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About WhytWulf

  • Birthday 07/14/1973

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  • Interests
    Computers, Computer games, making computer games, paintball, martial arts, and general fitness. photography and astronomy.

    RPGs - PnP and CRPG.
    FPS games
    and computer games with a good story and/or support dynamic player created stories.
  1. Yes, this project if/when I could get it completed (or at least to stage to approach an investor), and has all the bells, and whistles that I have written down. It would be a top tier MORPGFPS. The hardest part for me is putting on all the different hats, one moment a coder, next 3d modeler, etc.. Nice to know that the idea and concept has at least 1 other potential player The prototypes were pretty much old school (as my programming tutor advised, 15-20 years ago..), and as other devs advise. Excel spread sheets for the skill progression curves, console based combat stat programs (all text), and a rough PnP D&D style world map and exploration. Of course if AJSA is got a game cooking in the background and requires another body, I'll raise my hand In the meantime I'll plod along and see if I can get something in the next couple of months..
  2. I would say the game is closest to the MMO Neocron, with the skill tree development of Anarchy Online/Eve online, but with the world 'wow factor' that Fallout 3 or Skyrim had when you first stepped outside. There is minimal hand holding and fancy "!" above characters heads. The interesting mechanics side of things will actually be the players themselves. Here is my rough introduction to the world from a players POV based on the story theme previously posted (the trick is there is no introduction yet) Player logs into server (authenticates etc)Similar to halflife start but riding on a bus (around the year 2020)A voice over and TV screen in bus is showing the player what to expect when arriving at the miltary complexBus stops inside a big military type complex (Think Stargate ) players POV (with a little freedom ) is guided through the character creation process. which involves player POV showing ID to a security checkpoint (at this time the characters name is entered, and what profession background Military or Scientific).POV moves to changing room, where player creates avatars appearance. POV is then guided to debarkation room (similar to Stargate, but can't think of anything better to call it), with a final security check point where player can adjust character details (name/appearance/background).A briefing is narrated, and the player is told to expect a lovely world and a well established city (Code name: Foxtrot 39) next to an ocean, etc. player is moved into the "Transfer Gate' portal, and through a wormhole is sent to the this distant world.Now at this point the player does not know about the events that occurred to Foxtrot 39, they are prepared to arrive at a nice city. Due to the wormhole, faster than light travel, fancy physics stuff and the vast distance involved, the character experiences nearly instantaneous travel but in fact nearly 4 normal years have passed. The character arrives at the destination, but the arrival area is all rickety and dirty, and barely held together, and is underground.The arrival NPCs greet the character, and is told to talk with the lead scientist for a briefing.Lead scientist then narrates the massive backstory. The real trick here is the early players of the game, get to explore the world and are involved with the initial battle to try to save the city from the invaders. Becoming rebels, renegades, pirates, farmers, hunters, living away from the city etc. For game world mechanics Open world opt in/out PVPPlayer/guild built fortress/bases/bunkers/shedsHacking simulation (similar to the Uplink), used for PVP area, and for PVE against the invadersDrones some built for combat, or recon (similar to drones in Neocron)Depending on the player Rank (based on reputation from NPCs, not player level), the player can create custom missions based on their profession, Crafting, research for the scientist types, and combat, escort rescue, for the Military types.The only Third person mode allowed will be vanity mode, with a delay from switching out of the mode (to reduce the chance of players exploiting a camera clipping through walls cheat. My initial plan was 1000 player per server, that just isn't going to happen as would be too costly for the infrastructure, hosting etc. Second plan was cut to around 128 players per server (modern technology, this could be managed) My latest plan probably about 2 years ago, was to have public servers and rated servers, and allow character transfer between them but only one way transfer (public to public, or rated to public, but not from public to rated). The biggest problem I have found with most MMOs with development is not so much the network code, and DB stuff (all can be handled by Middleware), the biggest monster is content (the story, graphics, items, maps and levels on and on). Dynamic games like MMOs are content whores (DLC after DLC). With the availability of good Middleware MMO engines, HeroEngine, Bigworld (all reasonably priced for the indie dev), or Unity with Photon server (again reasonably priced), the possibility of this MORPGFPS seeing the light is becoming closer. As for Triple A (that doesn't quite mean the same as it used to), but yes I would say for this idea to be successful it would require polish and alot of it. I've been working on this for nearly 10 years (brainstorming, prototyping, testing skill progression, created a simple Pencil and Paper version), If I totaled up the time I have spent on this project maybe 6 months (pretty pathetic I know ).
  3. I would probably agree with LHusdon, when it comes down to the game mechanics and design. But, with 2d you pretty much have to draw (pixel edit, old school), each frame of animation for each direction of movement (zelda, RPG maker style). while in 3d that same character you just have to model/rig and keyframe, and you would end up rotating the mesh around an axis. If you need to make a slight change with the look of the characters walk cycle, in 2d all the frames would need up dating, while in 3d just tweak the keyframes, and let the IK system sort it all out. Example: assume 8 direction movement (also assuming the character is not symmetrical), and a 5 frame walk cycle 2d 5 walk frames * 8 directions = 40 spritesplus idle animations for each direction if character doesn't reset to a neutral facing.Need good pixel artist3d once rigged and keyframed, that same rig could be used for other charactersjust keyframe the walk cycle/idle and let the gameengine manage the rotation/facing.need 3d models/animatorof course programming a 3d engine is a little bit more complex , 3d transforms, matrix math, and loads of vectors (I hate maths... ) The upshot of 3d models is if the original is high res, you can use that character in cinematics/cutscenes and keep the player immersed .
  4. Here is a backstory for a game idea that I've been designing on and off, for about 10 years. (Work tends to kill most of my creative computing time, and after work i only want to game, or heck (curse words coming) not even touch my computer.... **************************Now close your eyes and imagine this is being narrated by someone like actor Donald Sutherland, with cut scenes, cinematics, etc…(you might need to open your eyes now to read…) It began, as it always does…Suddenly… Our primary colony was attacked, initially we believed it was outcasts, upset farmers, military gone rogue.. With mounting horror, we soon realised that it was something else. The attacking forces appeared humanoid; but that assumption was based solely on the huge armoured suits they wore. None of us had ever seen what flesh – if any – lay beneath. Despite a furious and costly resistance, our own defense forces had been unable to bring down even a single enemy.Our leaders decided to attempt to contact the attackers and arrange surrender but every envoy was killed. Apparently, none lived long enough to even start pleading our case. We were losing, there was no doubt, It would take too long to re-calibrate the “Transfer Gate” to go back to Earth and we simply could not take the risk these things would follow us home. In desperation, my colleagues and I were asked to build a low yield very dirty nuclear device, which was placed just behind our rapidly crumbling front line. Before detonating it, we oversaw the evacuation of the city, taking as many supplies and construction equipment as possible and hiding it in a cave system discovered and mapped around 6 months earlier. FLASH …In less than a second most of what we had established over the last two years was destroyed, vapourised, along with what remained of our defence force. As the dust settled our worst fears were confirmed. Our enemy remained. Granted they had been knocked away and stunned by the blast, but it seemed the EMP wave had caused them a few problems. They had simply regrouped and then continued marching through the still smouldering ruins. Twenty eight months has passed since that fateful day and we have adapted quickly to carve out a relatively comfortable new subterranean life. We’ve managed to rebuild much of our infrastructure and living quarters below ground. Hydroponics provide much of our food and we’ve managed to harness hydro power. Our biggest problem is the stream of new arrivals. The EMP from the nuke must have disabled or destroyed the main Transfer Gate, and we activated a smaller backup gate. We hoped to get home, and also needed to let Earth know what had happened. Unfortunately minerals in the rock restrict the returning signals, and we kept receiving more and more new arrivals. We shut the back-up gate down to stop these incoming travelers, but the enemy above reassembled and activated the main Transfer Gate. Travelers still came, their atoms drawn to the primary gate, unaware of the danger awaiting them. Most were caught and killed before they even realised what was going on. We were left with little choice to but to re-activate our gate. We have sent a radio message into the gate but I fear it will be at least four years before the signal is received on Earth. There are now almost 30,000 people living down here, and more keep arriving every couple of days. Despite this, our new colony is doing surprisingly well given what we have to work with. We have secured the tunnel system with defensive shielding and automated turrets, built mostly to keep the native life forms from venturing into populated areas. The shielding seems to hold the enemy at bay, a mystery since it uses the same shielding technology we had covering parts of our initial colony. About two months ago we attempted to nuke the enemy again, this time with heavier conventional weapons to backup the EMP. However, the enemy was prepared and had improved their armour with EMP shielding. Who is this enemy? (We need to name them) The enemy retaliated, attacking our cave entrance with a heavy ground assault, including gas. We had no choice but to close the cave entrance. We all thought we would die down here…but once again, fate delivered us an unexpected blessing. A scouting party we had sent to explore an underground lake found a way out through a river system. It was here they stumbled upon the remains of one of the enemy’s flying craft. The craft was salvaged and initially appeared to have been downed by a volcanic eruption. We may have found a weakness. It seems the molten rock itself did not cause the crash, it was a mineral contained within it. This same mineral stems from deep underground and our new home is surrounded by vast deposits of it. We have started to experiment with the mineral, which is easy to mine, and appears to dissolve both the enemy’s armour and their other technologies. Adaptation of the mineral into viable weapon technology began with the development of new ammunition. An initial trial, by a hand-picked squad was a success of sorts – but it came at a hefty price. All of the volunteers died engaging an enemy patrol, but not before managing to kill one of the four-strong enemy patrol. Our hearts go out to our poor comrades, they may have been killed but their deaths have given us a new fighting chance. I hope more people from Earth come soon; we need fresh troops…to deliver us from darkness…..*******************************So basically the game is an MMO (but not a massively multiplayer one, more of an MORPGFPS). - I initially started to write my own Server/Client/DB access but my coding skills at the time were not that good.- Switched to UDK, loved the work flow, actually started to make some progress. (then real life and family etc)- Sat down and looked at technology and thought maybe multi-platform is the way to go, Unity, and Shiva. (Time again )- Here I am today, little side projects with Construct 2, might look at Game Maker. But focusing on getting my Unity with Maya skills up so I can finally get this project completed. Ask questions, I'm more than happy to answer....
  5. Thank you all for the greets. I look forward to seeing you all on the digital battlefields..
  6. Hello and a big wave from down under and off to the east of the main down under... Yes, I hail from the the land of the Kiwi, Weta workshop and gollum (just in case you missed those clues... well tough (*Brain) - Now introduce yourself..... (*Me) - like a dating website profile? (*Brain) - What the? (*Me) - you know.. Height, weight, favourite food, places you like to walk... (*Brain) - Slaps frontal lobe....sigh...Just say why you joined, etc.. remember you're trying to make friends here and not look too weird. (*Me) - Ahh, got ya. (*Me) - I have been playing computer games since I got my first computer, a c64 (had a vic20 first, but water got on it a fried it ). I have never really gotten into the console gaming scene, give me a mouse+keyboard any day. For about the last 10-12 years I've been actively interested and working on a couple of my own games, they may get completed at some stage. Interest in the AJSA, like most of you i guess was from the wonderfully honest videos on youtube (my first was the Aliens - colonial marines, the game was accurately reviewed by AngryJoe...oh Btw that game sucks great big donkey balls, and the devs, or publishers or little munchkins who put it together should be ashamed). My last gaming clan was back in 2000 and I was playing TFC competitively in Australia, and I miss the camaraderie of a good guild/clan. Currently between gaming sessions, I fill out my day working as an IT Manager/Systems admin/Network Ops, desktop/helpdesk guy for a local education facility. Enough of my ranting I look forward to being a useful addition to the AJSA. (*Brain) - has he finished? Great, now I can get back to doing what I do best... 1 sheep, 2 sheep, 3 sheep, 4 sheep, 5 shezzzzz zzzzzzz