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Jinzuro

AJSA Game Development Team

AJSA Game Dev Team   124 members have voted

  1. 1. Would you like to see an official team?

    • Yay
      104
    • Nay
      2
    • Maybe
      17
    • Pfft
      2

Please sign in or register to vote in this poll.

709 posts in this topic

BTW you can use Unity3D for 2D development in unity 4.3

>:3 Oh I know. I always think of optional 2D for 3D engines. But for those that don't have the function for 3D I left them in 2D category. I do need to collect more info though to place in the document. I need to definitely get ahold of guides for all the programming languages listed for the engines.

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>:3 Oh I know. I always think of optional 2D for 3D engines. But for those that don't have the function for 3D I left them in 2D category. I do need to collect more info though to place in the document. I need to definitely get ahold of guides for all the programming languages listed for the engines.

i don't know if i would say it was a guide, but unity's script reference is a good place if you know a bit of scripting, and know how to use it

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i don't know if i would say it was a guide, but unity's script reference is a good place if you know a bit of scripting, and know how to use it

Thanks to Ilbini I included a reference section to the document I have linked to my sig and the first post. So I can include it there.

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This is all fine and dandy, but when are we going to actually start on something.

Although, I have to give my completes to you Jinzuro, you've made great progress in this forum topic, I mean to figure out that all these people are willing to chime in on this project. What we should do to get the higher ups attention even more is to make a petition, if you are willing to do this we should do it soon, I mean wouldn't you want to get this all out the way before the next year so when we do start a new year we have a set base in what we have plan for the future!?

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This is all fine and dandy, but when are we going to actually start on something.

Although, I have to give my completes to you Jinzuro, you've made great progress in this forum topic, I mean to figure out that all these people are willing to chime in on this project. What we should do to get the higher ups attention even more is to make a petition, if you are willing to do this we should do it soon, I mean wouldn't you want to get this all out the way before the next year so when we do start a new year we have a set base in what we have plan for the future!?

Thank for the props, but this isn't something we can rush. Remember they pretty much just got the site up and going and no doubt have goals set that they haven't reached for their vision of the sites formal completion. I wouldn't expect them to drop that to put a good amount of their focus on this and no doubt they have probably discussed the matter. I know I definitely don't want something like this to be rushed. I want it to be fully organized in a manner that everyone can be apart of it.

 

This topic, the many ideas that people can bring to it. I want to work out alot of it here so if they do decide to go through with it they have something they can draw from to make it easier for them to manage. I didn't want to throw out a suggestion like this with nothing to back it up. >:3 Reason I'm working on compiling the document that everyone can view in one area all of what we've discussed and to see the many options we have as well as use as a way of teaching other individuals who wish to join without any prior knowledge.

 

On a side note anyone is more then welcome to go about doing their own thing. I know in my case if nothing is decided by the beginning of march I will pick an engine to start working with but I will keep adding my support to the document and adding more information thats given and discussed and if they make an official, I will most definitely want to give my aid in it.

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Just an idea, but i think we would need someone skilled at communication and production (not necessarily good at game development or art), who can distribute the work and keep track of the progress, so people don't make the same thing or fail to understand what they need create. Of cause there should also be lead designers, programmers etc. but someone also needs to keep track of the voice actors, the story writers etc.

So basically we need a producer 

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DLC? Oh no my friend, sequel and DLC's are far different. DLC's are shorter add-ons to the main game. I was speaking sequel in like another game same length as first. DLC's, well, bad unneeded DLC's need to die. Forever.

 

If it wasn't for the royalty thing I would be all for it. I'd go for any program that doesn't tie us to another game development company. It gives them a free pass into the cookie jar ::smacks other developers hand:: No! No cookies for you! Not your jar! Thats my jar!

 

On a serious note pretty much they can charge you for getting the program and charge royalties for anything you make with that program aside from forcing you to put their logo on your game because you used their engine when they had nothing to do with developing it aside from letting you borrow the toolbox so to speak. We need a program that can put the AJSA apart from them. I feel all open source or at least engines you can buy that let you keep 100% of what you make to you are right up the alley.

 

Though its up for discussion what engine should be use... well primarily if this ever gets even considered seriously. I know there would be a vote on it, but I feel they would probably go the route that doesn't give those that made those engines access. You know how they give you their fine print notice with their hidden agendas inside. Their paragraph this and section that mumbo. But you did list some excellent engines.

 

I've seen quite a bit of those before hand when I was searching I do believe their is a stipulation with Unity 3D though, but its fine if your making a non-profit game you don't have to worry about anything with that. Only if you decided to try and market it. I know I love how the engine looks and the others are some damn good choices as well.

actually you are allowed to make money of the free version of unity3D as long as you are not a commercial entity who makes 100 000 US$.

 

souce: http://unity3d.com/unity/faq (bottom of the page)

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actually you are allowed to make money of the free version of unity3D as long as you are not a commercial entity who makes 100 000 US$.

 

souce: http://unity3d.com/unity/faq (bottom of the page)

Lol. No worries. we got around to that in the later pages. I think it was around page 9 perhaps. I did make note of it in the document i made for people to see

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This is gotta be the largest Topic in the whole Form i mean wow i am shocked we have not seen a higher up.. Going back to the main topic. Bored so gonna Write somthin

 

All i remember was it was Cold out my vision blurred as i came to it was night, i could only see a few feet as i Struggled to stand i realized i was covered in something i could not make out, but it crumbled to the touch, soddenly i felt the need to leave to get away, as i being to move the object Began covering me, it was no longer brittle and was harder then rock, i panicked trying desperately to get it off as i grabbed a rock to smashed against it doubled in speed, i smashed the rock against it but did nothing to stop its advance instead it went even faster in a instant everything went dark.

 

Far from it.

 

Anyway, things are looking up for you guys. Just hope you all have what it takes to execute those ideas and bend them into some tangible, or at least gain the trust of the high-ups first. Guess you've got the skills to make whatever games you wish from a wide selection of genres. I think someone said "lets make a F2P MMO" somewhere in the previous pages, I'll have to find it. But honestly, I would advise against doing anything like that. Creating MMO's has to be one of the most arduous and wrenching tasks one can endure.

 

Aside from the wide amount of skills you've all collected up to now, seems like you guys need some more art-inclined individuals if you're all taking specialised roles, but I'll be damned if you aren't already setup for programing, got a good handful of those. 

 

Best of luck as always.

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I can support Ronin on not making a MMO because it's a lot of work and if you think it's a easy task i can talk short about experience with a game that i have done developing alone for almost 8 years now and I'm just now getting close to a "maybe" demo that can show some of the advance future of it but still it would take me 6-8 months before showing some parts of it because of the performance issues that I'm facing. The reason this have taken me a lot of time is not the idea, but finding solution to something that have not been done so fare in games before on this scale.

 

I can't share to much information about it you can think of the size is close to 1/4 of world surface and making a the map generator and map storage performance so good that I can use a small cluster for processing information to all of the players is not easy. As said: MMO takes a lot of Hard Work and i will not recommend it.

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Aside from the wide amount of skills you've all collected up to now, seems like you guys need some more art-inclined individuals if you're all taking specialised roles, but I'll be damned if you aren't already setup for programing, got a good handful of those. 

 

Best of luck as always.

Yes, we do certainly have programming down. For now I'm just compiling information into the document. Aside from getting tutorials for all the codes mentioned for each engine. I intend to add other programs for conceptional artists as well as designers. I know some prefer to use programs made soully for designing and import later. Thus far I'm learning and having fun with it. I for my knowledge didn't even have an MMO to mind. I don't have to know the inside info to know that in itself is something not to touch even at a partially ready state.

 

You presenting of advice and information make it into something more then luck. I appreciate your interest and perception in all your comments I know.

 

I can support Ronin on not making a MMO because it's a lot of work and if you think it's a easy task i can talk short about experience with a game that i have done developing alone for almost 8 years now and I'm just now getting close to a "maybe" demo that can show some of the advance future of it but still it would take me 6-8 months before showing some parts of it because of the performance issues that I'm facing. Most reason this have taken me a lot of time is not the idea, but finding solution to something that have not been done so fare in games before on this scale.

 

I can't share to much information about it you can think of the size is close to 1/4 of world surface and making a the map generator and map storage performance so good that I can use a small cluster for processing information to all of the players is not easy. As said: MMO takes a lot of Hard Work and i will not recommend it.

I felt about that much considering.  Though thankfully wont have to go too much into all that until something gets decided. Until then, I'm going to have a ready to check touch of information all nicely compiled for all to see. I rather start something small then anything else or even something I just put alot of focus into.

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Far from it.

 

Anyway, things are looking up for you guys. Just hope you all have what it takes to execute those ideas and bend them into some tangible, or at least gain the trust of the high-ups first. Guess you've got the skills to make whatever games you wish from a wide selection of genres. I think someone said "lets make a F2P MMO" somewhere in the previous pages, I'll have to find it. But honestly, I would advise against doing anything like that. Creating MMO's has to be one of the most arduous and wrenching tasks one can endure.

 

Aside from the wide amount of skills you've all collected up to now, seems like you guys need some more art-inclined individuals if you're all taking specialised roles, but I'll be damned if you aren't already setup for programing, got a good handful of those. 

 

Best of luck as always.

I can support Ronin on not making a MMO because it's a lot of work and if you think it's a easy task i can talk short about experience with a game that i have done developing alone for almost 8 years now and I'm just now getting close to a "maybe" demo that can show some of the advance future of it but still it would take me 6-8 months before showing some parts of it because of the performance issues that I'm facing. Most reason this have taken me a lot of time is not the idea, but finding solution to something that have not been done so fare in games before on this scale.

 

I can't share to much information about it you can think of the size is close to 1/4 of world surface and making a the map generator and map storage performance so good that I can use a small cluster for processing information to all of the players is not easy. As said: MMO takes a lot of Hard Work and i will not recommend it.

Thanks guys for your support, i dont think that we need to effort on a "game genre" decision right now. There are other things we need to do first, we are discussing mainly about game engines or development tools, libraries, that stuff. Getting to know which people are involved is very important too, and how much involved they are. The team capabilities of course (technichal, schedule, will). 

Anyway, i think that before jumping into a big game development, we should achieve a very easy game to know some of the things previously mentioned. I guess that this will be discussed when either we have the approvation from a higher rank to start this, or we get tired of waiting and start on our own, hehe.

I kind of like that comment about rushing things (from Unlimited), i am really anxious as well, but best thing we can do right now is join all the information we have into one site (the google Doc), so the approvation decision will be easier for them to take and also to the incoming people to be in context of what we are proponing.

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Thanks guys for your support, i dont think that we need to effort on a "game genre" decision right now. There are other things we need to do first, we are discussing mainly about game engines or development tools, libraries, that stuff. Getting to know which people are involved is very important too, and how much involved they are. The team capabilities of course (technichal, schedule, will). 

Anyway, i think that before jumping into a big game development, we should achieve a very easy game to know some of the things previously mentioned. I guess that this will be discussed when either we have the approvation from a higher rank to start this, or we get tired of waiting and start on our own, hehe.

I kind of like that comment about rushing things (from Unlimited), i am really anxious as well, but best thing we can do right now is join all the information we have into one site (the google Doc), so the approvation decision will be easier for them to take and also to the incoming people to be in context of what we are proponing.

 

Trust me when i have said to Jinzuro that he really should Aim for something and see how it pans out with everyone but eh anyway i believe 2-3 months (dont Quote me) if we dont get any info then be rdy to move 

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It's not like we need to discuss game genre, but as I have said before discussing game engine before we are even talking about the game is bit in wrong order, but not that important. What i would make as a point is that MMO should not even be considered as a option because of all the work and resources necessary for making something simple is... Yeah a lot.

 

Well for my own it's bit the same what game engine we use as long it supports "coding or scriping" functionality and not limited to functionality inside premade functions. The best would be if it's support some type of advance language as c++, c# or java. But not necessary where working in javascript, lua or even php is decent enough for small games. 

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It's not like we need to discuss game genre, but as I have said before discussing game engine before we are even talking about the game is bit in wrong order, but not that important. What i would make as a point is that MMO should not even be considered as a option because of all the work and resources necessary for making something simple is... Yeah a lot.

 

Well for my own it's bit the same what game engine we use as long it supports "coding or scriping" functionality and not limited to functionality inside premade functions. The best would be if it's support some type of advance language as c++, c# or java. But not necessary where working in javascript, lua or even php is decent enough for small games. 

Its more the fact that beginning a discussion about creating a game wouldn't merit anything if we're not going to be working on it. There is also the matter that the listing is not just for those agreeing for the topic itself but also for those wanting to do their own thing. They can come, look at it, and go about forming their own teams and deciding what engine would work best for the game their deciding. I would say an MMO would only be optionary for a team that would be dedicated towards that particular game. Its not the type of project you just finish, give your patches and just leave be. That type of project is something you do for a long haul. Considering how many individuals are on the forum itself, we could have alot of individuals that become interested in this later on down the road. We have alot of members on the forum so it wouldn't be out of itself to have more then one team under the AJSA banner that work on different engines and different projects. It can work if we have the right structure and select individuals leading within a function hierarchy. Buy yes, at this moment MMO's are that galaxy some light years away and we don't even have a ship to get to mars let along another solar system.

 

From my discussions with two other individuals on coding I would say I definitely want an engine with C++ / C# and another speedy language such as Lua and Python for my temple of rampaging beastness. But thats just me. We can go for the game first and then choose an engine for it, but if start off with something flash based and then later decide to go with something bigger, then thats some extra time spent learning a new engine and if it calls for it another language of coding. Unless of course another who knows it can tend to the sections its needed for those lacking in its particular knowledge. I rather choose an engine I can do both small and large games and something everyone would be well rounded with working with since its the engine we started off on.

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Its more the fact that beginning a discussion about creating a game wouldn't merit anything if we're not going to be working on it. There is also the matter that the listing is not just for those agreeing for the topic itself but also for those wanting to do their own thing. They can come, look at it, and go about forming their own teams and deciding what engine would work best for the game their deciding. I would say an MMO would only be optionary for a team that would be dedicated towards that particular game. Its not the type of project you just finish, give your patches and just leave be. That type of project is something you do for a long haul. Considering how many individuals are on the forum itself, we could have alot of individuals that become interested in this later on down the road. We have alot of members on the forum so it wouldn't be out of itself to have more then one team under the AJSA banner that work on different engines and different projects. It can work if we have the right structure and select individuals leading within a function hierarchy. Buy yes, at this moment MMO's are that galaxy some light years away and we don't even have a ship to get to mars let along another solar system.

 

From my discussions with two other individuals on coding I would say I definitely want an engine with C++ / C# and another speedy language such as Lua and Python for my temple of rampaging beastness. But thats just me. We can go for the game first and then choose an engine for it, but if start off with something flash based and then later decide to go with something bigger, then thats some extra time spent learning a new engine and if it calls for it another language of coding. Unless of course another who knows it can tend to the sections its needed for those lacking in its particular knowledge. I rather choose an engine I can do both small and large games and something everyone would be well rounded with working with since its the engine we started off on.

If we make more than one team then they could use different engines. But the teams need to dedicate to only that engine, so that they don't have to start from scratch if they suddenly decide to switch engine (this only apply if we make more than one game, as no one is dumb enough to switch engines under the development). 

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If we make more than one team then they could use different engines. But the teams need to dedicate to only that engine, so that they don't have to start from scratch if they suddenly decide to switch engine (this only apply if we make more than one game, as no one is dumb enough to switch engines under the development). 

Definitely not. I don't know who would be crazy enough to switch to another engine while still working on a game. Not unless by some measure everyone knew the other engine and they could port their work over no issue. But as far as that goes there could be enough individuals to do as such. Not right off the bat of course but lets say this gets ok'd and we get a team together who decides on the game and what engine their using. What happens if we have more individuals who can do development? Well should they just wait till the first teams done with what their working on or with those left if they are enough think to come up with something on their own to work on? I mean imagine if we had a good measure of the amount of people we have on this forum pitching in. If this goes on for quite some time, I can see alot of individuals getting into development. Especially when they have something to work with via the document we're putting together. Knowledge is power as they say. Of course there is alot to talk about in how this could all work cornering sub teams and all, but anything is possible if one puts their mind to it.

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Definitely not. I don't know who would be crazy enough to switch to another engine while still working on a game. Not unless by some measure everyone knew the other engine and they could port their work over no issue. But as far as that goes there could be enough individuals to do as such. Not right off the bat of course but lets say this gets ok'd and we get a team together who decides on the game and what engine their using. What happens if we have more individuals who can do development? Well should they just wait till the first teams done with what their working on or with those left if they are enough think to come up with something on their own to work on? I mean imagine if we had a good measure of the amount of people we have on this forum pitching in. If this goes on for quite some time, I can see alot of individuals getting into development. Especially when they have something to work with via the document we're putting together. Knowledge is power as they say. Of course there is alot to talk about in how this could all work cornering sub teams and all, but anything is possible if one puts their mind to it

What i meant was that the RPG devteam could use f.ex. RPG maker, while the FPS team could use the unreal engine. But then latter down the line the RPG wants to change their engine to unreal, then they would have to start learning most of it from the ground, if they don't already know how to use it.

So what i meant was that the teams should start with an engine, that they could use now and for a long time, to avoid having to learn another engine every time a new project starts

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What i meant was that the RPG devteam could use f.ex. RPG maker, while the FPS team could use the unreal engine. But then latter down the line the RPG wants to change their engine to unreal, then they would have to start learning most of it from the ground, if they don't already know how to use it.

So what i meant was that the teams should start with an engine, that they could use now and for a long time, to avoid having to learn another engine every time a new project starts

Ah I see. You mean choices made by specialized dev teams. That would work best in such a measure. I think we wouldn't have to worry about that though. A team would need to discuss their direction of what their going to work with. It would definitely be nice to have niche sub-teams that over the course could grow as they gain more members. Would certainly aid to lesson the workflow.

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Halleee all,
 

I have worked in an indie studio developing mobile games. Mostly Game Designer/Developer role.
And in my free time, I also developed ( mostly my skills ) a few small test games.
 

Also if someone is interested there are quite a lot of step by step tutorials for Unity that is now officially supporting 2D development.

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Halleee all,

 

I have worked in an indie studio developing mobile games. Mostly Game Designer/Developer role.

And in my free time, I also developed ( mostly my skills ) a few small test games.

 

Also if someone is interested there are quite a lot of step by step tutorials for Unity that is now officially supporting 2D development.

Welcome. Feel free to impart any knowledge you can. I will add it to the document for the spoken content within this topic. I'm interested to hear about your experience working for an indie studio if its not hush hush. I know from hearing from one individual not all can talk about what they've been doing.

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Thank you,

It was just a summer job for me back than, as a student, we developed multiplayer cross platform mini games trough bluetooth or wifi...etc.
I can say i miss working in that area. :)

Now I am working on mainframes and in my free time learn languages (be it programming or spoken).

 

Ah and also for 2D games you could use Stencyl :)

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Thank you,

It was just a summer job for me back than, as a student, we developed multiplayer cross platform mini games trough bluetooth or wifi...etc.

I can say i miss working in that area. :)

Now I am working on mainframes and in my free time learn languages (be it programming or spoken).

 

Ah and also for 2D games you could use Stencyl :)

 

I can't imagine who wouldn't enjoy making games. o_o Well I can say I hated the "beginning" period. After that It was great.

I shall have it added to the list >:3

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Well i would gave up my current job if i could find a "stable" developer/designer position in a company faaar away from EA and make a living.

If i would have to choose an engine to start a project in it would be either Unity or UDK.
Sadly UDK4 is still in closed status :(
 

Also one of my favourite memory
The corporate guy walks into the office where my bud worked. Pulls out a box and sais "Guys! This is the new "xyz" PayForce graphic card. It can do this and that. Optimize your soon to be released game around this.  :D"

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Well i would gave up my current job if i could find a "stable" developer/designer position in a company faaar away from EA and make a living.

If i would have to choose an engine to start a project in it would be either Unity or UDK.

Sadly UDK4 is still in closed status :(

 

Also one of my favourite memory

The corporate guy walks into the office where my bud worked. Pulls out a box and sais "Guys! This is the new "xyz" PayForce graphic card. It can do this and that. Optimize your soon to be released game around this.  :D"

Yes, I saw that it was still closed. They've been working on it for some time haven't they?

 

If there is anything I love more then parts.... its free parts. I would be in heaven.

 

>:3 Stencyl added to the list.

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