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From: Cristian M. <cri...@ya...> - 2000-02-11 17:20:41
|
that's pretty cool John. I got it. because his nose is
small.LOL, ROTFL(Rolling On The Floor Laughing)
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From: Cristian M. <cri...@ya...> - 2000-02-11 17:17:24
|
I'm down wit' John, All you sucka's best not diss me
or Johnny, and I will go medieval on yo' sorry aces.
Good thing you didn't come to school Nathaniel, or I
would have tracked you down with the quickness.
Sincerely.
=====
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From: Jon C. <gut...@ho...> - 2000-02-11 05:33:03
|
What did the elephant say to the naked man he saw??
"Dang, how do you breath out of that thing!"
I think its alright to have some humor, sup Christian.
Chill,
Jon
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From: <ak...@me...> - 2000-02-11 03:25:26
|
Ben,
I have been looking over that tutorial, and it is not something you want to sit and stare at for more than five mins, I keep falling asleep. I do have one sugjestion. A Client-Server game I have been looking at for a while now, called UOX. They made their own scripting. and it would seem a lot easier to design something of our own to make it easier for the public to script Project X. As I said before Lua is not something everyone knows. Ben take a look at UOX's scripting. www.uoxdev.com.
Thanks
Harley
______________________________________________________________________
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From: <ak...@me...> - 2000-02-11 03:21:03
|
This is my ICQ Number 10635209 Nick: Gimli Name: Harley Last: Liston ______________________________________________________________________ Check out Metallica's Official Web Site at http://www.metallica.com For 200+ channel 24/7 commercial free music visit http://radio.www.com |
|
From: Tom O. <to...@ho...> - 2000-02-11 02:48:23
|
Everyone post their ICQ numbers so we have another way of communication. My ICQ Number: 63976306 Nickname: Oberon First: Tom Last: Ouyang Tom ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com |
|
From: Neil & A. N. <nk...@us...> - 2000-02-11 02:40:20
|
Actually I looked for a scripting book or some sort of documentation but
I couldnt find a thing. I am at a complete loss at how we will implement
this. I have a ton of game design books and general programming
reference books, so if you want to take a look at these just let me
know. BTW Harley I found it :)
-Nate
|
|
From: Neil & A. N. <nk...@us...> - 2000-02-11 02:37:34
|
Stay serious, don't clutter up the forums with meaningless garbage. As to the tank and vehicle idea, I really like it BUT we are thinking way too big. We need to get the game working and the basic game, i.e. the tournament working first, then we can think of tanks and planes, giant robots, boats etc... can you say "Programming club 2000-2001!?" Anyway's try to stay realistic with the time constraints we have, it will be hard enough to get the game running, let alone feature XYZ. I really can't wait to see this project finished, we have a great team and I think we will be able to put out an awesome game. -Nate |
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From: Cristian M. <cri...@ya...> - 2000-02-11 00:59:48
|
Hey, all the things I have written( or at least most
of them) have been meant as a joke, ok? So I don't
want any dads coming to my house because I made their
little boys cry, alright?
=====
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From: Cristian M. <cri...@ya...> - 2000-02-11 00:53:38
|
okay this is for Tom;
what kind of an idiot are you? what is this you are
saying about vehicles?, I don't approve of it. So it
won't be done. me->:) Tom->:(
=====
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From: Cristian M. <cri...@ya...> - 2000-02-11 00:50:59
|
Just shut up Nathaniel, nobody cares about what you
think, and YOU know it, so just shut up!
=====
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From: Cristian M. <cri...@ya...> - 2000-02-11 00:46:57
|
I'd like to take a little time to quote Ben; he said,
and I quote. "For example, we'll have many different
characters to choose
from -- some will be from fantasy worlds, others will
be from ours" from "ours" a.k.a. me.
Now I know this is what Ben meant. And I don't want
nobody telling me it isn't or it'll be time for
Cristian to put the hurt down.
=====
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From: Cristian M. <cri...@ya...> - 2000-02-11 00:38:30
|
I don't know guys I thought we agreed that the game
would be about me....(just kidding)
Anyway I think that a plataform game would be better....
=====
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/ / / \
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/_____/ristian /__/ \__\oreno
__________________________________________________
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From: <ak...@me...> - 2000-02-10 23:18:39
|
Hey,
If no-one would mind, I would really like some help on this scripting 'Lua', I am having a difficult time understand the instructions and how it really works. And one more thing, if project X is going to be an easly scriptable game, then who ever is going to script for it is going to have to know how to use Lua.
Harley (Gimli)
______________________________________________________________________
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|
|
From: Tom O. <to...@ho...> - 2000-02-10 22:29:56
|
Since we are going for a modern/science fiction/fantasy arena type game, I would suggest allowing the player to ride animals drive vehicles. We can have tanks, cars, horses, dragons, etc. It would not be too difficult to integrate into the game, and would add much to gameplay. Also, would it be possible to have an option that would limit the time period of a game? An example would be Ancient/Modern/Future, with each time period having its own objects and player classes. This way, there won't be such an imbalance between weapons and objects, ie. the sword and daggers won't have to compete with the bazookas and laser rifles because they are from different periods. One question, are we still going to have multiple character per players, or just one? Tom (Oberon) ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com |
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From: Ben C. <cro...@ne...> - 2000-02-10 18:43:25
|
Yes, the RPG would be multiplayer. Our engine will be able to support single players as well, but at its core it will be designed for multiple players. The amount of time is the reason why we'll postpone the RPG version of Project X until later, after we get the arena done. If we can do most of the discussion on the list (or at least write our ideas down and send them to the list), that would be good, so we'll have permanent records. And writing things down helps solidify them in our minds. If everyone wants to discuss this tomorrow in AP CS, please, go ahead. By all means go ahead. Talk through it all and write down what you come up with, and send it to the list. Later, Ben (aka projectx) -- "The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy." -- Martin Luther King, Jr. On Wed, 9 Feb 2000, Jon Cuevas wrote: > If we were to do a RPG would we make it multiplayer? And if we are planning > to make the game multiplayer than of course Ben's design would be pretty > cool, eh. I still like the idea of some kind of RPG, but to do a good job > it would take a significant amount of time (depending on the depth and > structure of the game.) I say we get together sometime and all discuss it > so everyone can get a clear idea of what's going on. Catch ya later > > Jonny > ______________________________________________________ > Get Your Private, Free Email at http://www.hotmail.com > > > _______________________________________________ > ProjectX-develop mailing list > Pro...@li... > http://lists.sourceforge.net/mailman/listinfo/projectx-develop > |
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From: Ben C. <cro...@ne...> - 2000-02-10 18:40:37
|
Let me explain: the base Project X game, the default if you will, will be something similar to what I've proposed (with whatever modifications we decide on). However, the engines will be extensible enough to allow for anything else you want, including an RPG. It's just that the multiplayer arena will be much easier to do at first than an RPG -- but once we get the arena done, we can start on the RPG. And we'll have gained the experience necessary to do so. As regards the guns, since this isn't specifically a "fantasy" game, I think we should keep them in. See, we're not limited to fantasy or science fiction or whatever -- we can include all of them. For example, we'll have many different characters to choose from -- some will be from fantasy worlds, others will be from ours, and yet others will be from futuristic science fiction worlds. Weapons are the same way -- if you don't want to use weapons for a specific level/map, you don't have to. This is the power of scripting -- we can make modifications like this with relative ease. Guns would make sense on a science fiction "scenario"/map. They wouldn't, say, on a fantasy map. It's all relative. If we want to do questing later on, that's perfectly fine. In fact, that's one of the things I had in mind. But first we need to keep things simple, and a battlefield/arena is much simpler than an RPG. Wait and be patient. ;) But keep the input coming -- we need to discuss this a *lot*. Later, Ben (aka projectx) -- "The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy." -- Martin Luther King, Jr. On Wed, 9 Feb 2000, Neil & Ariane Newell wrote: > We have already started working on a fantasy RPG? Whats this about bazooka's? > I'm all for PK'ing but I thought this would be a questing kill monster type > game, not an arena. Please for all that is holy don't use guns. > > Nathaniel(Rowen) > > -Nate |
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From: Jon C. <gut...@ho...> - 2000-02-10 04:46:19
|
If we were to do a RPG would we make it multiplayer? And if we are planning
to make the game multiplayer than of course Ben's design would be pretty
cool, eh. I still like the idea of some kind of RPG, but to do a good job
it would take a significant amount of time (depending on the depth and
structure of the game.) I say we get together sometime and all discuss it
so everyone can get a clear idea of what's going on. Catch ya later
Jonny
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From: Neil & A. N. <nk...@us...> - 2000-02-10 03:51:29
|
We have already started working on a fantasy RPG? Whats this about bazooka's?
I'm all for PK'ing but I thought this would be a questing kill monster type
game, not an arena. Please for all that is holy don't use guns.
Nathaniel(Rowen)
-Nate
Ben Crowder wrote:
> Comrades (for lack of a better term that's inclusive of both genders),
>
> I wrote up my ideas for the gameplay on Project X. This is pure theory --
> it doesn't discuss any implementation details (i.e. it's *what* to do, not
> how to do it). Please read it over, give it some thought, and reply to
> this message with any ideas you have. This is completely open to any
> comments, suggestions or criticism. To make this game the best it can be,
> we need to make sure this document (and the stuff described therein) is
> what we want. So rip it to shreds and give everyone your input.
>
> Also, on a side note, I'll be gone on Friday, so if there's any free time,
> read over this in class (somebody want to print it up?) and pick it apart
> there. Group discussions are good. ;) Send all ideas and revisions to
> the list. Also, if Royce doesn't already know, somebody please tell him
> that I'll be at the Model UN conference then (which is why I'll be gone).
>
> Without further ado, then, here it is:
>
> --- Design doc ---
> Project X will be a multiplayer action game, highly extensible (through
> the Lua script engine), using a top-down view. The basic game will be a
> battlefield clash -- in dozens of scenarios such as an outdoor field, a
> futuristic building, the rooftops of a metropolis, and a government
> warehouse.
> Each player starts out with the basic weapon, a sword. There are,
> however, weapons scattered throughout the playing field -- bazookas, flame
> throwers, bombs, and so on -- that the player can pick up. Some weapons
> -- guns, for example -- require ammunition. By default the player gets a
> limited amount, and to restock, he has to find weapon-specific ammo
> deposits (which are also scattered throughout the playing field).
> Once all the players but one are killed -- i.e. we have a winner -- the
> round is over. The game may continue here, with options for staying with
> the current map, having the computer choose a random map, or manually
> selecting a particular map. The winner is the only one who retains his
> status (and weapons) from the previous round.
> Each player gets a score which is simply how many opponents he killed.
> The winner takes that score and gets twice that much (i.e. if both he and
> another player kill 3 players, the winner gets 6 points while the second
> player only gets 3). The objectives are to a) get points and b)
> accumulate weapons. To get points, you have to kill everything you can,
> and to keep weapons, you have to win rounds.
> The players aren't alone on the battlefield, however. There are stupid
> little grunts that just walk around getting in the way (and if you touch
> them, you lose health). There are ghost clouds, nearly invisible, that
> float around and grab hold of players for random amounts of time, draining
> the player's health in the process. Parasites walk around aimlessly until
> players get within a certain distance of them; then they follow them
> closely. Some are harmless, but others can hurt you (not very much,
> though). Carriers also walk around aimlessly, occasionally dropping
> weapons or power-ups or ammo.
> There are a few basic types of weapons: swords (hand-held weapons that
> you slash or hit with, such as swords and clubs), projectiles (anything
> that flies away from the play, such as bullets (guns) and arrows), and
> bombs (weapons that sit and wait for a stimulus to detonate, which may be
> either players being nearby or a time limit -- bombs and mines). Each
> player can carry an unlimited amount of weapons. However, ammo is
> limited, to 50 units per weapon type (i.e. 50 bullets, 50 arrows, etc.).
> Each character (player or computer-controlled) has characteristics such
> as health (usually 0-100 for normal characters, but this varies, and
> power-ups can increase the limit), type (human, whatever), and so on.
> There are certain "magic" tiles which add to the gameplay -- teleports,
> which either have set or random destinations; stairs for changing floors;
> bushes which can be burned away by certain weapons; fire tiles, which hurt
> players and are caused by either certain weapons or random events (like
> disasters in Sim City); bouncy blocks which rebound players; pits that
> players can fall into (which result in death); blocks that can be pushed
> around (and can crush players); ice areas where players can slip and
> slide; and motion tiles (flat escalators). Obviously not all of these
> tiles would fit on certain levels (i.e. bouncy blocks wouldn't quite be
> appropriate on a woodsy, outdoor level).
> --- Design doc end ---
>
> Later,
> Ben
>
> --
> "The ultimate measure of a man is not where he stands in moments of comfort
> and convenience, but where he stands at times of challenge and controversy."
> -- Martin Luther King, Jr.
>
> _______________________________________________
> ProjectX-develop mailing list
> Pro...@li...
> http://lists.sourceforge.net/mailman/listinfo/projectx-develop
|
|
From: Ben C. <cro...@ne...> - 2000-02-10 01:04:13
|
Comrades (for lack of a better term that's inclusive of both genders), I wrote up my ideas for the gameplay on Project X. This is pure theory -- it doesn't discuss any implementation details (i.e. it's *what* to do, not how to do it). Please read it over, give it some thought, and reply to this message with any ideas you have. This is completely open to any comments, suggestions or criticism. To make this game the best it can be, we need to make sure this document (and the stuff described therein) is what we want. So rip it to shreds and give everyone your input. Also, on a side note, I'll be gone on Friday, so if there's any free time, read over this in class (somebody want to print it up?) and pick it apart there. Group discussions are good. ;) Send all ideas and revisions to the list. Also, if Royce doesn't already know, somebody please tell him that I'll be at the Model UN conference then (which is why I'll be gone). Without further ado, then, here it is: --- Design doc --- Project X will be a multiplayer action game, highly extensible (through the Lua script engine), using a top-down view. The basic game will be a battlefield clash -- in dozens of scenarios such as an outdoor field, a futuristic building, the rooftops of a metropolis, and a government warehouse. Each player starts out with the basic weapon, a sword. There are, however, weapons scattered throughout the playing field -- bazookas, flame throwers, bombs, and so on -- that the player can pick up. Some weapons -- guns, for example -- require ammunition. By default the player gets a limited amount, and to restock, he has to find weapon-specific ammo deposits (which are also scattered throughout the playing field). Once all the players but one are killed -- i.e. we have a winner -- the round is over. The game may continue here, with options for staying with the current map, having the computer choose a random map, or manually selecting a particular map. The winner is the only one who retains his status (and weapons) from the previous round. Each player gets a score which is simply how many opponents he killed. The winner takes that score and gets twice that much (i.e. if both he and another player kill 3 players, the winner gets 6 points while the second player only gets 3). The objectives are to a) get points and b) accumulate weapons. To get points, you have to kill everything you can, and to keep weapons, you have to win rounds. The players aren't alone on the battlefield, however. There are stupid little grunts that just walk around getting in the way (and if you touch them, you lose health). There are ghost clouds, nearly invisible, that float around and grab hold of players for random amounts of time, draining the player's health in the process. Parasites walk around aimlessly until players get within a certain distance of them; then they follow them closely. Some are harmless, but others can hurt you (not very much, though). Carriers also walk around aimlessly, occasionally dropping weapons or power-ups or ammo. There are a few basic types of weapons: swords (hand-held weapons that you slash or hit with, such as swords and clubs), projectiles (anything that flies away from the play, such as bullets (guns) and arrows), and bombs (weapons that sit and wait for a stimulus to detonate, which may be either players being nearby or a time limit -- bombs and mines). Each player can carry an unlimited amount of weapons. However, ammo is limited, to 50 units per weapon type (i.e. 50 bullets, 50 arrows, etc.). Each character (player or computer-controlled) has characteristics such as health (usually 0-100 for normal characters, but this varies, and power-ups can increase the limit), type (human, whatever), and so on. There are certain "magic" tiles which add to the gameplay -- teleports, which either have set or random destinations; stairs for changing floors; bushes which can be burned away by certain weapons; fire tiles, which hurt players and are caused by either certain weapons or random events (like disasters in Sim City); bouncy blocks which rebound players; pits that players can fall into (which result in death); blocks that can be pushed around (and can crush players); ice areas where players can slip and slide; and motion tiles (flat escalators). Obviously not all of these tiles would fit on certain levels (i.e. bouncy blocks wouldn't quite be appropriate on a woodsy, outdoor level). --- Design doc end --- Later, Ben -- "The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy." -- Martin Luther King, Jr. |
|
From: Ben C. <cro...@ne...> - 2000-02-09 17:21:32
|
Anyone who hasn't signed up with Sourceforge yet needs to do so now. Just go to sourceforge.net and click on 'New User'. Once you do that and fill out the form, e-mail me with your new user ID and I'll add you to the Project X developer list. BTW, this only applies to Brandon, Jonathan, Annie, and Brian. Thanks, Ben -- "The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy." -- Martin Luther King, Jr. |
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From: Ben C. <cro...@ne...> - 2000-02-08 13:52:39
|
Guys, If you get this, reply to it so I know the mailing list is working. Thanks! Ben -- "The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy." -- Martin Luther King, Jr. |
|
From: Ben C. <cro...@ne...> - 2000-02-08 04:09:51
|
Comrades, :) To subscribe to the newly created Project X mailing list, send a message to 'pro...@li...' with 'subscribe' in the body of the message (no quotes, though). If you have any problems subscribing, just tell me and I can subscribe you automatically. The address to send messages to the list is: pro...@li... Ben -- "The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy." -- Martin Luther King, Jr. |