With so many people working on this organization and communication will be key.
Yeah, this is definitely true. This post has only been up for about two days, but I feel like things might already be starting to spiral out of control. We definitely need some people to take the reins and keep things focused.
Also, a basic design doc and concept will be a tremendous help to get the ball rolling on everything else.
@Vigorousjammer said:
@tariqari said:
... I think an RPG would sell better, assuming we are going to push for a Steam-Greenlight production...
Don't take this the wrong way, but I really don't think we should be going into this with the thought of making money off of it...especially if we're using the likenesses of the GB staff. Crowdsourcing a game isn't something that I've ever seen turn into something all that marketable either. Don't get me wrong, I hope this project goes well, but let's not set our sights too high right out of the gate.
We may not be able to make money off it, but I think it's possible to distribute the game via Greenlight. According to the terms on their page: http://steamcommunity.com/sharedfiles/editgame/?appid=765, it wouldn't be in any violation to distribute the game via the platform. The problem would more likely originate from the fact that this would be a giantbomb themed game and seeing as giantbomb is a property of CBS Interactive, they could probably sue us for trademark violations EVEN IF the game was distributed for free. Something to think about even whether or not we tried to greenlight the project because simply distributing the game could bring about those issues.
hey guys, I've added a revision history page to the Game Design Document. Please don't forget to sign whatever changes you make, remove, or add so that it's as organized as can be.
actually, it might be an EXCELLENT IDEA if someone were to create a wiki for the project. (as I was typing this, I went ahead and did it.)
I think we could use the wiki to work out character profiles, locations, abilities, items, and general concepts when we are at the stage where we are working on concept art and ingame stats.
I think this should be a game about the GB crew. A fighting game would be cool but I think an RPG would sell better, assuming we are going to push for a Steam-Greenlight production. Something in the lines of Super Paper Mario (as suggested earlier) would do really well and the action-RPG genre would blend awesome with playable characters like Jeff, Ryan, Vinny, etc. Each character could be selected from the start; each with unique abilities and properties. Whoever you didn't choose would appear in the game possibly later or from the start.
The game could start in the GB office and spread to the real world. We could fill the game with GB lore, from midnight brown to the days of the reindeer (forgot his name) dude.
The story could perhaps be about Jeff's desire to create a game, but greedy companies seek to buy him out while collapsing within. We could have all sorts of collectible items and powerups. Maybe an inventory system like adventure games that features combinable items?
That's all I've got right now. I think it would be hillarious to see a Super Paper Mario featuring Jeff and Ryan, hopping around in 2d delight.
Put me down for sound effects, Game Design (Gameplay, Ideas, and tricks), and Story and Concepts
I'm a film production and creative writing major so this fits my bill and I think it would be a great experience for all. I own all of the equipment of a profession film production company (xlr mics, pre amp sound recorder (zoom H4n), panasonic agaf100 video cam, lighting equipment, tripods, greenscreens, and adobe master collection cs5.5). I am also learning python over the next 12 weeks so it's possible I could assist with coding.
I would love to be on board with this project! I'm pretty much willing to do anything and everything. I am particularly hoping to help out with the creative side (story and script writing), sound effects, and what ever trailers we'll need once the project is done. pm and we can trade skype's and emails.
I thought the same thoughts initially but I think it just needs time to adjust to the style of these maps. There is a lot of armor, A LOT of ARMOR. They probably should have named it "Armored OVER-Kill," but I think it really just needs time getting used to. The AC-130 on the other hand...I don't know if it can be defeated on Rush. I've played Rush a couple of times both as attacker and defender and whichever side gets the plane wins each time. That being said, I didn't see anyone attempting to take the planes down. The plane as a unit is actually not what makes it difficult as defender, it's the fact that you can paradrop anywhere on the map which makes it impossible to predict where the enemy is coming from. You could just look up but unless you've always got eyes on the skies, you're going to be ambushed at any given time. Personally, I like this as it freshens up the gameplay and provides what I think is a realistic possibility in battle. Think Medal of Honor Airborne, here. It's just an awesome new take on the maps and I wish these features could be implemented on the original maps. Talking about it makes me want to play right now!
People will defend EA until their blue in the face, that doesn't change the fact that is a terrible Wal-mart of a company that couldn't give a penny what you think of them or their terrible business strategies.
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