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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Thu Jan 02, 2003 1:55 am    Post subject: RPG GOLD COMPO 2003 IS HERE! [quote]

The second RPG GOLD COMPO is now officially underway. Everything should be working normally (except the one minor flaw in the forum script). Register today!

http://216.222.241.113/rpggold

See you there!

-nek
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XMark indeed
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PostPosted: Thu Jan 02, 2003 2:37 am    Post subject: [quote]

aw, man. All the compos are happening when I'm gonna be away :(
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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Thu Jan 02, 2003 2:44 am    Post subject: well... [quote]

it lasts a whole year :) technically...11 months. But still...

-nek
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Thu Jan 02, 2003 2:51 am    Post subject: [quote]

I put my little bit of info I have on Odyssey 4 there, but I need an edit button for the progress submissions. You gonna get on AIM, tonight, Nek?

(I don't have money to donate..... I'm sorry :( )
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Adam
Mage


Joined: 30 Dec 2002
Posts: 416
Location: Australia

PostPosted: Thu Jan 02, 2003 2:51 am    Post subject: [quote]

does that give you about a whole 4 months =D

anyways, adam has joined so all is well =D
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XMark: Compo Addict
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PostPosted: Thu Jan 02, 2003 3:35 am    Post subject: [quote]

Would I be able to use an engine that I started before the compo?
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Adam
Mage


Joined: 30 Dec 2002
Posts: 416
Location: Australia

PostPosted: Thu Jan 02, 2003 3:37 am    Post subject: [quote]

i hear thats a yes
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Barok
Stephen Hawking


Joined: 26 Nov 2002
Posts: 248
Location: Bushland of Canada

PostPosted: Mon Jan 06, 2003 2:33 pm    Post subject: [quote]

finally, a compo that lasts all year. i you ask me, there is no use to short ten days compos or even a couple months compos. i mean, there is no point. i proves nothing. what would be cool if dozens of programmers around the net made one huge game. this plan probably won't make it off the ground, as everyone would want to do something different, but it'd be so cool if it happened. imagine the quality of this huge game!! (if it took off)
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Georg
Monkey-Butler


Joined: 02 Jun 2002
Posts: 56
Location: The Netherlands

PostPosted: Mon Jan 06, 2003 7:14 pm    Post subject: [quote]

Personally I don't think MiniCompo's are useless. I think minigames can absolutely be fun playing for a while. About making a big game, maybe you should check out First Age or Fourth Age. (Look among the non-lineair RPG's.) They already have a pretty big team.
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Modanung
Mage


Joined: 20 Jun 2002
Posts: 317
Location: The Netherlands

PostPosted: Mon Jan 06, 2003 8:49 pm    Post subject: [quote]

Thanks for the limelight, Geo. :)
Don't be fooled by our memberlist, though... Only a few of those people are actually active on the forum or maybe even with the game.
We're working on a homepage right now, I think. So far we've only got a forum, a terrain renderer, some people programming, me as 3D artist and Will as skinner. We are working, a bit.
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Tue Jan 07, 2003 7:42 am    Post subject: [quote]

The ARC Legacy Gold is going to turn into a "community" project of sorts for the next seven months before I can take an active role in development again. I don't seriously expect a lot of people to help with it but I just don't want the project to stagnate for such a long period of time. Of course, when I come back it'll still be in open development but I'll just be doing more stuff :)
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Barok
Stephen Hawking


Joined: 26 Nov 2002
Posts: 248
Location: Bushland of Canada

PostPosted: Tue Jan 07, 2003 6:02 pm    Post subject: [quote]

what i really mean was what the rpg gold compo 2003 said. rpg's shouldn't be mass produced and just slapped together. i never meant that all compo's are useless. just very short ones that last no more than a month or two. look at the big console developers for an example. on low budget games, the programmers aren't given much time (or money) to develop good games. when they don't have enough time or money, they have to slap everything together, and even not enough time to proofplay it, the game usually sucks. what i'm saying is that to make quality games, you usually need time (and skill!)!!
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Tue Jan 07, 2003 8:45 pm    Post subject: [quote]

Most of us are not being paid, talking about low budget. And most of us are working in spare time, talking about given not much time. By your definition, we'll have to slap all our games together. In my opinion, we're better of creating small (quality) games than try to be like a big console developer. Story-based games should be lasting about a week, as opposed to months. Short compo's support this as well as making planning much easier. I'm not against long compo's though, I might even participate in this one.

Barok wrote:
what would be cool if dozens of programmers around the net made one huge game. this plan probably won't make it off the ground, as everyone would want to do something different, but it'd be so cool if it happened. imagine the quality of this huge game!! (if it took off)

This sounds really awesome and has been in my head in some form or another too. While it isn't possible to create an engine with such a lot of people, it should be possible to have a large number of people create content. The idea has been roaming in my head that a very modular engine could be build with sufficiently user-friendly tools, with which several groups op people can be creating content at the same time. One website would form a repository and allow packages containing levels, objects, scripts, etc. to be downloaded. A few people would be keeping an eye on compatibility and dependancies between the packages. Ideally this engine would support a server/client model allowing multiple people to play the game at the same time, chatting, fighting and solving quests together. When you want your own house in the game that only you can enter, you could create a small extension that adds a house to a certain village you like, together with a key you created to open the door you created. Sure, it would be hard not to make a mess of it and many artists would mean many styles. But, based on the real world (the one I see when looking out of my window), this could be solved by law and order. Different provinces could be created for people with different tastes. Is that anything like you imagined?
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