Destroyer
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Post by Destroyer on Jul 18, 2007 21:18:52 GMT -5
A video game sounds like a great idea and would be a ton of fun to play. My only concern with the idea is that sometimes when they make a video game after a movie or some other such thing, the game usually veers off course from the original idea. As long as the main foundational concept can be kept this might turn out to be a great game!
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Nick Vader
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Post by Nick Vader on Jul 19, 2007 21:48:17 GMT -5
Movie games are usually crap and game movies are usually crap, but I think this Attacktix game would be awesome!
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Post by Radar on Jul 19, 2007 23:06:35 GMT -5
...I wonder what is going to come out first, the On-line game or the new series.
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Post by superflytnt on Jul 20, 2007 7:42:07 GMT -5
I can virtually guarantee that the online game is a dead or nearly dead project.
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xanatos
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Post by xanatos on Jul 20, 2007 8:18:48 GMT -5
Although it was a great idea, I wish Joe would finish it. Or make Hasbro make a game, it would work perfectly with DS, or Wii, and it could have Wi-Fi. Hey let a guy dream...
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Deleted
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Post by Deleted on Jul 20, 2007 12:27:37 GMT -5
I can virtually guarantee that the online game is a dead or nearly dead project. Since this thread was started nearly a year ago and we still have no final product, or even version 1.0, it sounds safe to assume that it's dead. I thought it was pretty peculiar when this thread was resurrected.
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Post by YodaBreaker on Jul 20, 2007 12:55:57 GMT -5
The main reason it keeps getting resurrected is that people keep wondering "wouldn't it be cool to have an Attacktix video game?" or some such question. This is the closest we've come to such a project, so I just point 'em back here.
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Leumas
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Post by Leumas on Jul 20, 2007 16:31:37 GMT -5
I really hope it doesn't die. This game could revolutionize the game of Attacktix, allowing people to collect figures that they could never collect before, plus it could help you test out squads and stuff.
And I want to virtually fling a virtual Stormtrooper across the virtual table...
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Ataru
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Post by Ataru on Jul 20, 2007 17:48:40 GMT -5
Anyone want to team up to create our own?
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xanatos
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Post by xanatos on Jul 20, 2007 18:31:20 GMT -5
Eh, I do not know much about making games, well aside from a bit in RPG Maker 2003, which would not work at all with attacktix. I tried gamemaker, and I can't do that, so yeah...
Also on a side note thingy, I can make some sprites if anyone wants to make it GBA styled...
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Post by YodaBreaker on Jul 20, 2007 18:50:24 GMT -5
Eh, I do not know much about making games, well aside from a bit in RPG Maker 2003, which would not work at all with attacktix. I tried gamemaker, and I can't do that, so yeah... I know enough about making games to know that this would be an arduous undertaking, at best. It could be made to be sprite-based (and an online version would probably be best fashioned in a spritely way to maximize compatibility), but just about everything offline seems to be polygonal nowadays, and I wouldn't have the know-how patience needed to make the relevant character models. The closest I've come to having a game program was a space adventure I programmed on my TI-85 over a decade ago... Good grief, it has been over a decade, if only by a month or so. Wow. IAmSam makes some interesting points about what such a game would allow people to do. However, generally speaking, you can use proxy figures to play against teams you'd otherwise never be able to play against. This gives me an interesting idea for a thread, actually Nevertheless, you'd still not have the actual figure - then again, you'd not really have it with a computer game, either
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Ataru
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Post by Ataru on Jul 20, 2007 18:56:19 GMT -5
I can use Game Maker, and I can design sprites... *suddenly I'm feeling very small with this enormous undertaking looming over me*
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Post by YodaBreaker on Jul 20, 2007 19:11:42 GMT -5
Well, there are apparently Game Maker tutorials, and I don't mean to dissuade anyone from attempting this. However, game making like this would largely be a thankless enterprise, and you'd probably get a large amount of criticism if you didn't do it "right" (whatever that means). Here are a few issues you'd have to consider to make a successful game of this nature: 1) Physics engine 1a) Playing surface friction 1b) Behavior of projectiles in flight 1c) Determining whether a figure is barely moved, wobbles around, is knocked down, or other attack-receiving motions 1d) Mechanism for accounting for different figure geometries during striker (and launcher) attacks 1e) Behavior of figures when struck with sufficient force 1f) Interactions among figures when projectiles or figures hit figures in addition to intended target 1g) Modeling of masses of figures and projectiles 2) Gameplay 2a) Aiming of attacks 2ai) Method of specifying horizontal and vertical position of launcher, along with launch power 2aii) Method of specifying same with striker attack, with particular attention to power of attack 2b) Movement of figures and collision detection 2c) Implementation of difficulty levels 2d) Artificial intelligence of computer adversaries 2e) Representation of squad building 2ei) Are all figures going to be available for players to use at the outset, or will they have to earn credits to build better squads? 2eii) Will games of any number of points be allowed, or will you allow only certain point caps (e.g., 100, 200)? 3) Single vs. multiplayer considerations 3a) Should there even be a multiplayer mode? 3ai) If so, how would it be implemented? Do you know enough network stack coding to do this? 3aii) If not, would it be fun enough just to play against a computer opponent? 3b) Should players be allowed to text chat with each other? voice chat? no chat or interaction? And these are just what come to me off the top of my head as I wait to rebuild my server.
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Post by superflytnt on Jul 21, 2007 8:50:14 GMT -5
I used to code for my father's company in COBOL, and I also tinkered with games on the side. I actually wrote 2 RPGs and a really cool Star Trek battle simulator. This was in 1991.
This game would be quite easy to do, aside from the graphics artwork (always my weak point) and the internet multiplayer. I'd say the best way to maek this EASY would be have the game output a file to the desktop with all of the positions of the figures on the gameboard and the history of the match, then have the user email it to the opposing player. Not real-time multiplay, but no worries about ports, firewalls, and the stack.
The "aim" and "power" parts wouldn't be hard either. Just use an indicator line that rotates around the figure 360 degrees at moderate speed for the aiming section, and await a keystroke to accept the direction of swing, then use another 'bar' style meter that waxes and wanes to indicate 'power' of strike. Obviously shots from blasters would be different - the bar meter would indicate probability of hit. Physics would be easy too, as you only need to truly worry about the direction of strike, calculate the opposite direction based upon point of impact, then look to a table to determine how many squares to move to. During the 'fall' the game needs only to look if there's an "occupied square" in the line of flight, and if so, tag that as a hit and take them in order.
All in all, it's really not all that hard to make the engine of the game, all you need is time and coffee.
OOOH had an idea. Wouldn't it be cool to use the JoeAttacktix "owned figures" in your profile as your virtual collection in the game?
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Post by YodaBreaker on Jul 21, 2007 10:39:46 GMT -5
This game would be quite easy to do, aside from the graphics artwork (always my weak point) and the internet multiplayer. I'd say the best way to maek this EASY would be have the game output a file to the desktop with all of the positions of the figures on the gameboard and the history of the match, then have the user email it to the opposing player. Not real-time multiplay, but no worries about ports, firewalls, and the stack. Yep, you and I definitely have different opinions of the ease of doing such a game One could just have a click indicator for where the desired target on the figure would be - having an indicator moving around a figure might cause all kinds of problems about users feeling like they couldn't hit the right point on a figure. However, for a realistic strike, there would also need to be modeling of precisely what points of the striking surface would be contacting the target, the angles and surfaces on the target that might dissipate or concentrate the energy of the strike, Also, different strikers have different levels of power in their strikes, varying angles of strike (e.g., Yoda vs. Wicket), and varying abilities to change the angle of the strike (e.g. Wicket vs. farm-boy Skywalker vs. Darth Maul vs. Starter Kenobi). Again, these would need to be modeled. Again, the angle of incidence of the projectile, the mass and geometry of the projectile, its aerodynamics, and other such factors would need to be modeled to help differentiate a small missile launcher from a Force blast. Actually, by my reckoning, there'd need to be many more computations than that. At a bare minimum, you'd need to represent the following for realistic gameplay: 1) The velocity of the strike 2) The angle at which the incoming figure is arriving in three dimensions 3) The rotational momentum of the incoming figure 4) The mass of the incoming figure and its distribution throughout the figure, along with that figure's geometry 5) The orientation of the receiving figure and its attendant profile with respect to the incoming figure (i.e., the probability it could be hit at a given spot) 6) The mass, geometry, and orientations of any figures with which a figure might be in formation. Launcher attacks would have similar considerations. Also, you're reckoning movement based on "squares", even though Attacktix isn't based on square or hex movement. That could make people feel like the game is "off", and it certainly would reduce its complexity considerably. At the very least, it would make it difficult to treat all sculpts differently (e.g., Beast will occupy more real estate than a Mini-Con). It's not hard to make an engine, that's true. However, for it to accurately simulate an actual Attacktix game...that's something else The problems I enumerate are certainly not insurmountable - professional game designers surmount them with ease, nowadays. However, they're professionals with the attendant time, training, and support to program such a thing - I'd be concerned that our amateur attempts would end up being just that. It's the 3D, kinetic aspects of this game that make it much harder to model than something like Star Wars miniatures - the physics end up being a lot more complex than in the simple combat simulators it sounds like you and I have programmed. Well, that'd limit you to 10 figures, tops, given that's the approximate limit on shop items. However, it'd be an interesting way to choose figs, that's for sure
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