I should probably come out and say that the original plan for Pacifist hasn't been fully expressed yet and plays on a few ideas I've had that might make things a little more interesting, while being not a lot harder to achieve. More pressing, I'm trying to think of the best way to organise this and ways for people to communicate altogether easily. You think a Wiki would do for that? As I count it we have myself, Acron, Flibblebot and Will. who are fully interested in doing something.
I'm also fully interested, maybe i didn't express it enough. The best ways to organise this that come to mind (besides the wiki) would be google docs for editing files together (the version on the wiki being leading and final). These would be desciptive and guiding. For chat we'd want IRC or an IM of preference. And I guess a CMS for the code itself is needed. I have no experience with CMS's and picking the right one is basically up to the coder's preferecnce i'd think.
I've fleshed out the original concept for Pacifist in the wiki. If people want to change topics, add things, etc, then go for it and I'm not trying to push Pacifist as a game over Target either.
Coolio. I'm getting the hang of how wikis are organised, so I'll probably make the ideas page have subsections with each main idea on it's own page and then a page for everyone to suggest smaller ideas. Lunchtime project! My sisters site got listed on smashing magazine again by the way, and I think my hosting is taking a bit of a pounding. Wouldn't load up a few moments ago. Should be back to normal when everyone is tired of clicking links.
added a third campaign idea: press http://wiki.willblackmore.co.uk/doku.php?id=ideas On a sidenote, who'll be the man with the sigar (aka project leader) on this? We would be pitching eachother ideas forever without one
True, but I think we can cope without one for the meantime. To me it seems more important that we get a rough model with placeholder graphics working. Otherwise we'll have full team but possibly no content.
We need a design doc before I'm writing a line of code A concept needs deciding upon, then a designer needs to pad out the idea by covering all the features and making the idea 'work' on paper. Then from there we can start dishing out tasks, but the first stop really needs to be a design doc - or in our case a page on the Wiki which explicitly documents every single feature and mechanic this game is going to employ.
I agree. I've laid out the basic premise for Pacifist in the wiki, but I've avoided going into too much detail just yet. I want everyone to have a look and voice some concerns or ideas first - I'll look at writing a proper design statement over the weekend.
http://www.gamedev.net/reference/list.asp?categoryid=23#121 Don't know if this will help at all. Once I have a design doc I can start a technical design doc too. Is it just me coding btw? Any other coders fancy helpin'?
That link helps a ton! maybe too much, there's just an overwhelming amount of content there. I do fancy helping, but i can only read code, not write it. Also, it's a lot less complicated if there's just one guy doing the coding It could be good QA practice to let somebody review the code though, maybe joe would be up for that, seeing as he's wanting to learn some more? For the design doc: I have some time on my hands this weekend aswel, so maybe we can set up some kind of IRC channel or IM service where we can bounce ideas off eachother? The design stage is really the stage where i always have most fun. The design doc is also something i'll be using intensively for the test, so i know what standards it must meet. I have yet too see a design doc for any program that meets these standards though
I would be willing to help code. I wouldn't know where to start the whole thing, but I could help once there is some sort of a framework I could work in. C++. I would also be willing to help make sounds/sound effects/voice acting.
i imagined a combination of MMORPG and RTS. essentially 2 games in one: - you can play RTS and build standard units and buildings, duke it out, etc. - you can play RPG as a super-powerful hero unit. it's mostly a PvP game, where people can play army vs army, army vs. hero, or hero vs hero. would be interesting to see humans actually using strategic combinations of units to take down heroes, instead of the standard mob AI. i never really gave it much thought, though, so i have no idea how balancing would work. or if players have a perpetual base or create a new one with each match.