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Critical Mass - Growth (how appropriate)

Last post 09-25-2007 5:18 PM by adonai. 30 replies.
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  • 08-30-2007 9:01 AM

    • Naereus
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    Critical Mass - Growth (how appropriate)

    Critical Mass growth proposal.

    Draft version: 1.0 

    Draft date: 30th August 2007 

     

    ---

     

    Introduction

        Possible directions

      1. We begin developing a new fully-fledged game for a specific platform.
      2. We begin developing a casual game for either the Xbox Live Arcade (XBLA) or mobile phone platforms.
      3. We begin developing a modification/conversion based on an existing game.
      4. We opt for the current Status Quo - we do nothing apart from working on Project Top Secret.

        Pros and cons

                    The easiest option is of course the Status Quo, but that would (probably) not result in the intended growth. The most difficult option is to begin developing a fully-fledge game. This would require considerable monetary resources, human capital, publisher negotiations, time commitments, and effort. This can potentially have the biggest payoff, but at the same time it holds the biggest risk.

                     The two 'median' options are the development of a casual game and the development of a modification/conversion. There have been cases of success in both instances, in which the companies then moved on to developing well-funded, new Intellectual Property titles. Both of these cases require considerably less resources than a full game, with the modification/conversion being the least resource intensive. At the same time, the modification/conversion does not hold intrinsic potential for income based on the final product. The casual game, on the other hand, does.


        Suggested choice

                    We begin with the development of a modification/conversion. This would allow us to simultaneously get acquainted with more tools and methods, establish contacts, bring in more people to the team, get to know each other better for team cohesion, and establish an implicit understanding of the process intricacies and expectations. Having either fully completed, or having completed roughly 75% of the initial modification/conversion project, we would then begin with the development of a casual game. Having completed a project, we would have a much more solid foundation from which to build a great (casual) game.


    Time Frame

        Preparatory Phase

                     The preparatory phase would involve planning, high-concept development, and assessment of specific requirements given the nature of the project. This would last approximately 3 weeks; maximum 1 month.

        Pre-Development Phase

                     The pre-development phase would involve bringing in new individuals suited to complementing the team given the requirements. It would also involve development of concept art as well as acquiring any tools necessary for the project. This would last approximately 3 weeks; maximum 1 month.

        Development Phase 1

                     Development phase 1 would involve the implementation of fundamental game elements and mechanics, given the decisions taken in the two previous phases. It would also involve creating filler prototypes towards achieving a 'first playable' version of the intended game. This would last approximately 2 months; maximum 3 months.

        Development Phase 2

                     Development phase 2 would involve the implementation of refinements, adjustments, and detailed additions necessary to bring the game towards the envisioned end-product. This would last approximately 2 months; maximum 3 months.

        Final Phase

                    In the final phase, we essentially finish everything that was intended to be finished, carry out Quality Assurance testing, and release the game to the public through various channels.

     

    Requirements

        Tools

      • Modelling and animation
      • Texturing
      • Game engine
      • Central server (and backup) for hosting all game material
      • Domain name

        Personnel

      • Modellers (2?)
      • Programmers (3?)
      • Concept Artists (2?) 

        Funds

    (The underlying assumption is that there are no promises of monetary compensation during or upon completion of the development of the project for any team member.)

      • Software costs (??)
      • Server costs (??)
      • Domain name costs (??)

     

    ---

     

    This is the very first draft and ALL details are completely open to discussion. This is, after all, about Critical Mass as a whole.

    Also, you can see there are blanks and uncertainties above. These need to be discussed and researched. 

  • 08-31-2007 2:58 PM In reply to

    • rasield
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    Re: Critical Mass - Growth (how appropriate)

    I've got an idea for another option. We continue working on top secret, however, we partially split off and start work on a mod and eventually work on a casual new game. The pro's are we can do work and start a new game, while not leaving the work we have already invested in TS. Since we would be making a new game, we can work on it at our own pace which, with the (possibly) smaller team that we'd have, might be able to go faster then TS. The con's are that most of our free time would be eaten up between focusing on TS and this and that, between real life and dev time, the ultimate pace of how fast the new game is made and our submissions and ideas for TS could be negatively affected.

     As far as time frame you have is concerned, it sounds a tad fast to me. I don't really know about the rest of CM, but I have a few other major obligations, like college and finding a job (a better one then I have anyway). I'd love to contribute all the time I have to both TS and CM, but homework, college projects, and many other things would take up a good portion of my day.

    Regardless, I'd like to contribute my drawing skills and my modeling/animation skills. The animation side of things I'm new at. I'm right now taking a class for animation and will probably be taking one next semester as well.

     Resources: This would be more for when a stand alone game is made, but I'm gonna put this out on the table. Consider this more of a resouce for down the road then it is for making a mod or anything.

     I've recently come across the Unreal 2 engine for free on the net (I think I found it on File Planet, I can't seem to find the page in my history at the moment). It is the full engine and comes with a map editor and a few other tools. I haven't messed with the whole thing at this point, however this might be something to look at. There are quite a few game engines and game developement kits that can be found and used for free or for a rather low price. At my college, I took a few videogame courses before they closed the program and they gave us access to a few different tools and let us try them out (and crash their computers). Two that the teacher seemed to preffer were A6 and Torque Game Engine.

    The A6 engine seems to have been upgraded (now going by A7) and has been merged into something called "Game Studio". A single commercial licence runs from $199 USD to $70 USD (They have bulk discounts, the $70 individual price is for 3 to 9 licenses. I don't think we'd need more then 9 though they do go cheaper as the ammount goes higher).
    http://www.shareit.com/product.html?cart=1&productid=300164483&languageid=1

     The Torque game engine seems relatively cheap compared to Game Studio. The Indie licence is $150 USD and the Commercial is $749 USD. I think we might be able to get away with the Indie licence to start. Check their site for more info on the Indie and the Commercial and the differences between em.
    http://www.garagegames.com/products/torque/tge/
    http://www.garagegames.com/solutions/indievcommercial/ (Indie vs Commercial)

    These are obviously not our only choices either. There are quite litterally hundreds of game engines out there. Some specialized toward certain games then others might be. The site Devmaster.net has listings of ever engine out there, says whether they are public or not, and if they are free or have a price on them. Some of the info on there seems a tad outdated, but it is still a good spot to look for engines and other info.
    http://www.devmaster.net/engines/

    Either way, I'm sorry if I rambled a bit. I'm a tad tired due to college starting up again (stupid 7:00 AM classes, why the hell did I pick you, you hideous hour?)

  • 08-31-2007 3:18 PM In reply to

    • Naereus
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    Re: Critical Mass - Growth (how appropriate)

    I did not mean that we stop working on Top Secret altogether. Not at all - I meant going for both in parallel. So yes, considering that and other commitments, the time frame is on the extreme side. :) It was something to start with and discuss. I am also going to have quite a bit of time taken by courses - just how much (considering reviews and assignments) is yet to be determined.

     

    Thanks for the engine information - that is the kind of thing that I was looking for. I might be wrong, but I think both the Unreal 2 engine and Source engine are available for free to use in modifications and conversions as long as they are not then used commercially. Would need to look into that... Also, what is your opinion about modelling software (and integration potential with engines, etc)? What do you use right now?

  • 08-31-2007 8:52 PM In reply to

    • rasield
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    Re: Critical Mass - Growth (how appropriate)

    Ah, ok. It sounded like the only way we'd continue with TS is if we went with that final option. 

    You're welcome for the info. I did a bit of reseach on engines and what they were capable of on my own time durring my last year in high school. Luckily, I kept a bit of it for later use. I and a few friends were planning to make a game about two years ago, but we decided after trying to start, that we might need to get some more knowlege for what each of us is going to bring to the table before we start. We later scrapped the project as we all lost interest. As far as the Unreal Engine 2 is concerned, I've found some info off of the Epic Games website. Here are the links. The first is what the engine is capable of. The second goes over some licensing terms. The third is just an FAQ about it. I can't seem to find anything on there about the modding and conversion of the engine in any of them, so, should we consider to use this engine, we may want to ask them about it.
    http://www.unrealtechnology.com/html/technology/ue2.shtml
    http://www.unrealtechnology.com/html/licensing/terms.shtml
    http://www.unrealtechnology.com/html/licensing/faq.shtml

    At the moment, I've been using Maya 8.0 Unlimited for modeling and doing animations. I've tried 3D Studio Max, Wings 3D, Blender, Bryce, and a few other modeling programs before. I wasn't comfortable with any of them, untill I got to Maya. I love using Maya. As soon as I can save enough, I plan on buying/ upgrading to Maya 8.5 (or better if it comes out before I have enough money saved) at www.journeyed.com which is selling Maya 8.5 Unlimited, Combustion, and another program for a little less then $400 USD which is a MEGA savings compared to buying just Maya 8.5 Unlimited of Autodesk directly ( $6999.99 USD for Maya 8.5 Unlimited. Thank God for student discounts). However, just because I love Maya, doesn't mean that everyone does. Creasso of the TS forums for example uses 3DSMax for his modeling and I have a friend who prefers Milkshape 3D. Basically, it all depends on the 3D artist.

    Maya does have one distinct feature that, in my opinion, makes it quite a bit more powerful then other software programs, the Plug-In Library. This feature was built into Maya from the start and grants it more flexability then other programs. I know there are, quite litterally, thousands of plug-ins for Maya. Some that make it easier to model in, some that help smooth out animations, some that expand Maya's built in physics system, and some that can convert Maya itself into a game engine (see God of War for prime example, the game was made entirely in Maya). Many of today's commercial modeling programs and 3d packages out there now have a plug-in library of sorts, but don't have the variety that Maya has.

    Most 3D programs do have a common set of import/export file types along with their own, custom file types (for Maya, it is .ma and .mb if you were curious). I listed all the filetypes I could import in the Oceanus track forums a while back. Some of the more common filetypes I've come across are .obj, .fbx, and .dxf. There are pros and cons to each and every file type, but they all do, for the most part anyway, the same thing. Some have nice extras like exporting the animations along with the models, while others might export the textures with the objects. I am still unsure of what all the different file types do when they are exported as I am still learning the program, but I hope to find out soon.

    I can't say too much for the other programs out there, seeing as I don't entirely know how to use them. I can tell you what I felt about them, but not much else. The exception to that is Blender. Blender 3D is a pain to model stuff in because of how the program is set up, but might be usable as a game engine. I've done a bit of homework on the engine side of it, and I think it might be strong enough to hold its own against some of the other engines out there. A few of the mention worthy features are that there is no licensing fee on it and you get the program and can edit the source code for it. It is highly adaptable and has its own features. I don't really know what else to say about it though, but you can find out more about it on their website.
    http://www.blender.org

  • 09-04-2007 8:10 PM In reply to

    • rasield
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    Re: Critical Mass - Growth (how appropriate)

    I just got an interesting idea for a full game side project. How about an RTS set durring the Mutagen War era of Anj's posts?

  • 09-05-2007 3:35 AM In reply to

    • Naereus
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    Re: Critical Mass - Growth (how appropriate)

     First, thanks for the modelling software info! :)

     

    As for the game idea, that does sound interesting. :) But we are the only two talking here right now. Essay-writer and papa smurf have yet to surface. 

  • 09-07-2007 1:15 PM In reply to

    • Naereus
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    Re: Critical Mass - Growth (how appropriate)

     http://www.videogameteam.com/modcenter/rules.html

     

    Here is an alternative. ;) 

  • 09-07-2007 3:21 PM In reply to

    • rasield
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    Re: Critical Mass - Growth (how appropriate)

    I have no arguements with that. Besides, we would have one hell of a start since I've got maybe 10% of a track and town are already modeled, almost ready for texturing. If we were to get a second or third modeler working on Oceanus Tuubis with me, we might be able to have the whole track finished really soon and be ready for testing.

  • 09-07-2007 3:34 PM In reply to

    • Naereus
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    Re: Critical Mass - Growth (how appropriate)

    Plus we are fully familiar with just about all of the material.

    And (in case we do decide to go for it), we can implement the current 2D concept art - as well as new and refined versions - into a flash movie to use for a trailer. The 2d sketches could be animated and made into a scroller-game-like demonstration (though with plenty of razzle dazzle ;) ).

    It should be much easier to work with than a from-scratch movie with rendered models. Still a lot of work, but it would use what is already available. And it should look better than a trailer with static images.

    Still no word from anyone else though... :)
     

  • 09-07-2007 3:48 PM In reply to

    • rasield
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    Re: Critical Mass - Growth (how appropriate)

    I poked anj about it last night before my monitor died. He said he'd have to think on it a bit before he'd post. I also asked him to poke ado about it and he said ado had been absent from the net recently. I hope to get my monitor replaced either today or tomorrow. I can't move my mom's monitor to my room and, without a monitor, I few things might be slowed, possibly significantly, on everything I was working on, like your cottage and the central dome.

  • 09-07-2007 3:53 PM In reply to

    • Naereus
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    Re: Critical Mass - Growth (how appropriate)

     Last I heard ado was:
    a) lazy

    b) eating

    c) not doing much in general

     

    Am I wrong, sensei? Cool 

  • 09-07-2007 4:24 PM In reply to

    • rasield
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    Re: Critical Mass - Growth (how appropriate)

    Perhaps something came up, I dunno

  • 09-07-2007 8:27 PM In reply to

    Re: Critical Mass - Growth (how appropriate)

    just under 5 months of deja vu.

    April 24th 2007

    http://phpbb.acclaim.com/topsecret/viewtopic.php?p=23046#23046

    adonai

    Couple of Q's and observations...

    New Development Team = New Engine?

    In that same vein, what about utilizing the talent pool within the community to create an intimate development team using the same budget?

    In terms of incentive wouldn't this be a great way to pull necessary and as yet untapped talent into our community?

    http://phpbb.acclaim.com/topsecret/viewtopic.php?p=23293#23293

    Rusel

    Hey everyone.... when I say a new development team - I mean development, not design. You are the design team, along with us. But someone has to program and produce it. That means an established team that can produce results on time and on budget. That's all we're talking about with a new "development" team.

    Someone owes me some pizza.

    I havent got into the details of what we are allowed to do vs sanctioned, but I did see something that caught my eye, which was acclaim buying the license and 100k upfront in royalties, but again it comes back to budget, otherwise I want cry2 to play with now.

    Essentially we peaked way to soon on what would be the eventual "REVOLUTION" of what TS has now become, I'm going to take 5 mins to bask in the radiance of this red headed stepchild that no one "professional" will adopt.

    I'm going to make some enquiries, and ask kia to take some of Massdev private so we can scheme the dream.

  • 09-07-2007 9:38 PM In reply to

    Re: Critical Mass - Growth (how appropriate)

    sizeable caveat from the press coverage.

    "...The competition is open to any developer worldwide who is technically qualified to create the game..."

    So that would appear to close the door on deep left field indie studio's and collaborative efforts.

  • 09-07-2007 9:59 PM In reply to

    • rasield
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    Re: Critical Mass - Growth (how appropriate)

    Yet, they mention "Indy" teams. If we were to rekindle CM as a team, would that not qualify us? From what I can see, the only things we'd need are a couple of programers and another modeler/animator or two. We've already got quite a few dreamers, and we've got at least one builder. We're just shy a few architects.

    This is quite possibly one of the biggest "once in a lifetime" opportunities that has come knocking, so why let it stand out in the cold? I believe we should try to go for it, despite not being one of the most "technically" qualified groups out there. Look at the top of this window and you will see a phrase. It is our creedo, our bushido, our founding principle. If we, posssibly the most indy of indy teams were to be the ones who make it, that would be part of the realization of that phrase.

    I'm willing to use nearly all the free time I've got between college and chores to work on this, how about the rest of you?

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