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  • File : 1266421797.jpg-(72 KB, 750x750, gameImage.jpg)
    72 KB Official /3/ Vidya Gaem thread Anonymous 02/17/10(Wed)10:49 No.37555  
    Official /3/ Vidya Gaem thread
    Continue Here.
    >> Anonymous 02/17/10(Wed)10:59 No.37558
         File1266422358.jpg-(85 KB, 320x240, 134a.jpg)
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    >Vidya Gaem

    Hey! /v/irgin! We don't take too kindly to your types around here.
    >> Tomba! !!9Xs+QI2E0Z2 02/17/10(Wed)11:01 No.37559
    >>37558

    Think youll find we do.

    Sup bro ?
    >> Anonymous 02/17/10(Wed)11:35 No.37563
    what a shitty game, its graphic aren't even up to par with N64 XD
    >> Anonymous 02/17/10(Wed)11:43 No.37566
    I'm in. What's the definite engine then? Blender? UNITY? UDK?
    >> Anonymous 02/17/10(Wed)11:43 No.37567
    >>37563
    Looks kinda freaky O_o
    >> Anonymous 02/17/10(Wed)11:58 No.37574
    >>37566
    UDK
    >> Anonymous 02/17/10(Wed)12:01 No.37576
         File1266426076.jpg-(210 KB, 457x466, YTRGHYT.jpg)
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    >/v/
    >> Anonymous 02/17/10(Wed)12:07 No.37577
    >>37555
    So, ummm... Is this the game we're making?
    >> frog 02/17/10(Wed)12:16 No.37583
    i would just make assets rather than trying to make a game, unless you just mean throwing them in any engine to see
    >> Anonymous 02/17/10(Wed)13:44 No.37624
    God Dammit /3/ This is a continuation thread from the last one, y'know what? Fuck it, there's not gonna be a gam/3/ now because you all pissed me off with your tardness. Go wank off to a PS3 or something you faggots.
    >> Anonymous 02/17/10(Wed)13:48 No.37626
    >>37624 implying that there was ever going to be a game
    Dude, it was totally just going to be a "throw everything into a big pile in blender, turn physics on and watch shit bounce" clusterfuck and you know it.
    >> sage sage 02/17/10(Wed)14:29 No.37656
    sage
    >> Anonymous 02/17/10(Wed)15:32 No.37702
    >>37624
    You're awfully sensitive. Man up a little if you want it to work.

    I'm a programmer and I'm still interested in you ever grow a pair
    >> Anonymous 02/17/10(Wed)16:03 No.37725
    >>37563
    WHAT?!
    I might not be around town, but FUCK, graphics don't make a game, gameplay does.
    I mean fuck, ofcourse its graphics aren't up to par with Rage, but fuck it's probably Indie.
    Indie games are awesome, it takes alot of time to produce something simple like that, who cares the 'graphics' are shit? No textures or what!
    FUCK, I don't, it looks funny though.

    I can has sourcecode?
    >> Anonymous 02/17/10(Wed)16:17 No.37736
    >>37725
    Calm the fuck down. This is /3/, we could at least expect decent models of some kind. Yes, gameplay is very important in games, but if a game looks like shit, nobody's going to play it. I don't expect high-end DX11 graphics, but it should at least look like a game. Op's screen is just a random mess of models and text. I have no idea what's going on - in a good game, you do.
    >> Anonymous 02/17/10(Wed)16:21 No.37742
    >>37725
    Yeah, the simplistic graphics would be absolutely fine if the concept's good. Darwinia is an example of this. The aesthetic problem I have with the OP's pic is that the textures are ugly, and that the underlying game probably isn't interesting

    But in concept I think a simplistic, low-poly game is perfectly worth working on, and can turn out to be excellent
    >> Anonymous 02/17/10(Wed)16:25 No.37747
         File1266441900.jpg-(110 KB, 768x432, tmnt_turtles_in_time_reshelled(...).jpg)
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    Op here, I was just fucking around. This was supposed to be a continuation of a suggested project thread that was up earlier. I wasn't the Op of that one but I got a bit excited hearing about it and was kind of hoping this thread would motivate people to start posting and throwing around some ideas, I'm nowhere close to making a game on my own or really high quality graphics or anything yet, but I figured it would be a shame if that idea got wasted because I would really like to contribute if the board pulled together and thought we had the resources.

    TL;DR : Could be a cool idea if /3/ has some coders willing to help out.
    >> Anonymous 02/17/10(Wed)16:25 No.37748
    Op again, the image in my first post was something i pulled random off google
    >> Anonymous 02/17/10(Wed)16:30 No.37753
    >>37747
    Like I said I'm a programmer and I'm still interested. Just don't nuke the project every time anyone says some shit. 4chan is full of that stuff, just ignore it.

    I think it would be cool to collaborate on some sort of open source game. I would seriously contribute code to such a project if it got running, and it interested me.
    >> Computer Science III !E1NhrZHfsw 02/17/10(Wed)16:34 No.37756
    However, I will say that to be of any use to such a project, you have to have a real skill. "Ideas" don't count. Anyone can come up with hundreds of ideas a day. Anyone who's played games has had countless "Wouldn't it be cool if...." ideas. You need some sort of skill at:

    - 3D modeling
    - 2D art
    - Programming
    - Music
    - Sound effects
    >> Anonymous 02/17/10(Wed)16:34 No.37757
    >>37753
    Yeah, I was just screwing around when I freaked out. Honestly, I don't have the time or experience to lead this project but if you're in then I am too, maybe we could spread the word around three a bit and get things rolling.

    Why don't we start with brainstorming? This thread is now about what kind of game /3/ would like to make.
    >> Anonymous 02/17/10(Wed)16:38 No.37758
    >>37756
    I think with a bit of help from some other boards we could probably work that out.

    - 3D modeling (/3/ of course, but since it's a community project we could portion out what models need to be done based on skill level and have a polycount limit )
    - 2D art (I'm sure we could take care of this as well)
    - Programming (We have some programmers in /3/ as well)
    - Music (I'm sure we could get /mu/ to help us out with some samples if we got serious about a project like this)
    - Sound effects (Really anyone would be capable of this besides /b/)
    >> Anonymous 02/17/10(Wed)17:02 No.37782
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    >>37756
    I can do all these.

    I do 3D (durr), I have sufficient 2D skills (I lurk /ic/ from time to time), I study in software engineering (programming), I play piano and guitar (I have a MIDI keyboard with FL Studio and Omnisphere too) so I've got music + sound effects covered.

    But I won't bother making a shit uninspired game with /3/ because I am currently working my own game with UDK.
    >> Anonymous 02/17/10(Wed)17:03 No.37786
    3D SPACE SHOOTER LIKE RTYPE
    >> Anonymous 02/17/10(Wed)17:04 No.37790
    >>37786
    this
    >> Anonymous 02/17/10(Wed)17:06 No.37792
    >>37782
    >I won't bother making a shit uninspired game with /3/ [or /v/]
    This is why I don't have any interest in this project. It's gonna be a boring unoriginal game about dwarves and memes or something.
    >> Anonymous 02/17/10(Wed)17:11 No.37798
    ITT : It will never happen and you know it
    >> Anonymous 02/17/10(Wed)17:16 No.37809
    >>37790
    >>37786
    FUCK YEAR
    >> Computer Science III !E1NhrZHfsw 02/17/10(Wed)17:23 No.37816
    >>37782
    Well I wish you luck with that. I too have my own projects, but I'm open to the idea of a collaborative project if it's interesting enough. Indeed, if it's something boring and generic that in no way needs the power of chantards to collaborate on, I wouldn't be interested in donating my time and effort either.
    >> Computer Science III !E1NhrZHfsw 02/17/10(Wed)17:24 No.37818
    >>37798
    Probably. Or when these projects get started they fall apart. Very high failure rate. I wouldn't even deny it

    But occasionally it happens. The Goons eventually succeeded one time (Angry Barry on Xbox Live Indie Games)
    >> Anonymous 02/17/10(Wed)17:25 No.37819
         File1266445530.gif-(22 KB, 640x400, wizardry6_troll.gif)
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    I like where this thread is going
    >> Anonymous 02/17/10(Wed)17:26 No.37820
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    >> Computer Science III !E1NhrZHfsw 02/17/10(Wed)17:27 No.37822
    >>37792
    >It's gonna be a boring unoriginal game about dwarves and memes or something.

    Well since people constantly say it looks like it was intended for Dwarf Fortress, I was thinking of hacking up a little "Dorf Fortress" demo with the Blender game engine one time, for lulz. And troll value.
    >> Anonymous 02/17/10(Wed)17:30 No.37827
         File1266445813.png-(1.08 MB, 1024x768, 1257015825724.png)
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    >>37820
    >> Anonymous 02/17/10(Wed)17:32 No.37829
    >>37827
    I would play the fuck out of this
    >> Anonymous 02/17/10(Wed)17:42 No.37840
         File1266446533.jpg-(735 KB, 1024x768, 1262517444131.jpg)
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    >>37827
    >> Anonymous 02/17/10(Wed)17:43 No.37842
         File1266446587.jpg-(25 KB, 450x268, mybrainisfulloffuck2.jpg)
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    >this thread
    >> Anonymous 02/17/10(Wed)17:49 No.37853
    >>37827
    the Fingerless Glove Meter cracks me up every time.

    Whoever added that one is a genius
    >> Anonymous 02/17/10(Wed)17:52 No.37855
    >>37853
    >>37840
    >>37827
    What's the sauce of this?
    >> Anonymous 02/17/10(Wed)17:55 No.37857
    >>37818
    http://vimeo.com/4680497

    That actually looks pretty awesome...
    >> Anonymous 02/17/10(Wed)17:55 No.37858
    >>37855
    I /v/ thread that stated with a pic of FarCry 2 and the OP asked everyone to add a HUD element
    >> Anonymous 02/17/10(Wed)18:19 No.37882
    >>37855
    >>37858
    Yeah, it was pretty much a clean screen shot and OP asking "Let's add all that shit HUD, bonus if it is unnecessary and annoying", so naturally there were many many versions.

    I can see these are all the last gen versions. As soon as someone said "This is lastgen, make it nextgent", guess what was added? I swear, it worked.
    >> Anonymous 02/17/10(Wed)18:21 No.37886
    Wow, I go to bed and when I get up you've... made a new thread for some reason, and it's full of rage. Oh well. I saw we get enough interested anons together, get 'em in a Wave or IRC to put together the design doc, and then take what we need and format it in a way that can be easily posted to /3/ in an OP pic that lets people check off what they want to do.

    I'm still hoping for a walk-around exploration type of deal, personally.
    >> Anonymous 02/17/10(Wed)18:22 No.37887
    >>37853
    Honestly I didn't get it then and I don't get it now. Is there a story behind this?
    >> Anonymous 02/17/10(Wed)18:22 No.37888
    I disagree, I think graphics would be very important, considering you're showing off your work.

    I'm a programmer, but I don't have any experience with shaders yet.
    >> Anonymous 02/17/10(Wed)18:27 No.37889
    >>37782
    I too have my own programming projects going on, but if you're able to put a decent game design together, I'm ready to collaborate.
    >> Anonymous 02/17/10(Wed)18:34 No.37894
    >>37887
    There's nothing to get, really.

    It's just funny because you often see fingerless gloves in games and they don't really give you any advantage except looking cool.
    >> Anonymous 02/17/10(Wed)18:55 No.37904
    >>37894
    You know that feeling when there's something you see every day but don't notice until someone points it out? I am feeling it now.

    What a weird feeling.
    >> Anonymous 02/17/10(Wed)21:27 No.38044
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    Did some brainstorming for this. Just a suggestion. The player could control a little hovering scout bot with some vague mission objectives given to it at the beginning. " > Investigate foreign relic." Who you are and who you're working for would be intentionally kept vague so the player could fill in the blanks themselves.

    You'd be in a space colony that seemingly belonged to humans who've long since vanished. Everything's abandoned, but there aren't any dead bodies. Some stuff still works, and some stuff could be repaired. Since it's a colony, there'd be room for variety - a habitat module, a recreation area, sciencey sci-fi lab stuff, whatever. You'd fly around, scanning and cataloging stuff deemed important. When you scan something it would bring up a GUI screen with the object itself spinning turntable style and some info on it - maybe game fluff, maybe how many tris it's got, whatever.
    >> Anonymous 02/17/10(Wed)21:42 No.38068
    >>37566
    Seconding UNITY. Shit can look pretty good in it, and it supports Autodesk FBX files. Plus cross platform for the fags who have to feel special.
    >> Anonymous 02/17/10(Wed)21:55 No.38080
    >>38068

    Unity is expensive. 1400 for the license. I doubt we'll be willing to shell money for that.

    The best bet is to go for either a free one or open source one, like id 4
    >> Anonymous 02/17/10(Wed)21:57 No.38082
    >>38080
    Second. It's hard enough to get people interested at all. You're high if you think you can get them to spend real money on something they barely believe in, even 20 dollars

    And yes, we're all very clever and can pirate. That's not the problem. I'd like to see something open source. Where it actually belongs to the community, to anyone who wants to hack on it, and we have the right to put it out there. Can't do that if you rip off code without a license.
    >> Anonymous 02/17/10(Wed)22:02 No.38086
    >>38082
    Put it out where? It's going to get passed around 4chan and maybe some social circles. That's it. The majority of the models are going to be produced with pirated software packages, anyway. What does opensource give us besides some moral high ground?

    I haven't found anything easier than UNITY that looks as good. All the free/opensource alternatives I've found are either old and ugly or require actual programming ability beyond scripts. Is this ID 4 thing usable by someone who can't compile a UDK mod?

    We've got to keep it easy to modify so we've got backups if the programmerfags lose interest.
    >> Anonymous 02/17/10(Wed)22:09 No.38096
    >>38086
    Ugh, do we really have to go through this shit again? There is no legal recourse against people using pirated copies of software to produce content. If you're really so paranoid, I'll gladly scrape out the incriminating, identifying data or pass it through some conversion tools into a format that doesn't store said data, but it would be great if you'd just get it through your head instead

    Now, as far as scripting

    While I'm with you on the "scripting languages aren't real languages, only compiled languages are" debate, you need to knock off your "since it's not a real language, anyone can pick it up in 5 minutes, learn it, and make a complex game" shit, or you're going to kill this project before it starts. That's not realistic and you're going nowhere fast if you think that's how things work. For example, Javascript and Actionscript are kiddie code, but using the former to create high-quality DHTML and writing complicated AS3 games in the latter, requires some pretty significant time investment to learn. Browse wonderfl.net and humble yourself
    >> Anonymous 02/17/10(Wed)22:13 No.38099
    >>38086
    >It's going to get passed around 4chan and maybe some social circles

    I don't see it that way. We don't need to produce something illegitimate that we have to hide away in the shadows of 4chan forever just because we have a hard-on for pirating

    If you're gonna spend a lot of time on something it's worth taking some pride in your work
    >> Anonymous 02/17/10(Wed)22:16 No.38103
    >>38096
    Sorry, I wasn't clear. I didn't mean that we'd need to worry about legal recourse - obviously I'm not concerned about that anyway if I'm suggesting we pirate a little more.

    I... am a little confused as to why you think I'm being haughty. I downloaded UNITY last night when it was mentioned in the other thread. Played with it for about fifteen minutes and had a very simple FPS-style setup with some of my own meshes important and textured. Basically exactly what was being proposed in the thread, and I had already done it in fifteen minutes. I'm still learning some of the more involved stuff with the scripting like interacting with objects in ways outside of the physics engine (pushing a button to make a door open, etc.) But my point is that if I can do all that shit in 15 minutes, it's a strong candidate for the project.

    I also never implied this would or even should be a "complex game". It's supposed to be simple so it's realistic to actually attempt.

    But yeah, I'm not paranoid at all about legal recourse. I seriously just didn't get why you cared whether it was opensource or not.
    >> Anonymous 02/17/10(Wed)22:27 No.38108
    >>38103
    Well, I'm not going to go deep into the scripting matter and derail this into a petty fighting thread. Suffice to say, its apparent simplicity is very deceptive, and experience is substantial because essentially the experienced person has gone through thousands of those "I don't even know how to make a door open" scenarios and now they do know

    Now...I don't particularly care whether it's open source, just that it's free (more the code we build, even if they're "just scripts" should be open source). I just think it's silly to intentional limit ourselves from the start, choosing to build it with something we're not allowed to show off much later lest we get attacked viciously by DMCA takedown notices and all our files get pulled

    I mean, we can argue forever about the merits of a particular engine, but I think there's a free and legal choice among them that is acceptable, rather than getting enamored by some expensive package you need to license. UDK for example is free for non-commerical use
    >> Anonymous 02/17/10(Wed)22:45 No.38130
    >>38108
    UDK is also fucking hard to use. Sure you can drop meshes in there, so if all we want to do is make a custom Unreal map then we're set. Doing anything more involved like adding new weapons, creating custom GUI frontends? That takes an experienced person, and there's no guarantee they'll stick around. You're arguing we should use something complicated that will hinge around one or two people who know what the fuck they're doing to stick with the project through to the end. That, in my opinion, is a good guarantee that the thing will never get done. You have to prepare for it to change hands.

    DMCA takedowns require us to list it somewhere for it to be taken down. Are you thinking this is going to be included in someone's portfolio or something? I didn't think it was that serious. We're just doing it to dick around and create something tangible and enjoyable while garnering some much needed 3D experience.

    So yeah. I don't see UDK as a viable alternative because it's so difficult to modify. Expecting completed models from /3/ is already pushing it. Expecting programmers to not flake out a few weeks in is a pipe dream.
    >> Anonymous 02/17/10(Wed)22:54 No.38137
    >>38130
    Nah I'm saying that if it was even remotely interesting and more than 5 people were interested in downloading it it could easily be pulled from every Megaupload or Rapidshare we stuck it on. Cmon' now - we're living in a world where Youtube goes around turning off your audio track when a company cries foul even if all you're doing is posting a tutorial about drawing animu eyes on your face

    And nah, i agree with the dicking around vibe. I just think we should be able to proudly upload it to some file host and get 50,000 downloads as the word spreads, without being hassled.

    UDK may be exceedingly complicated but there's also the benefit of community; a lot of people have used it. There's a big pool of people who might jump on board and bring the benefit of their experience. In any case, there's still other free choices. I was simply pointing out that extremely powerful packages are available for free
    >> Anonymous 02/17/10(Wed)22:55 No.38138
    >>38044
    Hah, I like that idea.

    >My spin/addition:
    And we could have a "hypothetical use" for each object, (since the bot won't know what a 'knife' is), and get them humorously wrong. I'm not funny enough to come up with any examples, but like, in the vein of "if aliens ever saw us, they'd think our pets were our masters since we pick up their poop" . I've always had a thing for describing everyday phenomena in weird terms, like how slapping our appendages together to make a loud popping noise, means we like something (clapping). So whatever the physical object version of that would be. Just my thoughts.
    >> Anonymous 02/17/10(Wed)22:58 No.38142
    >>38138
    Yes! That would great! Give our beloved animators here some much needed attention. How silly would we want to get with it? Like little chuckles, or out-there hilarity Sam & Max style stuff?
    >> Anonymous 02/17/10(Wed)22:59 No.38143
    Another thing to think about, is if you want to show off all the versions of your model (wireframe/untextured/collision model/fully lit/whatever else), you might not be able to get that kind of functionality out of an engine if you're just scripting with it.
    >> Anonymous 02/17/10(Wed)23:02 No.38144
    >>38137
    I'm not dead set on pirating or anything. Show me something better or equivalent that's free and I'll just as gladly root for it.

    >>38143
    Switching shaders is pretty easy, actually. A quick Google's revealed some wireframe shaders for Unity.
    >> Anonymous 02/17/10(Wed)23:08 No.38149
    >>38142
    I'm all for big lulz. I think that's a major reason would be interested in sticking with the project - if they can mess around and have fun doing it
    >> Anonymous 02/17/10(Wed)23:09 No.38150
    GUYS, MAKE THIS GAME IN 3D

    http://www.youtube.com/watch?v=fbCNKq7A5i4

    OR MAKE THIS INTO A VIDEO GAME

    http://www.youtube.com/watch?v=nk2wViKSh_M
    >> Anonymous 02/17/10(Wed)23:12 No.38152
    >>38150
    Uh, no. But you know what would be cool? "Lulzy Taxi". Crazy Taxi, but in a big world that's a mishmash of chantard contributed nonsense
    >> Anonymous 02/17/10(Wed)23:33 No.38165
    >>38150
    I like how the buses start out at greater than 65,000 on the X.
    >> Anonymous 02/18/10(Thu)00:36 No.38227
    >>38150
    >second link
    WHAT THE FUCKING FUCK
    I COULD NOT STOP LAUGHING ONCE THEY HIT THE RAILING OH GOD
    >> Anonymous 02/18/10(Thu)01:10 No.38247
    >>38044

    This idea is awesome and would give as an epic opportunity to display models.

    Could someone start a google wave please, forum is difficult to control.
    >> Anonymous 02/18/10(Thu)01:24 No.38262
    >>38247
    google wave invite moi at mah email
    >> Anonymous 02/18/10(Thu)02:13 No.38291
    Another thought to the guy that came up with the rotating model examination idea:

    How about the ability to focus on specific meshes of the model? Like if the object being examined was a character, you could, in the rotating view, click on the head, and the body mesh would turn transparent, and the head mesh would scale up to fill the examination screen, so people can really get a good look at your work. And of course off to the side would be the different maps used to, if the artist felt like making those public.

    Then with the head rotating, you could click on the eyeballs or teeth, and the head would turn transparent and the eyes or teeth would scale up to be examined. . .
    >> Computer Science III !E1NhrZHfsw 02/18/10(Thu)02:16 No.38294
    >>38291
    I'm not sure in what way this is a "game", but I like where this is going. I love weird experimental open-world shit

    Unless it becomes Second Life
    >> Anonymous 02/18/10(Thu)02:18 No.38295
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    Alright, got a Wave up.

    Post your e-mails if you want an invite to the Wave (or if you need an invite to Wave itself. I've got a few left.)
    >> Anonymous 02/18/10(Thu)02:20 No.38296
    >>38291

    I think that's a good idea. Not only does it further show off the models, but it also drives home the "You're a scouting probe deep scanning everything notable you find." Different pieces of the model could have different bits of story or description attached to it that maybe tell or imply what happened to the object to get it in the state that you find it in.
    >> Computer Science III !E1NhrZHfsw 02/18/10(Thu)02:23 No.38298
    >>38295
    Wave me plox, good anon

    I just made this account so I'll need an invite
    >> Wish You Were Here !Sp8YK9T8ww 02/18/10(Thu)02:24 No.38300
    Yes please

    >>38295
    >> Computer Science III !E1NhrZHfsw 02/18/10(Thu)02:24 No.38301
    wait scratch that, forgot I can invite myself to wave with my primary
    >> Anonymous 02/18/10(Thu)02:26 No.38304
    >>38300
    I need your e-mail to invite you.

    >>38301
    Already sent the invite. Don't waste one of yours.
    >> Anonymous 02/18/10(Thu)02:28 No.38305
    >>38304
    bluesbrother2394@yahoo.com
    >> Computer Science III !E1NhrZHfsw 02/18/10(Thu)02:31 No.38309
    >>38304
    Thanks, kind anon. I understand they're not immediate though. Oh well, I'll see you guys one of these days...
    >> Anonymous 02/18/10(Thu)02:56 No.38327
    msnforbee@live.com
    >> Computer Science III !E1NhrZHfsw 02/18/10(Thu)02:57 No.38328
    Alright got a wave account now but I think I need an invite to the group
    >> Anonymous 02/18/10(Thu)03:02 No.38334
    >>38328
    Okay, you should be in. You're the only one that's posted an actual Wave address yet, so we probably won't be seeing much activity on it until more folks get their invites.

    >>38327
    Sent you yours about half an hour ago.
    >> Anonymous 02/18/10(Thu)03:10 No.38337
    >>38334
    >Sent you yours about half an hour ago.
    O lawdy, so you did! It's been in my inbox for fifteen minutes, my apologies.
    >> Anonymous 02/18/10(Thu)03:31 No.38348
    gormenski@gmail.com
    >> Anonymous 02/18/10(Thu)04:06 No.38361
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    Things are finally getting started. If you'd rather not use the Wave, we can still discuss in here.

    I'm still waiting for some good engine alternatives.
    >> mail@noobody.org Anonymous 02/18/10(Thu)04:28 No.38374
    >>38361
    Could you sent me a wave invite, kind sir?
    >> Anonymous 02/18/10(Thu)06:24 No.38423
    invite plz timotime123@msn.com
    >> Anonymous 02/18/10(Thu)06:29 No.38425
    Turns out there's a free edition of Unity. Are we still tending toward UDK?
    >> Anonymous 02/18/10(Thu)06:39 No.38430
    >>38425
    It's sounding like people are leaning towards Unity now. I've tried the free version: it seems solid, and it makes creating binaries for Mac and Windows really simple. (No Linux support, but we're used to it by now.) Haven't tried UDK to compare; definitely better (or at least easier to work with) than Blender's game engine, in any case.
    >> Anonymous 02/18/10(Thu)06:41 No.38431
    >>38430
    There's a web player for Unity games. Dunno if there are Linux plugins though.

    Oh well, I'm sure you guys have Wine or whatever installed for shit like this anyway.
    >> Anonymous 02/18/10(Thu)06:45 No.38436
    >>38431
    Yeah, still just for Mac and Windows, but again, if you use Linux and are into games you damn well know you have a Windows partition anyways.
    >> Anonymous 02/18/10(Thu)06:58 No.38440
    If we're going for a "payeware" IDE/dev tool, why not ShiVa? It seems as good as UNITY but it can be bought for $150 as a "student" license, which we can all chip in for just one license in the eventual case we need to... otherwise we used the cracked version in the meantime..

    I'm definitely in with the 3D modelling, 2D texturing, some animation (not so good with bones and humans, more like cars and aircraft), and I have good experience with GLut c++ programming.

    BUT WE NEED TO DECIDE THE ENGINE / DEV TOOL!
    >> Thunabrain 02/18/10(Thu)07:07 No.38443
    >>38361
    I'm in, but I need an invite to the Wave.
    >> Anonymous 02/18/10(Thu)07:11 No.38446
    >>38440
    But Unity is freeware, essentially. We don't need any of the pro version features.
    >> Anonymous 02/18/10(Thu)07:13 No.38449
    >>38443
    Post address and say if you need an invite to wave, personally i have 24 still remaining, there are plenty for you if you ask.
    >> Anonymous 02/18/10(Thu)07:20 No.38455
    >>38446
    Yeah, I was a little confused at first but basically the policy comes down to: You're free to publish your game along with the binary that runs it without a fee. Essentially what you pay for are the tools just like buying any other program

    They have a support post about it where they answered to this effect but I can't find it at the moment
    >> Anonymous 02/18/10(Thu)07:25 No.38457
    Can anyone give me an invite to download the google wave application? my email is officialemailofme@gmail.com , thanks in advance.
    >> Anonymous 02/18/10(Thu)07:25 No.38458
    >>38449
    tfm.copycat (at) gmail (dot) com

    thanks
    >> Thunabrain 02/18/10(Thu)07:27 No.38460
    >>38449
    I already have a wave account, but I need an invite to the project wave. Account Name and Email are in my post.
    >> Anonymous 02/18/10(Thu)07:32 No.38463
    >>38458
    >>38457

    Have you two been sent invites yet? Wave claims those addresses aren't Wave accounts.
    >> Anonymous 02/18/10(Thu)07:33 No.38465
    >>38463
    >38458 Here. No wave account yet. If you have spare invites, I'll send them back as soon as I get them.
    Thanks =)
    >> Anonymous 02/18/10(Thu)07:34 No.38466
    >>38463
    I dont have wave yet, and from what i gather, i need to get an invite from someone to be allowed to download the program in the first place, is this right?
    >> Anonymous 02/18/10(Thu)07:37 No.38470
    >>38466
    No download required. It's a web app - lots of AJAX scripting and stuff. You know how Google is with their blurring the lines between a browser window and an app window.

    Anyway, sent invites to tfm.copycat and officialemailofme. When you guys get 'em I'll need to add you to the collab wave. Hopefully it'll be soon - gearing down to go to bed in a bit.
    >> Anonymous 02/18/10(Thu)07:43 No.38471
    >>38463
    Invited them both to wave
    >> Razor !pM/Imu9dro 02/18/10(Thu)07:48 No.38474
    tfm.copycat here, thanks for the invite. Still waiting for it.
    >> Anonymous 02/18/10(Thu)07:52 No.38477
    >>38470
    Yep i understand, still waiting for invite at the moment.
    >> Anonymous 02/18/10(Thu)07:58 No.38481
    Ok i've gotten the invite and signed in to google wave, someone invite me to the collab wave.
    >> Anonymous 02/18/10(Thu)08:00 No.38482
    >>38481
    Repost email, I have no idea who you are.
    >> Anonymous 02/18/10(Thu)08:01 No.38483
    >>38482
    officialemailofme@gmail.com
    >> Anonymous 02/18/10(Thu)08:02 No.38484
    >>38483
    ignore this, i've already been added.
    >> Anonymous 02/18/10(Thu)08:18 No.38486
    For those who want in on the wave

    Post your email, and say if you need an invite, or an invite to the wave.
    >> Anonymous 02/18/10(Thu)08:19 No.38488
    Just reading about this from time to time, would participate in 3d assets but probably not in programming. Can't you guys choose a normal fucking service ? Do you have to use hipster close-circle invite-only shit ? What does it offer more ?...
    Also a sum-up post would be nice.
    >> Anonymous 02/18/10(Thu)08:20 No.38490
    >>38488
    Its highly effective for a collab project like this.

    Its free so what do you care?
    >> Anonymous 02/18/10(Thu)08:24 No.38491
    >>38488
    Well, it lets you chat in realtime and edit shit on the fly. Like everyone working on the same Word document at once. It's only closed-circle 'cause it's in Beta. It's Google, after all - they're all about getting as many people contributing to their data farms as they can.

    We're trying to minimize the need for programmers. Since we discovered Unity has a free license we're probably going to go with that, and it's so simple one or two anons can handle it. What we'll /really/ need are modelers, texturers, animators, etc.

    There's still a lot of ongoing discussion about the overall design goals. The "robot exploring an abandoned sci-fi vessel" seems pretty popular. There was some talk of doing an open-world fantasy sort of thing, too. We're still pretty open to suggestions. Will probably let everyone have their say and do final design decisions later today/tonight.

    You're a modeler: What would YOU like to see as a general theme?
    >> Anonymous 02/18/10(Thu)08:38 No.38498
    >>38488
    >it's brand new it's totally hipster
    the very word hipster has lost all meaning on the internet now, kinda like fag.
    you fag.
    >> Anonymous 02/18/10(Thu)08:40 No.38500
    >>38498
    I dunno. Usually when I read "hipster" I see "Macfag".
    >> Anonymous 02/18/10(Thu)09:00 No.38511
    >>38500
    I lol'd
    >> Razor !pM/Imu9dro 02/18/10(Thu)09:01 No.38513
    ok, tfm.copycat@gmail.com here.. I've used Go......i's invite, Alex' one still unused.
    I still need to get invited to the project.

    Thanks =)
    >> Anonymous 02/18/10(Thu)09:08 No.38514
    >>38513
    done
    >> Razor !pM/Imu9dro 02/18/10(Thu)09:16 No.38515
    >>38514
    vielen dank
    >> Anonymous 02/18/10(Thu)09:24 No.38516
         File1266503043.png-(17 KB, 245x215, probe_finds_probe.png)
    17 KB
    Okay, I'm officially out for the "night", now. Those of you on the Wave, get cracking. Hell, those of you in the thread, do the same. We need to settle on a concept for the game so we can move on to asset planning and get a thread up so the modelers can get to work.
    >> Anonymous 02/18/10(Thu)09:30 No.38517
    I would love to make a game. My cousin is in for it too. ARGH WARGARBLEEEeeeeasdas
    >> Anonymous 02/18/10(Thu)09:32 No.38518
    >>38517
    BTW, best way to start programming? Would like to do it in my free time.
    I'm also a graphic designer (2d/3d). I do have several C# and C++ ebooks over here. What engine is the best to start with?
    Simple games with graphics like the N64 era would be nice.
    >> Anonymous 02/18/10(Thu)09:34 No.38520
    >>38518

    http://unity3d.com/
    >> Anonymous 02/18/10(Thu)09:59 No.38531
    >>38520
    Thanks bro. Will check it out in a min.
    >> Anonymous 02/18/10(Thu)11:41 No.38589
    The wave is getting nasty with formatting. We should probably keep conversations in the thread, and use the wave more like a wiki
    >> Anonymous 02/18/10(Thu)12:02 No.38594
    So "robot exploring an abandoned sci-fi vessel"...
    Damn.
    As a modeling practice, maybe we could have objects pertaining to different fashion periods. Of course it would have to be something from our actual past or present so it's recognisable and referencable, so let's just say the people on the ship liked some specific art, design and furniture periods, so they made a bunch of items and rooms designed after them. We could have them dispersed in the ship, and you have to get them back together to form like themed rooms with objects, furniture or even visible cultural references (posters, books which you'll be able to read the cover of, vynils, clothes on mannequins...), for human studying purposes. So we have a 70's room, a 20's room, an Art Nouveau room, a Renaissance... And like, you have an automated device which allows you to "scan" the room and "calculate" how homogeneous it is : when you get 100%, it means you've got all the objects of one cultural period and put them in the right room.
    Then of course the rest of the ship is sci-fi and all so you can have some imaginative stuff. Maybe it can become too much, so just make it only 2 or 3 rooms and only plan more if there's enough suggestions and people participating. Can be a side quest, but then again it means you must have a main one... That can be huge simply in itself.
    That's really just an idea. Man, as soon as you come up with something you think about so much of what could go wrong... You must not be able to put absolutely everything in the same room, or else think about where each object would be placed if that's the case.
    Also maybe that's not what most people will be interested in and they'll prefer to do more sci-fi stuff. Posting anyway.
    >> Anonymous 02/18/10(Thu)12:20 No.38596
    >>38594
    Ah, thats an interesting idea! I had been wondering how to "score" the player for finding all the objects without going out of character.
    However, I do see a couple problems: First, that going around and collecting items and bringing them back to certain rooms would involve a lot of backtracking, which not everyone is a fan of, but it would certainly give us the most use out of models.

    Second, how would you explain why items from theme X are in room Y? Of course things tend to get "lived in" and stuff is moved around in reality, but spaceships are generally protrayed as very sterile and tidy (unless it was a Firefly/Millenium Falcon type ship).

    Don't get me wrong, I like your idea. Constructive criticism.
    >> Anonymous 02/18/10(Thu)12:22 No.38597
    "I'm conflicted on the view of how much background information/story. On one hand, I find the whole desolation/isolation/void of space/mystery of why you're there very synergistic. But on the other hand, if we don't give personality to the ship/its inhabitants, we could be missing out on a great opportunity for social commentary; as one person said, how once humanity is gone, all that will be left behind are our creations. I don't think we can tell a story with the creations without being forced into a backstory of some sort. Although. .. the idea of fixing up this huge alien machine for a purpose unknown to you. . . thats pretty awesome as well. All good ideas. . "


    What does /3/ think? Should the game remain a mystery, a metaphor for how much will be left behind, as it could reprsent any part of our vast space junk collection.

    Or should we attempt to tie it into a story to give it more humanity, etc?
    >> Anonymous 02/18/10(Thu)12:33 No.38598
    >>38597
    In Fallout 3, you can occasionally find letters between people during/immediately after the nuclear war, the idea being these people are long dead and gone, but you can still kind of experience their story. Its kind of a weird mix of "being told in present tense" and "happened super long ago" and "this letter is the only remnant of this person". I'm not quite sure how to articulate it. Its lonely, but also kind of anti-lonely because you feel a connection to this person through their artifacts. Kind of like "the cake is a lie" scrawled on the wall in Portal.
    >> Anonymous 02/18/10(Thu)12:46 No.38606
    >>38596
    Well for the backtracking we could simply have a portable teleporter or something. It's true though that if we introduce teleporting capacities it can influence a lot of things. It can be limited to a certain size or weight, but then in the case of a Renaissance room big statues could be cool...
    For your second point and >>38597
    I'd suggest something like that : that the people on the ship had become somewhat decadent, not taking things with discipline, etc. Partly because so much was automated onboard. They began not to work to gain knowledge and skill anymore, but instead indulged in a fantasmatic nostalgia of the past, hence the cultural products all over the place. Maybe they had like big orgiac parties (which doesn't necessarily mean sex orgy mind you) where they just mixed everything and screwed around (you know, kinda like in Playboy parties you have plastic or cardboard greek statues by the pool and shit. well I'm not 100% sure about that but I hope you see what I mean. a bastardization of past culture.). Maybe in the beginning they tried to retain their knowledge of things of the past, and this is how they had that knowledge and all those reproductions of objects (which are most likely not originals), but got less and less disciplined about it, and just began to "consume" them like products instead of understanding them while living in their own time. Like, they went crazy in their enclosed ship space, hypnotised by things they didn't make... Kinda like 4chan users actually...
    Heh, that plot is becoming overwhelming. We can always have several ships though... Make them small or something. That can also be a storytelling practice to tell a story in simple, short scenes.
    I like that idea, that may very well not be the case for everyone. It's very probably that as soon as you start hitting the interpretation side of a story, things will get harder to agree on... Some people might hate some ideas or aspects and find them stupid or off the point.
    >> Anonymous 02/18/10(Thu)12:50 No.38607
    >>38606
    here
    >>38597
    I hadn't clearly read that before my previous post. Didn't see that because I don't have Wave. >fixing up this huge alien machine for a purpose unknown to you
    That's pretty interesting too. I'm afraid everyone will want to come up with his own ideas, and rightfully so.
    Once again, if it's permitted to dream, we can still have a control screen where you navigate in space, and actually have several spaceships to investigate/repair/whatever.
    >> Anonymous 02/18/10(Thu)13:10 No.38618
    >>38607
    Personally I think the idea of multiple spacecraft detracts from the lonliness. I mean, maybe we could work it in in some way as to suggest to the player that they arent the only ship. But being able to board another ship tends to suggest that the player could leave the ship. I think we should aim to show the player that they are helpless stuck aboard their own ship.

    We can tell the story through the rooms in the spacehulk that the player will be exploring. The recovery of data and artifacts can aid in this.


    As for the devolution of culture idea, personally I also think this kind of detracts. We would be able to better relate to these long dead humans if their society was similar to our own. Sure they could be indulgent, but not to a point so extreme.
    If we keep them similar then in my opinion it would be a far harsher experience to see them all dead and gone.
    >> Anonymous 02/18/10(Thu)13:22 No.38625
    Can somebody invite me to the wave?
    tomaztt@gmail.com

    If i am not to lazy i can probabaly program anything
    >> Anonymous 02/18/10(Thu)13:53 No.38649
    Do I need a gmail account to participate in the wave? I have a hotmail account instead and I kinda want to participate.
    >> Anonymous 02/18/10(Thu)13:57 No.38653
    >>38649
    uh, nah you need to have gmail to get into it unforunatly (its not a program its a webapplet)

    It takes a minute or so to sign up for gmail though, and we can send you an invite as soon as you do.

    Definatly do this.
    >> Anonymous 02/18/10(Thu)14:00 No.38657
    >>38653

    I just remembered I had to make a gmail account in the past. I had completely forgotten about it.

    wiltejkiel@gmail.com
    >> Anonymous 02/18/10(Thu)14:10 No.38673
    >>38657
    wave invite sent, have to wait for you to accept or something before i can invite you to this particular wave
    >> Anonymous 02/18/10(Thu)14:13 No.38678
    >>38673
    i alredy got wave
    >> Anonymous 02/18/10(Thu)14:14 No.38680
    >>38678
    "wiltejkiel@googlewave.com is not a Google Wave account."
    >> Anonymous 02/18/10(Thu)14:52 No.38700
    >>38678

    You are not me.

    >>38673

    Haven't gotten that yet...
    >> Anonymous 02/18/10(Thu)16:02 No.38743
    Could I get an invite to wave and then to the group?

    I'm a programmer with modeling experience using maya. Also experiencef with UDK but not unity (which it looks like we're using now).
    >> Anonymous 02/18/10(Thu)16:47 No.38771
    >>38743
    Invite sent.
    >> Anonymous 02/18/10(Thu)16:50 No.38772
    wiltejkiel here. I am in google wave now. Now wut
    >> Anonymous 02/18/10(Thu)19:05 No.38867
    Bump. How's this coming along? What's been decided? What should we start modeling?
    >> Anonymous 02/18/10(Thu)19:12 No.38873
    to all google wavers.. enjoy your botnets
    >> Anonymous 02/18/10(Thu)19:14 No.38879
    >>38873
    >im a conspiracy fag everyone is out to get me and my loli pictures i better get behind 9 proxies and delete cookies and use private browsing while using my neighbors internet
    >> Anonymous 02/18/10(Thu)19:16 No.38887
    >>38873
    > Google Wave
    > Web application that uses no ActiveX controls
    > Implying this will somehow create a botnet

    You are either a troll, very ignorant, or possibly both.
    >> Anonymous 02/18/10(Thu)19:38 No.38903
    The wave is getting way slow. We need to collapse the chat down, my netbook can barely scroll around in it.
    >> Anonymous 02/18/10(Thu)19:50 No.38914
    I could do with a wave invite (if possible) as well as invite to the group. Intermediate modeler here specializing in environments. E-mail me, plz. ^^^^^
    >> Anonymous 02/18/10(Thu)19:55 No.38923
    >>38914
    Invite sent. Post your Wave e-mail here when you get it set up so I can add you to the Wave.

    >>38903
    I pared down one of the longer threads. Can't close the others until their line of discussion is actually settled.
    >> Anonymous 02/18/10(Thu)20:02 No.38932
    >>38923
    Hmm, it hasn't shown up. Hotmail is crap, gmail is better. I'll wait a bit longer and see if it shows up.
    >> Anonymous 02/18/10(Thu)20:05 No.38934
    >>38932
    It's not instantaneous. Still beta and all that. I don't know what delays it, but I assume there's some kind of authentication it goes through. Most people get theirs in about 30 minutes, but it's taken up to a couple hours before.
    >> Anonymous 02/18/10(Thu)20:06 No.38935
    >>38934
    Ok, thanks!
    >> Anonymous 02/18/10(Thu)20:33 No.38956
         File1266543234.png-(56 KB, 1155x930, shipmap_1.png)
    56 KB
    Did a little dicking around in Photoshop. Mostly did this to spark some ideas. Is this the sort of scale we want to aim for? Fewer rooms/halls? More open areas?
    >> Anonymous 02/18/10(Thu)21:00 No.38982
    So, Throwing a wild one out there in the middle of goddamn /3/.

    Why don't we do a zombie game? You know, one that doesn't make people cry out in anger/frustration.
    >> Anonymous 02/18/10(Thu)21:05 No.38988
    >>38982
    > Zombie game
    > Character rigs and humanoid models as a major requirement of the game

    You're not familiar with the quality of human head models here, are you?
    >> Anonymous 02/18/10(Thu)21:07 No.38990
    >>38988
    I'd say FPS but you'd call me names.
    What's the problem with low-poly?
    >> Anonymous 02/18/10(Thu)21:09 No.38992
    >>38990
    Nothing's wrong with low poly. I dig it. I'm just saying a lot of people here aren't going to be able to produce good looking zombies.

    The idea that they've got going now is like.. sort of FPS I think. Minus the "shooter" part. Actually, I don't think there's supposed to be any combat.
    >> Anonymous 02/18/10(Thu)21:10 No.38995
    How about a FPS smash TV like game?
    >> Anonymous 02/18/10(Thu)21:11 No.38998
    >>38992
    >aren't going to be able to produce good looking zombies
    Gah. The truth burns me.
    >> Anonymous 02/18/10(Thu)21:16 No.39002
    >>38995
    Dear god. Suddenly, lots of want.
    >> Computer Science III !E1NhrZHfsw 02/18/10(Thu)21:20 No.39005
    >>38995
    "smash TV like game" = "Arena shooter"

    Those are popular, but there's a lot of them, but mostly in 2D. On Xbox the one everyone cums themselves over is Geometry Wars

    It might be interesting to try to make it work in 3D, but it's kind of limited in terms of assets. You just send in wave after wave of shit
    >> Anonymous 02/18/10(Thu)21:21 No.39007
    >>39005
    Unity3D. Randomized top/bottom/head/weapon/damage. ~15 of each part. >_>
    >> Anonymous 02/18/10(Thu)21:26 No.39013
    The reason I'm pushing for the current environment-exploration idea is to maximize the freedom and versatility of submissions. There's not a big demand for complicated/hard-to-make (like there would be in games where there are a variety of enemies needed) models that are necessary for gameplay, but you're still free to do those if you have the capability.

    I think the concept should lower the barrier of entry and encourage creativity. The scout bot idea seems to strike a pretty good balance there. Plus there aren't very many non-combat games out there so doing something with a little originality is always good.
    >> Anonymous 02/18/10(Thu)21:26 No.39014
    >>39005
    >>"smash TV like game" = "Arena shooter"
    Yeh, sorry about that, haven't been reading the thread. But an FPS Arena? Is there many of those, closest thing I can think of is Serious Sam or Pain Killer.
    >> Anonymous 02/18/10(Thu)21:30 No.39021
    >>39013
    Hmm. What about something in the "I can't attack, but I can defend." sense? Survival Horror?
    >> Anonymous 02/18/10(Thu)21:34 No.39026
    >>39021
    Way back when this was first suggested, it was basically just "Hey let's figure out a way to put all of our collaborative models into an interactive environment" - a glorified art gallery. The main focus should remain on observing and appreciating the art - that's difficult to do when it's trying to murder you.

    Why the need to turn this into yet another game where fighting/survival is the point? I rather like the idea of a game with another focus that's not actually boring as shit.
    >> Anonymous 02/18/10(Thu)21:37 No.39033
    >>39026
    >>39013
    Yeah, and that's why I was such a big fan of the open world concept and was encouraging we go in that direction in the wave discussions; I'm envisioning something where there's plenty of room for people to insert their own creative take on things at different points, rather than creating highly specific assets that are needed for highly specific tasks. It gives freedom for not only what to model, but to create your own little experience and decide how it fits into the world
    >> Anonymous 02/18/10(Thu)21:40 No.39038
    >>39033
    I think we're going to design the environment around the assets we get, so you have exactly as much freedom in a closed environment as you do in an open one. Did you come up with any more ideas for an open world, though? Last I heard was just a really vague "Well let's make it fantasy" suggestion.
    >> sage sage 02/18/10(Thu)21:46 No.39043
    >>39038
    ITT: Bunch of fucking idiot artists getting high and mighty.
    You think you can code this yourself so good fucking luck with that you right-brained drooling slobs

    See you in a couple months when you abandoned this
    >> Anonymous 02/18/10(Thu)21:47 No.39045
    >>39038
    Hey fatty no need to be so condescending. The idea of a robot wandering around looking at shit is pretty vague and stupid in and of itself
    >> Anonymous 02/18/10(Thu)21:49 No.39048
    >>39043
    >>39045

    Whoah, whoah. Chill out. I didn't mean to sound condescending, shit. Despite my incredibly awful phrasing, I was asking for elaboration on the open world thing. It's viable - it's not crappy or stupid or anything. It's just really vague right now.

    Also I'm hoping that this'll be done in two months. The biggest time sink is the time it takes to model and texture. Unity makes it ridiculously easy to piece it all together in a meaningful way.
    >> Anonymous 02/18/10(Thu)21:59 No.39056
    So, It just hit me.
    We have a title yet?
    >> Anonymous 02/18/10(Thu)22:02 No.39062
    >>39045
    >>39043
    sure is /b/ in here all of a sudden
    >> Anonymous 02/18/10(Thu)22:20 No.39077
    >>39056
    "Sad Alone Robot"

    sequal will be called

    "Sad Alone Robot 2: This Time It's More Alone"

    nah, we havent come up with one. I feel its better to wiat until we have a lot more done before we work on a title.

    For now its 'Project Kymera'.
    >> Anonymous 02/18/10(Thu)23:05 No.39114
    >>39077
    We have a genre defined yet? >.>
    >> Anonymous 02/18/10(Thu)23:08 No.39118
    >>39114
    Adventure/Puzzle probably. They're still arguing about it.
    >> Anonymous 02/18/10(Thu)23:47 No.39139
    >>39118
    This is pretty much it.

    "Game setting: Futuristic (how far in the future is up for discussion)

    Tone

    Humorous? Serious? Any larger themes to push? (Space exploration/sustainability/National Socialism?)

    Level of interaction? Is the player a passive observer or an active explorer?

    Fourth wall: How much is this a game, versus a demo (as in demo reel/tech demo)

    Are the player and environment adversaries, cooperative, or indifferent?

    Futuristic robot scout / explorer

    Explore a human colony/city

    On an asteroid? On a planet surface? Terraformed? In domes? Thriving/ruined?

    Explore a spaceship

    Derelict/abandoned? Humans still around to act as NPCs?

    Player as a maintenance bot

    Explore a human colony ship

    Scout sent to investigate a UFO (failed human attempt to colonize another planet)

    'Robot scout/explorer'; play as a small robot, exploring the ruins of some kind of destroyed/abandoned city. Lots of opportunity to show off models. Could be open world or narrative based.
    '3D SPACE SHOOTER LIKE RTYPE' um... no idea.
    Third person stealth action game to break into a museum and steal rare artifacts
    <insert new idea here>
    Open/nonlinear world

    Pros:

    "wow" factor
    More room for individual modelers to define their style with less of a theme to be restricted to
    Cons:

    Have to create content to fill an open world!
    Closed/linear world

    Pros:

    Easier to control player attention/pace/challenge
    Easier to take the player on a tour of the showcased models
    Cons:

    Boring/old approach (This is debatable - the sheer number of games that are dynamic while still being closed world is too high to count. As an example: BioShock. Closed environment, still lots worth exploring, plenty of eye candy. Far from "boring".) "
    >> Anonymous 02/18/10(Thu)23:47 No.39140
    >>39139
    Continued on


    " The gameplay would be puzzle based, as the bot has to navigate ancient human technology to access different parts of the ship. Nonviolent game, anyone?

    Some sample puzzles:

    Recompress the bulkhead to unlock the door to move to the next room
    Power up the engine to restore power to. . .another door
    Dodge electrical arcs from damaged conduits
    Access the ship computer
    The ship could have a Glados / SHODAN / HAL artificial intelligence that interacts with the player once certain goals are met (power, logic core repair)"

    "Back to the AI, it could act as a knid of information system for the game, you must restore power links andreplace parts to make the AI function completely, restoring harddrives restores some gaps in knowlege, restoring CPU or processing units of other kinds gives other bonuses, restoring power links can also give access to other sensors and monitors. Perhaps activating a camera system that the player can use to scout for objectives easily (locating challanges is as much a part of the game as achieving them "
    >> Anonymous 02/18/10(Thu)23:53 No.39143
    >>39140
    I'd like to point out this is just one idea, not necessarily /the/ idea.

    But it seems like just about everyone is onboard with the hovering scout robot exploring a lonely, still spaceship, and scanning interesting items.
    >> Anonymous 02/18/10(Thu)23:55 No.39144
    >>39140
    Oh cool, I didn't see the part about the AI in the Wave. That could be really cool. Maybe we should avoid making it a typical rogue AI thing - that's kinda cliched.
    >> Anonymous 02/18/10(Thu)23:56 No.39146
    Hmm. Could we pull a Dead Space and let it send out a homing beacon, or just an explore/rot thing? Because I could jot down a storyline.
    >> Anonymous 02/19/10(Fri)00:02 No.39152
    Hm. Objects interacting with objects - no living creatures involved. That could be pretty interesting. Seems like it makes some kind of statement.
    >> Anonymous 02/19/10(Fri)00:04 No.39153
    >>39146
    Yes. The AI I think is intended to be a kind of helper and knowlege system for the game, to record your findings and track your progress, as well as offer more tools to use (sensors aswell as physical tools). The AI is your own friend.

    Perhaps at the end it will fail irreparable leaving you alone forever.

    >>39144
    By all means jot down a storyline!
    >> Anonymous 02/19/10(Fri)00:09 No.39158
    There has also been mention of the bot maybe being a repair / maintenance drone that is activated. For anyone that has played Elite Force, there is a section of story in that game relating to a giant, automated planet-obliterating weapon. It'd be a neat twist if the whole time the player thinks they are "repairing" the ship doing these tasks, they are actually arming the weapon, and the last task is to fire it.

    Kind of made me 'wut' when I first heard the story about the weapons platform in Elite Force, long range autonomous warfare over lightyears.
    >> Anonymous 02/19/10(Fri)00:14 No.39165
    >>39153
    >Perhaps at the end it will fail irreparable leaving you alone forever.

    O.O
    I love it. Give the player the last resemblence of "another being", then take it away. A swift kick to the emotional nuts. Though the more humanistic the AI is, the less "alone" the player would feel, and isolation has been a pretty strong theme thus far. Maybe only have the AI "available" in certain locations, like a central hub or home base that the player periodically returns to, to upload item scans after exploring an area? So you spend time in this creepy part of the ship, then come "home" to this place where there's someone "else". Could be a nice way to modulate the loneliness so the player doesn't build up a tolerance to it.
    >> Anonymous 02/19/10(Fri)00:15 No.39167
    >BRB reinstallan Doom 3
    >> Anonymous 02/19/10(Fri)00:16 No.39168
    >>39165
    That could even set up the objectives. Reorient the AI in a new location of the ship so that it can monitor it.

    Hmm. I'd ask if we could do voiceovers for this AI, but I think I know the answer.
    >> Anonymous 02/19/10(Fri)00:18 No.39170
    >>39165
    A secondary goal to do something for the AI would be good, too. Like you know it's going to "die" soon and you just need to get it something so it can complete its final task. Like a "bring a dying kid a teddy bear" bittersweet depressing end.

    "Sure, it's gone... but at least I managed to prove to it that its technician died peacefully." Really make the AI's passing all the more impactful.
    >> Anonymous 02/19/10(Fri)00:23 No.39175
    >>39170
    Little girl could be the only NPC throughout the game outside of the AI?
    >> Anonymous 02/19/10(Fri)00:25 No.39176
    >>39175
    I didn't mean an actual little kid. When we get there, the people would probably all be long gone/dead.

    I'd say she could be a hallucination brought on by crushing loneliness, but robots aren't susceptible to that, I think.
    >> Anonymous 02/19/10(Fri)00:30 No.39180
    >>39170
    Man, I like the turn that is taking. A Sci Fi spin on Old Yeller.

    I'm also partial to the player being much more of a rather impotent observer, so they can't "save" the ship or "win" the game in a Hollywood traditional sense. You're just kind of briefly entwined in its history for a moment, not dictating its outcome.
    >> Anonymous 02/19/10(Fri)00:34 No.39183
    >>39180
    > You're just kind of briefly entwined in its history for a moment, not dictating its outcome.

    That's a really eloquent way to put it. Would the fate of the player be the same as the station? A one-way scouting trip? Once you get to 100% completion you get a "Mission Complete : Entering Hibernation Mode" and maybe get an FMV that shows the player just sitting there wherever you finished the game, slowly aging and rusting away in time lapse until it just fades to black.
    >> Anonymous 02/19/10(Fri)00:35 No.39187
    >>39180

    >I'm also partial to the player being much more of a rather impotent observer, so they can't "save" the ship or "win" the game in a Hollywood traditional sense. You're just kind of briefly entwined in its history for a moment, not dictating its outcome.

    Oh certainly the game is unwinnable, the player is afterall an automaticly activated repair bot, its inevitable that you will run out of resources and scope.

    At first the player doesnt really know what they are into, then make friends with the AI, and they discern that they are working to save some kind of damaged ship. Then the game matures and they begin to realise that the ship is far beyond their ability to repair, the ship is failing faster than they can keep up with, systems non vital to the player (oxygen and life support for example) are failing, systems shutting down. Then their AI friend dies, and they are alone. The game enters its final chapter, and eventually the game ends with the robot still autonomously performing its tasks, and hopefully the player overwhelmed with how alone they are, and the eternity that the robot will spend alone without hope.
    >> Anonymous 02/19/10(Fri)00:36 No.39189
         File1266557817.png-(273 KB, 639x862, spirit.png)
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    >>39183
    >Would the fate of the player be the same as the station? A one-way scouting trip?

    pic so, so related
    >> Anonymous 02/19/10(Fri)00:40 No.39191
    >>39187
    If the player's trying to restore the station rather than explore it, doesn't the game become more of an environment vs player thing?
    >> Anonymous 02/19/10(Fri)00:40 No.39192
    Why not start to fade the screen out, move behind the bot so the camera aims out a window or something, and show a little light. Fade back in, happy ending, etc.
    >> Anonymous 02/19/10(Fri)00:43 No.39197
    >>39192
    > Happy ending
    > Sad Lonely Robot : The Saddening
    >> Anonymous 02/19/10(Fri)00:43 No.39198
    >>39197
    It's actually a meteor, sad ending?
    >> Anonymous 02/19/10(Fri)00:44 No.39200
    I think we're at something of a decision point, regarding what the player is.

    Is the player a scout sent to investigate the ship? Or is the player part of the ship that was activated to fulfill tasks?

    I think these are both fantastic approaches, and we have good proto-ideas for both of them, and I'd happily work on either.

    Looking back to the intent of the game, to show off modellers work, I think the scout approach is better, because analysis of objects would be inherant to exploring an alien environment. Whereas, if you're a maintenance bot, I imagine you'd be analyzing maintenance-themed objects, which might turn off modellers who want to model, say, furniture.
    >> Anonymous 02/19/10(Fri)00:45 No.39202
    >>39200
    Electrical storm revives only non-destroyed bot on a lone vessel?
    >> Anonymous 02/19/10(Fri)00:47 No.39207
    >>39191
    Well the AI system that would usually give the robot information and access to the areas that require repair is broken and also requires repairs.

    So the bot has to explore using its own abilities, to fix up the AI, which then allows it to extend its scouting range (by the use of the AI's sensors)

    So its a balance between fixing the AI and fixing other vital systems.
    >> Anonymous 02/19/10(Fri)00:48 No.39208
    >>39198
    I lol'd

    I like the undefined-ness of the game. . the bots origins are unknown, the ultimate fate is unknown. . they player knows how they want to interpret things better than we can guess what they want to hear.
    >> Anonymous 02/19/10(Fri)00:48 No.39209
    >>39189
    THIS
    >> Anonymous 02/19/10(Fri)00:54 No.39216
    /sci/ would probably have some interesting contributions, they have a massive hard-on for Carl Sagan, and if the autotuned song is any indication, he had some pretty cool views on human space exploration.
    >> Anonymous 02/19/10(Fri)01:24 No.39248
    >>39200
    >Looking back to the intent of the game, to show off modellers work, I think the scout approach is better, because analysis of objects would be inherant to exploring an alien environment. Whereas, if you're a maintenance bot, I imagine you'd be analyzing maintenance-themed objects, which might turn off modellers who want to model, say, furniture.

    Hey nice. You put into words what was bouncing around in my head. Do it again!
    >> Anonymous 02/19/10(Fri)01:45 No.39265
    >>39200
    >Looking back to the intent of the game, to show off modellers work, I think the scout approach is better, because analysis of objects would be inherant to exploring an alien environment. Whereas, if you're a maintenance bot, I imagine you'd be analyzing maintenance-themed objects, which might turn off modellers who want to model, say, furniture

    Well a scout bot suggests that there is other people out there, scouting, which doesnt really fit in my opinion.

    The fact that the aim of the game isnt to inspect furniture doesnt mean people wont.

    Think of a game like Bioshock or Torchlight. I spent a lot of time enjoying the enviroment, not just interactable objects
    >> Anonymous 02/19/10(Fri)01:53 No.39267
    >>39265
    Hm, that's a good point. We could prepend something to the opening cinematic that implies the scout's been activated autonomously.

    "... Running scheduled investigation loop #65,459"
    "... Drone dispatched to sector 99-Z"
    "...... WARNING: Drone reserves depleted. No drones remain - cancelling scheduled investigation loop #65,460"
    "... Drone instructions: Investigate and catalog anomaly. Remain on site for further instructions from handler. (Task set on 03/05/2042 by Drn.Hndlr003)"
    "... Current Date: 01/10/2350. Proceed with instructions."

    Something to imply they've been following scheduled tasks for years without any further instructions - probably obeying the orders of a civilization that's long since died.
    >> Anonymous 02/19/10(Fri)02:28 No.39283
    >>39267
    Yes, this is great!

    Also about the no one being on board. It was said previously that an atmosphere of 'an empty ship with no crew, or bodies to be seen'
    Perhaps it has been thousands of years, maybe millions, since there were living people aboard. They died long ago and their bones since turned to dust. Of course we wont directly tell the user this, but the sheer time that the ship has been floating should be evident.

    Such as in the statment presented in the quoted post.
    >> sage sage 02/19/10(Fri)02:45 No.39299
    herp derp I draw pictures I think that makes me a creative and brilliant game designer. Nevermind I'm too fucking stupid to figure out how to script a door opening. That's not important. Anyone can learn it in a few hours just like I learned how to draw purdy pictures in a few hours, tops
    >> Anonymous 02/19/10(Fri)02:56 No.39307
    >>39299
    I've contributed some really badly drawn concept art that does an adequate job of communicating my idea. I also push pretty hard for the direction I'd like to see this project go.

    I don't think that warrants me the "herp derp game designer" title. Somewhere along the line you misinterpreted something I said.
    >> Anonymous 02/19/10(Fri)02:59 No.39313
    >>39299
    Ignore him, obvious troll.
    >> Why 02/19/10(Fri)03:28 No.39335
         File1266568117.jpg-(54 KB, 720x540, rouse6.jpg)
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    BATTLEZONE!
    >> Anonymous 02/19/10(Fri)04:23 No.39351
         File1266571430.png-(57 KB, 674x1042, Level progression styles.png)
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    >> Anonymous 02/19/10(Fri)04:27 No.39354
    I move we settle on Unity and reconfigure the Engine section of the wave
    >> Anonymous 02/19/10(Fri)04:45 No.39366
         File1266572731.png-(421 KB, 1277x642, screen_mockup.png)
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    >>39335
    Fuck yes, I loved Battlezone 2. RTS AND FPS all at once; shit was so cash.

    >>39351
    I'm a big fan of the third option there. Metroid style progression where you can choose which portions of the game you want to visit and advance always feel so much more satisfying than linear progressions (even if it is basically just a bunch of smaller linear progressions on a larger timeline). I'd also suggest we introduce the AI later in the game, rather than it being available from the beginning (if we have it at all).

    >>39354
    I shrank it down to one post- is it still causing you problems? The poll widget, maybe? Most of the "spam" right now is all the discussion on the setting/gameplay. I don't want to archive that until we're settled on their outcomes. Pretty sure we're going with Unity.

    Slapped together a screen mockup with some free models on Turbosquid. More idea fuel, hopefully - I don't expect the final GUI to look this bad.

    Also, I know how to script doors open (and close!) now.
    >> Anonymous 02/19/10(Fri)04:46 No.39368
    >>39335
    shit i died from nostalgia
    >> Anonymous 02/19/10(Fri)04:49 No.39373
         File1266572997.jpg-(43 KB, 530x398, 1265374065522.jpg)
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    So have you figured out that nobody gives a fuck about a robot wandering around yet? Did you come up with a real idea or are you still stuck on that vague pretentious bullshit?
    >> Anonymous 02/19/10(Fri)04:54 No.39377
    >>39373
    What's pretentious about an old LucasArts style adventuran puzzlan game? That's pretty much what we're talking about. Ever played The Dig?

    This whole thing's pretty much a glorified art gallery, anyway. The gameplay's just an extra layer on top of it. That and a big excuse to model a bunch of cool space stuff.
    >> Anonymous 02/19/10(Fri)05:22 No.39394
    >>39366
    That looks pretty good for being "slapped together". . jesus! I guess Unity kicks more ass than I was expecting it to (downloading now).

    Regarding the Engine section, the poll does seem to take up a lot of real estate, for something we've already decided. But thats such a minor, technical quibble.

    Looking at your mockup: Is the player going to scan all the models that make up the room, to collect data, or will there be a distinction between "special" models that can be scanned, and the rest of the "background" models?

    Also, Main Menu aside, could we get by without using any english / language in the HUD? Concepts like "you are holding this" / "you are here / this is the map" and "percent complete" could be expressed in an interesting alien-probe-y way. . .

    and I agree with not introducing the AI right away. Have it be a reward to contrast the loneliness.
    >> Anonymous 02/19/10(Fri)05:30 No.39400
    >>39394
    >implying you know anything about AI
    >> Anonymous 02/19/10(Fri)05:31 No.39401
    >>39394
    Not sure. I'd say default state is that every model can be scanned, but the modeler could say he'd prefer it to be a background object if he wanted. Programmatically it doesn't make much difference, so whatever works best for /3/.

    Keeping language out of the menu is an /excellent/ idea. We'll need somebody with decent design skills to make some HUD icons/graphics that clearly communicate things, but that's totally doable. I love it.
    >> Anonymous 02/19/10(Fri)05:32 No.39402
         File1266575537.png-(30 KB, 933x851, plan.png)
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    >>39366
    Ignore the troll.

    >>39373
    Some kind of hybrid. The player must face challenges with and without their AI companion. Sometimes to unlock more parts of the AI, other times to restore vital systems.

    There would be various AI systems, some of them just loud speakers, or monitors ('output'), other times it would be sensors or cameras ('input').
    Rarely it could be a terminal allowing the player to interact with the AI on a more technical level, allowing them to scan the sensors, monitor cameras, etc.

    The player has 1 main goal, maintain the ship. As part of that restoring the AI is a sort of sub goal. The AI is your companion and once you complete tasks it becomes more and more useful, reconnecting harddrives to give information about the ship (including galleries, etc), reconnecting sensors to monitor vital systems, and repairing its logic circuits to allow it to be more efficient and giving it a more sophisticated personality.
    >> Anonymous 02/19/10(Fri)05:33 No.39403
    >>39400
    The "AI" is a proposed character. Like an NPC, not like getting the program to decide the best course of action given a set of parameters. That shit's hard and we know it.
    >> Anonymous 02/19/10(Fri)05:45 No.39409
    >>39403
    This guy is correct.

    We aren't litterally designing an AI fit for a futuristic spacecraft. =\
    >> sage sage 02/19/10(Fri)05:49 No.39412
    >>39402
    >anyone who provides negative feedback to our stupid idea and poor, half-assed implementation is a troll

    sage
    >> Anonymous 02/19/10(Fri)05:50 No.39414
    >>39402
    >repairing its logic circuits to allow it to be more efficient and giving it a more sophisticated personality

    Ah! I really like this part. The more the player progresses, the more intelligent the AI becomes? So you get to watch it develop from something on the level of "ABORT/RETY/FAIL?" to a something like an entity? Makes its death at the end that much more delicious.
    >> Anonymous 02/19/10(Fri)05:53 No.39416
    Should there be a language barrier present between the player and the AI? Like will the AI try its best to meet the player halfway in communicating, or will we just handwave it by saying they talk in the universal language of binary?
    >> Anonymous 02/19/10(Fri)05:53 No.39417
    >>39402
    Also, I like this layout probably the best.

    However I don't know that we're settled on one over the other, regarding scout versus maintenance bot.
    >> Anonymous 02/19/10(Fri)06:01 No.39420
         File1266577272.jpg-(35 KB, 750x458, image.axd.jpg)
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    >>39416
    If the player is a maintenance bot, I imagine there wouldn't be, since he was designed to work on the ship. However if the AI is dumb because its logic core hasn't been repaired yet, that could be a couple different levels of language interaction. . . versus an alien probe, where I imagine the paradigm would be completely different.

    as for
    > they talk in the universal language of binary
    That shit baaarely flew a decade and a half ago in Independance Day =P
    >> Anonymous 02/19/10(Fri)06:01 No.39421
    >>39417

    AI "speaks" in Cyrillic just for the lulz.
    >> Anonymous 02/19/10(Fri)06:04 No.39422
    Or a third option for the player role. . alien probe that investigates the ship, and has to repair it to access the areas / AI. We get the alien perspective of the remains of human culture, plus the "fixing the ship" puzzles and timeless machine-on-machine action. Compromise?
    >> Anonymous 02/19/10(Fri)06:06 No.39423
         File1266577603.jpg-(33 KB, 300x311, yakov20smirnoff.jpg)
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    >>39422
    >In Soviet Russia, machine fixes YOU!
    >> Anonymous 02/19/10(Fri)06:14 No.39424
    >>39422
    Figured we'd have to repair chunks of the ship to advance even if we were a scout. Can't investigate the Engineering Bay if the power doors are jammed, after all.
    >> Anonymous 02/19/10(Fri)06:27 No.39426
    >>39412
    Sorry bro, no need to get butthurt, i put the links the wrong way round, swap them and it will make sense.
    >> Anonymous 02/19/10(Fri)06:29 No.39427
    >>39416
    Good point.

    Perhaps the machines wirless capabilities have been damaged beyond repair. Hence it must communicate with English when the robot isnt attatched to a terminal port. (and when it is connected it of course navigates the interface normally designed for a human user, rather than an automated robot)
    >> Anonymous 02/19/10(Fri)06:42 No.39433
    >>39426
    I'm >>39366 but I'm not >>39412 . I didn't even notice you swapped the links.
    >> Anonymous 02/19/10(Fri)07:26 No.39456
         File1266582385.jpg-(97 KB, 637x477, 1259215676008.jpg)
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    I'll throw this question here since it seems like the best place:

    I'm planning on making a 3D translation of Yume Nikki, and I'm wondering how I'm going to make some of the levels repeat. The Path did it, so I know it's not impossible at least. If you're not familiar with either of these, I just want the top of the level to lead to the bottom and vice versa, same with right and left.

    I'm going to be using UDK. Any clues on how to go about this? I'm not a programmer in any sense. Sorry I have no assets to show off yet!
    >> Anonymous 02/19/10(Fri)08:16 No.39477
    >>39433
    I guess he is just trolling too then :/

    so many random trolls making shit posts...
    >> Anonymous 02/19/10(Fri)08:27 No.39484
    >>39456
    Has been attempted before.
    >> Anonymous 02/19/10(Fri)08:31 No.39485
    >>39484
    that's how games work buddy
    >> Anonymous 02/19/10(Fri)08:32 No.39486
         File1266586323.png-(31 KB, 755x755, Untitled-1.png)
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    >>39456
    Havent played the game, but here's how I'd do it. Set up the level, then around the edges set up a teleportation/warp zone that will transport the player to the opposite side if they walk into it. Beyond the edges of the level youve already made, make a fake version of the opposite side of the level.

    So, when the player is standing at the left side of the map, looking out to the left, they will see the fake geometry that is a replication of the right side of the map. They walk towards it, into the invisible teleportation zone, and are warped to the right side of the map.
    >> Anonymous 02/19/10(Fri)08:40 No.39489
    >>39486
    Wow thanks, I didn't think of making a fake version on the outside. This should work well enough for what I want to do. (Not trying to make a complete/perfect remake for those who have played it, this is more of an experiment.)
    >> Anonymous 02/19/10(Fri)08:40 No.39490
    >>39486
    An alternative is if the player's view distance is greater than the distance to the edge of the map, then set up a camera and position it on the opposite side of the map, but pointing the same direction as the player. Take what it sees, and render it to a texture, draw that on the screen, then draw the view from the player over the top of it. Teleport the player when he moves past the edges like before. You'd have to get pretty comfortable with viewing frustums though.
    >> Razor !pM/Imu9dro 02/19/10(Fri)09:35 No.39510
    I'm trying to use wave, but it seems to be so freaking slow with FF 3.6
    >> Anonymous 02/19/10(Fri)09:38 No.39511
    So, it's not midnight anymore. What did we get to so far?
    >> Anonymous 02/19/10(Fri)09:41 No.39513
    >>39510
    I think its all the chat.

    DID YOU HEAR THAT ALEX

    >>39511
    Was something supposed to happen at midnight?
    >> Anonymous 02/19/10(Fri)09:43 No.39515
    >>39510
    It runs pretty well in Chrome. As soon as we make some decisions on the game's premise and setting we can compress some of the threads and archive them, which should help.

    >>39511
    We're using Unity. There's still enough discussion on what the game should be about that there's no clear consensus yet. Some of the dissent might be trolling, but it could just as easily be someone actually interested who just chooses to act like a cock.
    >> Anonymous 02/19/10(Fri)09:55 No.39518
    >>39515
    Better question. Will this be deployed online? Or via download? Unity could do either.
    >> Anonymous 02/19/10(Fri)09:58 No.39520
    >>39518
    As far as I know the only challenge in doing both is changing the deployment option during your build, so there's no reason not to have an online deployment (assuming we can find a host.)
    >> Anonymous 02/19/10(Fri)10:35 No.39536
    >>39518
    We will cross that bridge when we come to it
    >> Anonymous 02/19/10(Fri)18:11 No.39947
    Is this thing on autosage?
    >> Anonymous 02/19/10(Fri)19:05 No.39993
    >>39947
    Going Down



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