NEW TEX GAME - What Can Each of us Do?
Ok
Perhaps I just in a bad mood right now but it seems to me that the hard truth of life is that a new Tex game is never going to get made unless its a fan game. Nothing bad against Aaron or Chris its just life and I think perhaps its time to accept it.
I am all for people doing a fan game, I hope it gets done and would be more than willing to play it. However I find myself wishing Aaron would just write the ending in book form and publish it on the web for everyone to read. That seems like the best and most likely way this story will end.
Perhaps I just in a bad mood right now but it seems to me that the hard truth of life is that a new Tex game is never going to get made unless its a fan game. Nothing bad against Aaron or Chris its just life and I think perhaps its time to accept it.
I am all for people doing a fan game, I hope it gets done and would be more than willing to play it. However I find myself wishing Aaron would just write the ending in book form and publish it on the web for everyone to read. That seems like the best and most likely way this story will end.
In order to put together a fan game, what do we need? First we need to know who would be willing to do what. If we want to do it we have to take it seriously.
First we have to put together a team. Who we can count on to do what. Who does the graphics, who does the art of the project? Programming, coding?
Once we get that set up, then perhaps we can move on to the actual development. And then perhaps answer some other big questions like...if take 2 shut down indie built, where did the Tex license go?
First we have to put together a team. Who we can count on to do what. Who does the graphics, who does the art of the project? Programming, coding?
Once we get that set up, then perhaps we can move on to the actual development. And then perhaps answer some other big questions like...if take 2 shut down indie built, where did the Tex license go?
My blog:
http://nvracar.wordpress.com/
http://nvracar.wordpress.com/
I think it would be great to first start with a remake of the UAKM/PD games, and in the process improve the graphics and enable them to run well on modern hardware. This way we don't need to wait around for a script or need to come up with puzzles or anything, and would set in place an engine that could probably be easily adapted for future use.
It seems people want to create the same basic gameplay system that was in place in the original games - the whole dialog menu system of interaction. Personally, I think we need to move beyond that. The game, in it's day, was advanced and somewhat groundbreaking, but let's face it - the whole "choose what you say and the character will give you a canned answer if you chose correctly" system is old-fashioned and won't work anymore. We can do better.
I think we should have brainstorming sessions - like we are now - how else the game can progress. My ideas:
The problem with today's games: they're all physical dexterity - how fast you can aim/shoot - or strategy. There's little in the way of actual verbal interaction. I think this is where TM was so great - it aimed to get us to think and use problem-solving skills, rather than a bazooka or rocket launcher. A detective solving a crime will rarely have to pull a gun.
To be honest, I think there should be about 5 scripts written, with some overlapping storylines, similar to the "choose your own adventure" books. We don't want there to be such a rigid linear storyline, and there should be room to solve puzzles in different paths or orders yet not lose the game.
I have a few ideas for how to go about doing this.
1. create the puzzles and mysteries first. There should be Base puzzles and Peripheral puzzles. The base puzzles are the ones on which the basic storyline is held. The Peripheral puzzles are the ones that can help you solve the Base puzzles. We should create the "storyline" more like a "story tree", with puzzles interconnecting and overlapping.
2. We should have multiple methods for solving puzzles. Like real people have different methods or ideas for doing things, so to the game should be allowed that freedom. That should be easy enough to come up with if you have a small group of people working on it.
3. If there's going to be recording of voiceactors, they should be allowed some leeway to improv. They should come up with multiple responses to a question or comment. This should really be simple and would probably be a lot of fun for the actos. There can always be the required lines that were written by the writers, but if you give the actors some room and just keep the tape rolling... it would give a lot more life to the game.
4. The tricky part is how would the user interrogate/question/converse with the in-game characters. You can't just "click" on something - you need to have some sort of AI to figure out or understand grammar.... If people type in their questions, maybe there can be some sort of "keyword recognizer" ....??? any ideas on this one would be appreciated...
Yea, I know this is a lot of work, but hey - if we're gonna do this, we gotta do it right, otherwise forget it. True, we have to work with what we have, but if we don't have what it takes, we just don't have what it takes...
There are open-source projects out there. Maybe if we can submit what we'd like to see in a game engine they'd take on the challenge...
Sorry for the long post.
I think we should have brainstorming sessions - like we are now - how else the game can progress. My ideas:
The problem with today's games: they're all physical dexterity - how fast you can aim/shoot - or strategy. There's little in the way of actual verbal interaction. I think this is where TM was so great - it aimed to get us to think and use problem-solving skills, rather than a bazooka or rocket launcher. A detective solving a crime will rarely have to pull a gun.
To be honest, I think there should be about 5 scripts written, with some overlapping storylines, similar to the "choose your own adventure" books. We don't want there to be such a rigid linear storyline, and there should be room to solve puzzles in different paths or orders yet not lose the game.
I have a few ideas for how to go about doing this.
1. create the puzzles and mysteries first. There should be Base puzzles and Peripheral puzzles. The base puzzles are the ones on which the basic storyline is held. The Peripheral puzzles are the ones that can help you solve the Base puzzles. We should create the "storyline" more like a "story tree", with puzzles interconnecting and overlapping.
2. We should have multiple methods for solving puzzles. Like real people have different methods or ideas for doing things, so to the game should be allowed that freedom. That should be easy enough to come up with if you have a small group of people working on it.
3. If there's going to be recording of voiceactors, they should be allowed some leeway to improv. They should come up with multiple responses to a question or comment. This should really be simple and would probably be a lot of fun for the actos. There can always be the required lines that were written by the writers, but if you give the actors some room and just keep the tape rolling... it would give a lot more life to the game.
4. The tricky part is how would the user interrogate/question/converse with the in-game characters. You can't just "click" on something - you need to have some sort of AI to figure out or understand grammar.... If people type in their questions, maybe there can be some sort of "keyword recognizer" ....??? any ideas on this one would be appreciated...
Yea, I know this is a lot of work, but hey - if we're gonna do this, we gotta do it right, otherwise forget it. True, we have to work with what we have, but if we don't have what it takes, we just don't have what it takes...
There are open-source projects out there. Maybe if we can submit what we'd like to see in a game engine they'd take on the challenge...
Sorry for the long post.
Not that I could help in any other way ...
But I could, with the new time I'm afforded with my new job, help write comedic dialouge for the game. I'd love the oppertunity, anyhow. If there was one thing on this planet that I was ever any good at, it was writing. I might even be able to come up with a storyline or something. Hell I've been doing that in round robin storytelling since I was thirteen.
I mean, you know sometimes, not so well ...
But most of the time
When I'm trying.
Which reminds me, I told you a long time ago that I would be doing a fanfic on Tex ... I'm getting there! And I think it's pretty good.
But I could, with the new time I'm afforded with my new job, help write comedic dialouge for the game. I'd love the oppertunity, anyhow. If there was one thing on this planet that I was ever any good at, it was writing. I might even be able to come up with a storyline or something. Hell I've been doing that in round robin storytelling since I was thirteen.
I mean, you know sometimes, not so well ...
But most of the time
When I'm trying.
Which reminds me, I told you a long time ago that I would be doing a fanfic on Tex ... I'm getting there! And I think it's pretty good.
I'm not fat ... I'm festively plump.
Good questions, Nick. Without answers, I don't think we can go any further.Vracar wrote:In order to put together a fan game, what do we need? First we need to know who would be willing to do what. If we want to do it we have to take it seriously.
First we have to put together a team. Who we can count on to do what. Who does the graphics, who does the art of the project? Programming, coding?
Once we get that set up, then perhaps we can move on to the actual development. And then perhaps answer some other big questions like...if take 2 shut down indie built, where did the Tex license go?
Truly yours,
Alexander.
(С уважением,
Александр).
Alexander.
(С уважением,
Александр).
So we all want a new TM game, and we'd all like to do something. First things first: What do you guys need to get the ball rolling?
I can contribute to any aspect except for programming. I also don't mind being a leader if that's what it takes...
[edit]
Maybe some people will feel motivated if they see these open-source options for game engines:
irrlicht: http://irrlicht.sourceforge.net/
Genesis3D: http://www.genesis3d.com/
Ogre3D: http://www.ogre3d.org/
Delta3D: http://www.delta3d.org/
NeoEngine: http://www.neoengine.org/
And believe it or not, there are more! We don't need to go from scratch here. But it all boils down to the artists, designers and writers!
I can contribute to any aspect except for programming. I also don't mind being a leader if that's what it takes...
[edit]
Maybe some people will feel motivated if they see these open-source options for game engines:
irrlicht: http://irrlicht.sourceforge.net/
Genesis3D: http://www.genesis3d.com/
Ogre3D: http://www.ogre3d.org/
Delta3D: http://www.delta3d.org/
NeoEngine: http://www.neoengine.org/
And believe it or not, there are more! We don't need to go from scratch here. But it all boils down to the artists, designers and writers!
How about making a mod....ie, using a games engine and just adding content. It saves the trouble of actually working on the game engine and allows you to focus on making a re-make that is true to the cause. I am very much willing to be involved in this, even as far as getting some web real-estate. I was thinking of utilizing a game like Half Life 2, and making the remake from that.
Any thoughts?
Any thoughts?

