shelving ren'ai project for a bit

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Erik
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#16 Post by Erik » Fri Dec 19, 2003 3:57 am

Ok. I understand. But I'm still impatient :twiested:

Good luck with the combat problems. :)

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#17 Post by KOE » Fri Dec 19, 2003 10:32 am

OKay, so I actually read the post this time. I'm interested too! What's the expected time we can see a demo or something out?

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update...

#18 Post by Eiji » Mon Dec 22, 2003 2:23 pm

so far we arent totally sure when we may have an alpha..

currently we are starting to hammer out a system of stats and the things they affect...

btw: if anyone quotes any of Lemma's rules... I got news for you... MOGs (Massively Online Games) do not have an "end" or "ultimate goal"..

just look at Everquest, Dark Age of Camelot, the new Star Wars Galaxies, or Earth and Beyond.... none of these games have an end at all... MOGs, put simply, are a whole different breed of games... give me til this friday and I'll have the link to a website showing the "rules/laws" of online games...

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Blue Lemma
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#19 Post by Blue Lemma » Mon Dec 22, 2003 4:15 pm

That's a good point! But figuring out the end in that case would mean figuring out the end of what you need to program, draw, compose, write, etc. to get the game out there - not the end of the story. 8)

It's cool to see different types of games be invented as time goes on. :D

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#20 Post by Eiji » Tue Dec 23, 2003 3:06 pm

But figuring out the end in that case would mean figuring out the end of what you need to program, draw, compose, write, etc. to get the game out there - not the end of the story
actually if you look closely at MOGs... theres usually more content being added as time goes on...

Everquest is a case in point (even though Verant [now called SOE] never designed EQ to be expandable from the get-go... EQ2 however should not have the same problem).

We are also counting on adding expansions.. but since we are designing the client to do most of the graphics and such.. we can get away with keeping expansions in the form of small to moderately sized patches..

(one thing about MOGs you should know... the are never truly "finished")[/list]

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#21 Post by Blue Lemma » Tue Dec 23, 2003 5:38 pm

I know they are always being expanded, but I meant there's a certain amount of work you have to do before you can release it, and that's what you have to get a handle on.

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#22 Post by Eiji » Tue Dec 23, 2003 5:59 pm

I know they are always being expanded, but I meant there's a certain amount of work you have to do before you can release it, and that's what you have to get a handle on.
my friends and me know that all too well...
in fact, the last year has been spent doing "market research" (ie playing every MOG we can get our hands on...I myself played DAoC, Anarchy Online, Earth and Beyond [a rather nice one from Westwood.. the Command and Conquer ppl.. my ship had the GDI logo on it... heh], EVE:second genesis, and Neocron [the first MOG thats a skill-based FPS {or "First Person Shooter"})

it wasnt all just fun n games though....no...
we've been playing them with a critical eye.. and mostly to see what they did for certian things.. .and moreover.. what they did WRONG...(mostly so we dont fall into the same trap... a rather good idea I think)

so far we have a rather "open" model design to date.. but that is a big plus.. since as we refine the beta, we can pick a model that fits it best...

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Update...

#23 Post by Eiji » Sun Jan 04, 2004 8:23 pm

ok guys.. I"ve been told that I can leak this bit of info about the Iron Thunder project (my mecha MOG [Massively Online Game]).


we've done over the Dev site so now you can read up a bit on the philosophy of the game design and you can get a peek at what to expect (be wary that this game is using a "revelutionary over Evolutionary" concept in its design.

so.. just head over to http://www.battlebazaar.com and click the "FAQs" for general info about Iron Thunder... and look in the articles section for the lowdown on what we intend to do...

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