Good luck. If I had the chance, I'd try to help, but I am not good at all with game designing. XD good luck and I really hope this doesn't die.
Good luck. If I had the chance, I'd try to help, but I am not good at all with game designing. XD good luck and I really hope this doesn't die.
On the OP, you said 'C#, unless anyone has any other ideas for the code'.
Considering that, if you use C#, this won't be available to Mac or Linux, I would suggest looking into Java, using the LWJGL and Slick-2D libraries. It's basically the same syntax, with a few minor differences, an it would allow for cross-compatibility.
Java is a pretty bad environment for scripting though. Then again this isn't exactly looking like something that'd be hugely resource demanding, so it'd probably be fine.
I've been wanting to be a part of making a Sburb game for a while now. I can help with spriting and some creative ideas. It would be really cool.
Ehh. Had a look at it, and the results seem just bad enough to be unsuitable as ambient music. You keep unconsciously expecting the "correct" thing to happen (like a simple downwards sequence of notes), and when the computer gets it wrong (by, say, skipping a note), it's jarring as fuck.wolfram tones.
quite a bit of it is pretty good/ok (to the untrained ear, such as myself).
In any case, it's sort of a moot point. The underlying system isn't open-source or embeddable, and it was created by a large well-funded corporation that's specifically in the business of programming smart AIs. Not the sort of thing a small team of amateurs could imitate.
I believe one could create a program capable of detecting at least most of those wrong notes.
Not necessarily feasible for a small group, but possible.
If I wanted to convince you that it would be possible for a small group, I would bring up pokemon crystal version's slowpoke well. (I think that was it)
because some of the cave music was semi procedurally generated, as storing such a long music file would have taken too much space.
thats kinda different but whatever.
Do you believe that 24 very short bittune things in 2 groups of 12 can be created such that every thing in one group can come both before and after anything in the other group and sound okish?
also in general I think that instead of there just being a bunch of sburb projects there should be a bunch of not completely related projects for each aspect.
one for alchemization
a few for different types of inputgameplay stuff. (platformer, 3d, ascii, etc.)
one for determining server connections (ehh)
two or 3 for world gen (2d/3d)
one for auto-generation of echeladder level names(there are already pun generators, just add players class and aspect to the equation)
and then there would be different groups for each, and then when two got a demo working, they could try to figure out a function to convert between the different formats that they will inavoidably develop or use for different things.
ok, actually i have no idea if that is a good idea or not
I just want to work in a group on the alchemization part, and I think a group dedicated to the alchemization part is less likely to fall apart.
one possible advantage of splitting it into a bunch of sections would be that if someone wanted to join but did not really have anything they wanted to(and thus would) do they would not know which one to join and then they wouldn't.
That's not a bad idea. The best thing about it is it gets people started with what they want to do straight away, if there's a specific aspect they're interested in. I doubt that a good game (or if I'm being pessimistic, any game at all) will be the final outcome, but one positive result is experience within the Homestuck community of making things from Sburb, which is a good thing in itself.
So if you want to work on alchemy, start up a project for it. People might be interested regardless of whether it's connected to a Sburb project (I, for example, am interested in alchemy for use in one of my own projects).
This has been bumped I see.
So has a programming language/engine/library been chosen? Or is this all just brainstorming right now?
I know shit-all about music, but I'd guess no. Firstly because the resulting tracks wouldn't have much repetition or consistency; secondly because the instruments in each group would need to be pretty much identical to avoid sharp transitions (even chiptunes have "instruments" to some extent); and thirdly because all of the resulting tracks would have the same tempo and key, and they'd therefore "feel" the same. I'm sure a musician could give you some better reasons.Do you believe that 24 very short bittune things in 2 groups of 12 can be created such that every thing in one group can come both before and after anything in the other group and sound okish?
Posted this way back in the thread, you might find it interesting. You might also find it laughably flawed, because I came up with it over a few hours and then never did any more work on it.I just want to work in a group on the alchemization part, and I think a group dedicated to the alchemization part is less likely to fall apart.
That sounds like a pretty good system.
One small part that I don't particularly agree with is the randomization aspect.
I think that making it deterministic would not be too difficult, and would more closely match the comic.
making it deterministic also allows for actually using the codes.
short thought section were i had an idea and determined it wold not work:
so grist would depend on item type.
or item type would depend on grist. that's an idea. possibly not a very good one but still. (lets discard it temporarily)
so I think it would make sense to split things between all possible weapons and armor/clothing and everything else.
so that would be the first bit.
provided that the first bit indicated weapons/clothing/armor
the second bit would specify whether it was weapons or clothing/armor
otherwise it would specify... whether it is, some type of object... or some other type of object... (little help with that?)
alternatively pairs of bits could be used for both of those so as to allow for more control over the results of && and ||
(although that control would decay after repeated combinations(which I don't think is that big a deal))
possibly a bit to specify whether the object has any powers would be good for the third bit. maybe.
I suppose then one would have to determine what qualities/types of things (like meat(that says meat, not heat), or magic) are mutually exclusive, and then use that to choose what bits would correspond...
You could pretend to use the codes (and have them match up properly when you perform an &&-combination, for example), but truly generating an item from just its code would be mathematically impossible. There's simply no way you can store enough information in 48 bits, at least if you're using the system that I described above as a starting point.making it deterministic also allows for actually using the codes.
I guess it just might be possible to have the captchalogue codes work if you were to design an alchemy system from scratch with them in mind, but it'd be difficult as all hell and the resulting system would be crippled. You'd be sacrificing a lot for very little gain.
I read the first few pages and then the last page and got scared by the complete and utter contrast of mood and many of the reponses.(just wanted to point that out)
plus: it would probably be too difficult and overcomplex to add, but what about being able to choose either troll or human.
That's probably one of the stupidest things suggested, and i apologise because i know less than a rock about game creation or programming beyond basic html, but i just wanted to put that idea out there. Now please take that idea and trash it, mock it, disregard it, like it, or ignore it as you please.
If you don't understand what i'm saying, don't worry, I probably don't either.
Alright, so I just wanted to give everyone a heads up. We had most of the information, including the 2 or 3 pages of a design doc I had written, contained in the group forums. I did not have control over the group forums, someone else had set it up and thus had ownership. When I decided to put the project on hiatus to deal with real life things like money and a job, the owner deleted said forum.
Needless to say I haven't been keen on working much on it at all since all of my, and the rest of the teams, work was basically deleted over night. All I have right now are some old notes and vague memories about various in game systems. Oh and maybe some old contacts.
But, Anime Central is in little over a week now. I was planning on pitching a more localized project at ACEN before our work got deleted. I will be handing out flyers there, just in case. I will probably try to rewrite the design doc, too. Hopefully my poor memory won't be an issue.
I miss this project. :/
Last edited by darkDetective; 04-18-2012 at 05:49 AM.
New signature cause I am single. It is more awesome, I promise.
Hey! Don't sweat! Just remain calm, and
Fear the power of red, for it is strong as my passion, and warm as my rage
How fitting that someone that thinks hope is bogus is the Seer of Hope...
Homestrife discussion memo: @HStrife_413_OT
I have a (possibly already mentioned?) idea for dream bubbles.
It should function somewhat like Spore, every player who perma-dies/dreams in a dream bubble has all their memories, lands and stuff submitted into a behind-the-scenes 'dream cloud'. Locations and characters from this are randomly placed in other players dream bubbles, even those who aren't in the session.
This means that dream bubbles sort of function like the multiplayer in Journey, with a random land and player being connected. You can still solve your land's puzzles and sidequests in the dream bubble, meaning you still have an incentive to play, but now other players' lands and memories appear from time to time. If another player isn't playing but you stumble upon their land, they will just be controlled by an AI. You might be encouraged to choose/design a quirk in Pesterchum/Trollian early in the game. If you talked to a NPC version of a PC, it would be a dumb chatbot that used that quirk. (Maybe).
I really want this project to happen! I desperately feel that we need an actual SBURB game. So this project is awesome in my eyes. That said, I would like to help.
I'm mainly good in three areas.
-Ideas. I can churn these out with ease. I'm quite creative.
-Organization. I have a compulsion to organize and categorise things. Collating various aspects of this into lists and folders will be important. I'm happy and willing to do that.
-Spriting. Not any good at large scale art/3D, but I am fairly decent at small-scale pixel art.
If you need me for anything, feel free to ask.
Has anyone thought in detail about characterisation? I think for a game like SBURB, we need detailed character features:
-Hair (Styles and Colours)
-Eyes (Colours, shapes, expressions [Eyebrows are included here]
-Mouths (shapes, expressions, colour [lipstick])
-Glasses (various shapes, styles and colours).
-Clothes (we will need a huge amont of styles and colours for top and bottom half.)
-Clothing Acessories (Scarves, Capes etc)
Basically, for the appearance, we need to create. It won't take as long as other aspects, granted, but a group of people is needed just to make a large catalogue of things for the sprites of our characters. I'm willing to run that.
A Similar process. I think a Pokemon Mystery Dungeon style personality test before the game starts is a good idea. The personality would also include likes and interests. The people doing personality would need to work with the alchemy team to a degree, and to the plot outcomes team (how would your character's story work based on your personality?)
SBURB details: These would probably originate from personality, but a list of what personality gives what title is important.
I also feel we need more classes and aspects in pur version of SBURB, just to individualise ourselves more.
House and Relatives:
We need, similar to Appearance, a list of different houses, different rooms, different furniture. Also a different Guardian each is important.
Pesterchum: Chumhandle and Quirk, mainly. We need to find a way to get the Pesterchum we already have in the game as well.
I have probably forgotten a lot, but I suppose it's a start, right?
This really looks like it's going to be epic, I've already got some friends who are going to try this out with me, can't wait until this is released.
Will we be able to choose an associated item and possibly an exile? Just an idea. If you add the ability to choose an associated item, here is how it should work (Based off the homestuck kids' associated items):
Seeing how John's associated item is oil, which is a liquid, perhaps being able to choose an associated item that, like oil, is a liquid? Choices could include mercury, bromine, water, hydrogen peroxide, etc.
Jade's associated item is Uranium, so possibly being able to choose associated items that are elements on the periodic table? However, the only ones that could not work are the artifical elements that don't last more than a few seconds. Also, perhaps certain compounds, such as Capsaicin (The chemical responsible for the heat in peppers)?
Rose's associated item is chalk, so possibly being able to choose associated items that are common objects?
And Dave's is amber, so possibly associated items that are fossils?
For the exiles, perhaps being able to make them in a creator similiar to your kid?
And finally, will we be able to use a troll as a character, and be able to have up to possibly 24 - 48 players in a session?
Edit: Adding trolls to the game would be worth it, seeing how alot of the fanbase is only reading it for the trolls, it'd probably boost popularity of your project.
Edit: And what about sprites and first guardians?
Edit: You should make it so one cannot use grist in the title of a planet.
Last edited by UranianUmbra2; 04-22-2012 at 07:58 PM.
Is this project still alive anyways? Cause the last time the Op was updated was quite some time ago.
I would love to be a part of the development of this game. i am a artist who has basic concepts of shading, lighting and third dimensional perspective. if you need artist i will be happy to help.
i hope this game is still being worked on
anyways as i was reading this threads you have to put into prospective of how complicated and diverse sburb is, i mean andrew hussie created two UNIVERSES! that takes a true master to do...as for the game the whole idea of time travel seems amazing but it whould take a team of countless programmers,artists,a hell of a lotta other stuff, and a whole team effort to make. it whould be really easy to not understand time travel as a player because where not all stephen hawkings. we whould all most likely create horrible in game paradoxes and crash our games.......if you guys know how to pull that off well...i dont think you should be wasteing your time with these small games and go build a masterpice for some large company...XD best of luck though