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Assault with Stealth elements
Posted: 23 Jun 2013, 07:10
by wtafa
Assault type Online Multiplayer Game with Stealth elements.
Thieves (Humans)
vs
Guards (Humans + AI Bots).
Game Idea is based on very old ut99 pseudo-medieval mod called Thievery.
Nowadays medieval theme is a bit spoiled too much.
So more modern game setting could be partially used, for example like in Kingpin: Life of Crime.
At this stage, was made an attempt to describe the most important game design concepts inherited from ut99 mod on this web site.
1 round - 20 minutes for public rounds i.e. casual players. For clan matches or just skilled players it could be 25 or 30 minutes.
Each map has its own set of objectives ranging from simply stealing gold to recovering lost artifacts.
It's time to walk with this game idea on game forums to understand the weak sides and the strong sides of future game clone.
links be gone. User was warned for this post. Thanks for the heads up Cheese.
-- FLOZi (Moderator)
Re: Assault with Stealth elements
Posted: 23 Jun 2013, 20:26
by Forboding Angel
Not sure if bot or just silly ideaguy...
Re: Assault with Stealth elements
Posted: 23 Jun 2013, 21:04
by Cheesecan
Okey buddy!
I would like to extend my assistance to you. For only €1,000, I will offer my services as a certified Spring Engine® consultant.
I come highly recommend and offer the best prices in the industry. Here is a
previous game I made for reference. PM me if you want to see my whole portfolio.
If you want to get started immediately, simply deposit the above-mentioned sum into my bank account before 10am Monday morning and I'll get to work immediately, providing you with consultant support.
Re: Assault with Stealth elements
Posted: 24 Jun 2013, 18:51
by wtafa
Nice joke, Cheesecan!
Forboding Angel, could you tell me where did you saw smart ideaguy? I'm really interested to do my work better. Maybe some advice?
Re: Assault with Stealth elements
Posted: 24 Jun 2013, 19:00
by smoth
Re: Assault with Stealth elements
Posted: 24 Jun 2013, 20:13
by yuritch
wtafa, your first post doesn't make it clear if you're going to use Spring engine for your game or not.
People just assume that you're one of 'I have this great idea, now let's find who will do all the work' guys. And this causes the reaction you see.
Re: Assault with Stealth elements
Posted: 24 Jun 2013, 21:21
by Cheesecan
Well I'm joking but... you are blatantly using this forum for SEO Optimization. As evidenced by your posts on a
SEO forum same name and picture as on the site you
posted in OP.
Re: Assault with Stealth elements
Posted: 25 Jun 2013, 15:48
by wtafa
From your link Smoth, part of the first post about Game designer
This is last but only because it is the most important. There must be a master plan written somewhere of EVERYTHING that the project will include. Even if it is scrawled on a napkin it needs to be planned out and follow a schedule. Otherwise the project will have issues with things like feature creep and sides that are terribly imbalanced due to poor initial design.
So I created website which is describing master plan. Probably it's time to check how this master plan looks from other persons' views?
wtafa wrote:
links be gone. User was warned for this post. Thanks for the heads up Cheese.
-- FLOZi (Moderator)
Is it possible to post link to this web site without actual link? In plain text?
yuritch wrote:wtafa, your first post doesn't make it clear if you're going to use Spring engine for your game or not.
People just assume that you're one of 'I have this great idea, now let's find who will do all the work' guys. And this causes the reaction you see.
Thanx, Yuritch, I see my another fault.
I'm not prepared to say is Spring engine could be helpful for my project.
I need to make some tests with the lighting before. It's important that trick of shadow sculpting (see picture ) with using multiple light sources wouldn't put too much pressure on the performance of the game.
But I wonna to communicate with alive game developers about my dirty game idea also. Sorry that this is still annoying for experienced game developers.
There're a lot tutorials how to model and code, but other important issues I can't understand good. Maybe you could advise me, Smoth,
1. how to correctly write "master plan"
2. how to correctly recruit developers
3. how to correctly prepare future free online game to promoting
I want to be prepared not only in coding and modelling.
Cheesecan wrote:Well I'm joking but... you are blatantly using this forum for SEO Optimization. As evidenced by your posts on a
SEO forum same name and picture as on the site you
posted in OP.
Yes, Cheesecan.
I'm mading a ride through game dev forums for SEO Optimization too.
But not only for this. I'm seeking communication with other game developers too. I need to know how things work in the world of game creators.
And yes I could live if on some forums it's not possible to have link to the website of my future game.
Your evidence, Cheesecan, only shows that the ideaguy who wonna create game also is the web master in RL.
As for me it's a bit strange that in the thread mentioned by Smoth I can't see position of Webmaster/SEO-Optimizator/Advertiser. Is it not important to make future game famous a bit before its release?
Re: Assault with Stealth elements
Posted: 25 Jun 2013, 16:01
by SinbadEV
wtafa wrote:As for me it's a bit strange that in the thread mentioned by Smoth I can't see position of Webmaster/SEO-Optimizator/Advertiser. Is it not important to make future game famous a bit before its release?
Not everyone feels this way... particularly in the case of volunteer efforts... Imperial Winter is the tragic example we tend to pull out most often... no.1 search result, heavy representation in banner rotation and much press attention going to a game that has been stalled forever doesn't make a good first impression.
Re: Assault with Stealth elements
Posted: 25 Jun 2013, 16:49
by knorke
Game Idea is based on very old ut99 pseudo-medieval mod called Thievery.
So it is an first person shooter game?
The plan (link in profile if someone wants to read/delete/whatever) reads like that, too.
Spring is an engine for strategy games like Starcraft, Command&Conquer etc. Unsuited for FPS games.
Re: Assault with Stealth elements
Posted: 25 Jun 2013, 16:55
by SinbadEV
knorke wrote:Game Idea is based on very old ut99 pseudo-medieval mod called Thievery.
So it is an first person shooter game?
The plan (link in profile if someone wants to read/delete/whatever) reads like that, too.
Spring is an engine for strategy games like Starcraft, Command&Conquer etc. Unsuited for FPS games.
Not to mention our shadows are unreliable at best... I wouldn't rely on them for a gameplay mechanic certainly.
Re: Assault with Stealth elements
Posted: 25 Jun 2013, 20:16
by Google_Frog
You're not going to be able to recruit developers. I'm not being disparaging, it takes a lot to recruit developers.
Re: Assault with Stealth elements
Posted: 05 Jul 2013, 22:11
by wtafa
Yes, I see now that Spring Engine isn't for FPS in most cases.
Google_Frog wrote:You're not going to be able to recruit developers. I'm not being disparaging, it takes a lot to recruit developers.
I'm really interested to know what do you mean under word "a lot".
SinbadEV wrote:Not everyone feels this way... particularly in the case of volunteer efforts... Imperial Winter is the tragic example we tend to pull out most often... no.1 search result, heavy representation in banner rotation and much press attention going to a game that has been stalled forever doesn't make a good first impression.
SinbadEV, could you introduce me to person who was responsible for advertising company of Imperial Winter?
Regards.
Re: Assault with Stealth elements
Posted: 05 Jul 2013, 22:22
by SinbadEV
wtafa wrote:SinbadEV wrote:Not everyone feels this way... particularly in the case of volunteer efforts... Imperial Winter is the tragic example we tend to pull out most often... no.1 search result, heavy representation in banner rotation and much press attention going to a game that has been stalled forever doesn't make a good first impression.
SinbadEV, could you introduce me to person who was responsible for advertising company of Imperial Winter?
Regards.
I couldn't say... I never thought about who was "in charge of advertising"... I think, because it was star wars... they didn't have to.
Re: Assault with Stealth elements
Posted: 06 Jul 2013, 01:55
by smoth
wtafa wrote:SinbadEV wrote:Not everyone feels this way... particularly in the case of volunteer efforts... Imperial Winter is the tragic example we tend to pull out most often... no.1 search result, heavy representation in banner rotation and much press attention going to a game that has been stalled forever doesn't make a good first impression.
SinbadEV, could you introduce me to person who was responsible for advertising company of Imperial Winter?
no one was, it was featured in a few magazines. Once your project looks less like crap you will have mags occasionally wanting to feature your project.
SWIW had a few things going for it:
1) it was based on a HUGE american IP.
2) it has been around since the days of OTA.
3) it didn't look shitty like most spring projects
4) it is a widely loved and simple/easy to grasp scifi story and not terribly played out with a superior competitor(COH)
5) it's developers were fairly open about it and welcomed PR.
Re: Assault with Stealth elements
Posted: 06 Jul 2013, 14:14
by wtafa
SinbadEV wrote:I couldn't say... I never thought about who was "in charge of advertising"...
Obviously project leader was (or is) this person then. So .. I'm still waiting for introducing to him by any reputable person here. The goal is to share experience and knowledge by both sides.
smoth wrote:
5) it's developers were fairly open about it and welcomed PR.
Google_Frog didn't said that in plain words, but volunteers could be attracted not by PR (Public Relations) mostly, but rather with the PR (Private Relations).
But still if private relations were used, I think, it's important to show publicly somehow that "developers were fairly open".
It's sad when the some interesting peaces of information about project are buried in the project forum.
And it's not easy for regular web site visitor to find such pearls.
When such situation happened project web site would have "main home page" article and "about" articles only.
But well, web site could also have another articles and even whole article categories which could represent project for any visitor in a better manner.
Who could write articles about project? Well, my own method is to compile information blocks from forum posts.
But current project already has own articles. Writers outside project created these texts.
And posting links to them in appropriative place on the website really could represent project very good.
Yes there could be "updates" organized as forum threads.
But forum structure doesn't allow to show "updates" as a blog section. Where each "update" could be shown not only by the name of "update".
But also with some short intro text and with one intro image.
Isn't such information design not better?
Using brand "Star Wars" in project and not utilizing social networks at one time. I don't know. I'm like

Re: Assault with Stealth elements
Posted: 06 Jul 2013, 18:40
by smoth
wtafa wrote:smoth wrote:
5) it's developers were fairly open about it and welcomed PR.
Google_Frog didn't said that in plain words, but volunteers could be attracted not by PR (Public Relations) mostly, but rather with the PR (Private Relations).But still if private relations were used, I think, it's important to show publicly somehow that "developers were fairly open".
I don't care about what google has to say about starwars. What are you even saying. I told you how it went down. there is no reason all private discussions should be open. They were private for a REASON
wtafa wrote:It's sad when the some interesting peaces of information about project are buried in the project forum.
And it's not easy for regular web site visitor to find such pearls.
When such situation happened project web site would have "main home page" article and "about" articles only.
they have their own forum. I don't even go there any more because it pisses me off how the projects has been so dormant. They never really updated much on moddb or their site news.
wtafa wrote:
But well, web site could also have another articles and even whole article categories which could represent project for any visitor in a better manner.
Who could write articles about project? Well, my own method is to compile information blocks from forum posts.
They could have managed monthly news back in the day but didn't. I am really fighting tearing into certain members of the team but it wasn't my project and I always trusted there was method to the madness.
wtafa wrote:But current project already has own articles. Writers outside project created these texts.
And posting links to them in appropriate place on the website really could represent project very good.
Yes there could be "updates" organized as forum threads.
But forum structure doesn't allow to show "updates" as a blog section. Where each "update" could be shown not only by the name of "update".
But also with some short intro text and with one intro image.
Isn't such information design not better?
Using brand "Star Wars" in project and not utilizing social networks at one time. I don't know. I'm like

ha ha ha social networks. ok. look dude, they were not really in a terrible hurry to generate buzz but unlike me they didn't actively quash it. You want to bitch about all the info not here because people cannot find it. It is because what I DO know was from asking the team back in the day. Not because they sat down and spent months discussing their advertising strategies.
If you are here because you will actually be making something assuming I am not terribly busy I can try and help but if you are just here to bullshit sinbad is your guy. If you want to know about social media maybe when neddiedrow is around he can help you. Licho IIRC does advertisement for zk but please consider the guy's time and don't tie him up too long. Sinbad generallly posts a lot and loves to discusss but his actual experience as far as I know is nil
I don't know what you are trying to do, figure out how to advertise your yet started project? critique a now dead project? IMO the only ones around here who can do a post mort are gnomre and warlord. I am not a big fan of inane and directionless chatter. I would like to help but these long conversations don't really get you anywhere