ill be happy to add bonuses as Ive set aside around $300 a month for this in the Early Stages.
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