Realistic MMOFPS based on Red Eclipse

Realistic MMOFPS based on Red Eclipse

Postby Inogord » 08 Dec 2012, 15:31

Hello, Friends!

You can participate in the creation of a new game.

Please offer any ideas, content and code for a new REALISTIC MMOFPS game based on the Cube 2 / Red Eclipse.

All of your helps, ideas, gameplay, pictures, shemes, textures, plans, maps, models, sounds, music, videos,... that you offer here, will be automatically licensed by CC-BY-SA. You automatically agree with this. You can not prohibition (ban, interdiction, embargo) using it now or in the future.

The game will be licensed by ZLib and CC-BY-SA and will free + open source.
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Re: Realistic MMOFPS based on Red Eclipse

Postby Inogord » 08 Dec 2012, 16:15

Last edited by Inogord on 09 Dec 2012, 01:32, edited 3 times in total.
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Re: Realistic MMOFPS based on Red Eclipse

Postby Inogord » 08 Dec 2012, 16:53

Ideas:

Requirements:
Will be possible to playing on netbooks, tablets (powerful) and old (but not very) computers;

Player:
able to lie on the ground;
when looking down when he sees his feet;
screen - oval instead of a rectangle, blurring the edges;
ability to pump player (increase the level of the player);
damage by falling;
pushing from blast, and can fell to the ground;
can soot off or cut any part of the player; the tank roll-crush palyer in a wet spot; organs within the human bodies, possible get it and play with them;
many explosions rip apart player;
machine can knock player and break his bones;
a player is bleeding;

Cars:
In the game will be a variety of vehicle, with additional weapons (tank) and without (parachute, skis, motorcycle without a sidecar);
possible use a real military equipment (maybe);
land, air and marine equipment;
deformation models: dents in collisions, bullet holes, explosions -> tears... in the metal, cracked and destruction glass, scratches on the paint, dirt, sand, dust, blood, body parts, tear rubber wheels, bent axles,...;

Environment:
realistic world, and physics;
destruction of the world;

Textures:
realistic different multivariate textures: stone, bricks, glass, wood, asphalt, sand, grass, metal ...

Models:
possible use a real weapons and real uniforms (maybe);

Sounds:
real sounds of nature, noise, weapons, vehicles;

Music:
Fast heavy rhythms;
Music should excite, stimulate, provoke;

System of buying:
The ability to buy and sell weapons, ammunition, items, armors and vehicles;

Weapons:
necessarily: cold arms, pistols, sub-machine gun, assault rifles, light, meddle and heavy machine guns, shotguns, carbines, sniper rifles, mortar, grenade launcher, anti-personnel and anti-tank grenades, anti-personnel and anti-tank mines, various explosives (c-4)...;

maybe: flamethrower; automatic grenade launcher; automatic gun-mortar; modern "Gatling guns"; punch (fist) and kick;

doubt: laser guns (naval), railgun (too big), electromagnetic pulse cannon, battle microwave emitter, [radioactive, chemical and biological contamination], plasma torch (is not a weapon), electric water cannon (water jet with electricity), "Raygun http://en.wikipedia.org/wiki/Raygun, Energy weapons https://en.wikipedia.org/wiki/Category:Energy_weapons;

definitely not: Any fictitious or theoretical weapons;

Armor:
different bulletproof vests, armored helmets, shields,...;

Items:
laser aimers, silencers, bipod, devices for night vision, under-barrel shotgun, under-barrel grenade launcher, thermographic camera, different scanners, GPS, radar, spyglass, binoculars;

Animals:
In the game will be a variety of animals: dogs, cats, birds, mice, snakes, wild boars, elks, bears, elephants...
Some can attack the player.
Last edited by Inogord on 09 Dec 2012, 00:17, edited 13 times in total.
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Re: Realistic MMOFPS based on Red Eclipse

Postby cdxbow » 08 Dec 2012, 19:10

This is a very ambitious project. I hope you have good coder(s) and a few modellers.
You are welcome to use our models form MekArcade if you wish.
Good Luck.
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Re: Realistic MMOFPS based on Red Eclipse

Postby Inogord » 08 Dec 2012, 19:23

All starts with an ideas, first need to understand, as game will looks.
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Re: Realistic MMOFPS based on Red Eclipse

Postby Sniper-Goth » 08 Dec 2012, 20:46

I see some ambition in here!
For this type of big project it would be better if all of developers from cube 2 derivative games reunite to make the greatest game this engine has seen.
Red Eclipse in game name: Sniper-Goth/Sniper-quake3. Maps in the making: DOTA style map, ringed, train, ladder race,.
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Re: Realistic MMOFPS based on Red Eclipse

Postby Evropi » 08 Dec 2012, 22:36

Hidden & Dangerous 2 clone.

GO. JUST GO!!!!

This is my favourite game of all time. No commercial company has dared to make a realistic (by realistic think ARMA or the original Operation Flashpoint) and highly atmospheric WW2 tactical shooter.
You just wasted 3 seconds of your life reading this.
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Re: Realistic MMOFPS based on Red Eclipse

Postby Inogord » 08 Dec 2012, 22:52

The game should not be boring or slow.
Players need to have fun. And it has to tighten like a drug.
Adrenaline, sex, hormones of happiness, ...
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Re: Realistic MMOFPS based on Red Eclipse

Postby Evropi » 09 Dec 2012, 00:28

Ah, I just noticed the 'MMO' part... not sure about this.

Actually, anyone that says that hasn't played a good realistic shooter like H&D2 :P. Operation Mountain King is probably my favourite mission, but that's well into the game. It's an example of truly great experiences in games.

Also, MMOs are shitty with regards to that. I'm a big fan of roguelikes and I'll just quote the creator of Dwarf Fortress, Tarn Adams, via this NYT article who skillfully explains why (hybrid) roguelikes are the best genre in the universe:

Shared projects like Boatmurdered mark the extent to which Tarn accommodates multiplayer participation. Massive multiplayer online games have been a lucrative industry trend for years, but Tarn disdains M.M.O.’s. To him, they replace the deep pleasures of imaginative game design with the novelty of community and are invariably oriented toward mass, lowest-common-denominator appeal. “Half the people I met were 12-year-olds yelling homophobic slurs,” he says.

[. . .]

Tarn sees his work in stridently ethical terms. He calls games like Angry Birds or Bejeweled, which ensnare players in addictive loops of frustration and gratification under the pretense that skill is required to win, “abusive” — a common diagnosis among those who get hooked on the games, but a surprising one from a game designer, ostensibly charged with doing the hooking. “Many popular games tap into something in a person that is compulsive, like hoarding,” he said, “the need to make progress with points or collect things. You sit there saying yeah-yeah-yeah and then you wake up and say, What the hell was I doing? You can call that kind of game fun, but only if you call compulsive gambling fun.” He added: “I used to value the ability to turn the user into your slave. I don’t anymore.”


That's why a well-designed game can be short and yet still incredibly fun. One way is to include a great narrative or branching gameplay that is constantly tense - no grinding involved. That's why I feel H&D2 is the greatest non-arena shooter ever made. And if you think it's boring, you're way wrong; OFP is boring, sure, it makes you drive between places, which, although it allows you a lot of freedom in choosing how you enter or thinking about your strategy (which really does matter in the original OFP), just isn't that cool if you die over and over again. H&D2 also has very big maps (depending on the map, there are some rather compact ones), but you're always in a tense state and always on the lookout. It's an awesome game. As dirty as I feel about this - if you can't find it in a store, pirate it. It's worth it. We still lack an open source clone of a realistic shooter or even an unrealistic slower-paced one like Counter Strike or Battlefield.
You just wasted 3 seconds of your life reading this.
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Re: Realistic MMOFPS based on Red Eclipse

Postby donnelly517 » 09 Dec 2012, 00:48

This sounds really good, albeit a tough project. If you can make it I will play it, a lot. It's as simple as that. I like Arma 2 and I plan to check out OFP too, and this sounds like both.

I hope you find some people to do your programming and models because you will need a lot of both. You may want to check out Iron Fist for code and ideas, Tempris is working on adding some realism to his game. Though it is sci-fi, so it will obviously have some things unrealistic, and he still has a lot to do. You also may want to set up a website and Mod/IndieDb page to post news and find people to help. When your game is further in development I'll try my hand at making some maps in it.

Do you have a name for the project yet? And good luck :) !
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Re: Realistic MMOFPS based on Red Eclipse

Postby wowie » 09 Dec 2012, 01:04

I only know of two successful MMOFPS games that are running right now:
WWII Online, and the Planetside series (Here's some stuff happening right now in PS2! (link))
If you manage to make a FOSS MMOFPS I will definitely be playing it. MMOFPS is an extremely underdeveloped subgenre, that needs many more games than it has right now.
I lost the game.
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Re: Realistic MMOFPS based on Red Eclipse

Postby qreeves » 09 Dec 2012, 07:31

I suppose the question is, do you have anything to offer other than a "starry-eyed idea"?

From http://cube.wikispaces.com/How+not+to+start+a+mod:
Since this seems to come up a lot, here is how to fail spectacularly with any particular modding idea:

Premises:
Propose starry-eyed idea
Ask for significant help to start the project

Conclusion:
Always fail

Summary
Ideas are cheap. Everyone has cool ideas.
If you make a mod, you must be willing to do the majority of the work by yourself.
Any skill your mod requires you need to have yourself.
Anything you plan to do, plan to do entirely by yourself.
Present your project only after some significant work has already been done.
It's usually better to team up with more skilled people and follow their lead. Working on a finished project is worth more than a failed personal project.
Do not release screenshots, etc. until they are at least up to par with Sauerbraten's default maps.
If your screenshot is the ugliest, throw the map away and start again. No one wants a map that goes backward in quality.

The reality is of any volunteer project is: if the people you want to help are significantly more skilled than you, or just significantly skilled, they will be more likely to work on their own projects than bother at all helping you.

Why is this? Ideas are cheap. Everyone has cool ideas. But very few people have the skill to follow through with them. When they do, they're usually not very altruistic about using them for the good of someone else.

Leadership skills matter not for starting something. People won't take marching orders from someone they perceive as less skilled. Leadership only matters in the endgame, when you have a lot of stuff to manage.

So what does this mean for someone wishing to start a mod or just volunteer project in general (one might say any non-commercial project, particularly open source ones)? It means: You must be willing to do most -- often all -- of the work yourself.

And when the critical mass of your project makes coming across it by accident via word-of-mouth unavoidable, then you'll start to get... a few, but very limited number of somewhat skilled people proposing to help. Very rarely, you might even get one or two skilled people.

The breakdown:

Of your users, a very small amount will express interest in helping. Let's say ten percent, being generous.
Of those, a smaller amount will actually try to help you. Again: ten percent. Extremely generous.
Of those, a much smaller amount will be capable of doing what they're trying. Ten percent.
Of those, a much smaller amount will be capable of doing what they're trying to do well. Ten percent.

So, being overly generous, maybe one hundredth of your users will help you. So unless you have several hundred users, there is very little chance you will get much help. BUt the bigger and more prestigious your project is the more the ratios will grow.

Consider the whole Cube and Sauerbraten project: it is about six years old by now. It's been quite successful by anyone's standards as a game/engine project (millions of downloads, etc.), yet even with this project there are less than twenty truly dedicated people -- programmers, artists, etc. (Level design has always been easier because this project was designed as the ultimate level design tool).

So if such a huge project gets so few contributors, even that many years in, why should your project get any right at the start?

Consider the mods that have been attempted for Sauer: there has been only one really successful one so far, Red Eclipse , and that worked out because a couple very skilled people got together, managed to keep the same vision, and, more importantly, managed to keep determined enough to continue it.

When you think you have something 80% finished, it's probably closer to 20%. Finishing something and polishing it takes a lot of determination, and usually isn't fun. It is work. Why do you think game programmers get paid like they do?

Any skill your mod requires you need to have yourself.
This includes C++ for gameplay changes, modeling and exporting for art, etc. Similarly, this means that the less skills your project requires (e.g. a map or map pack), the more likely you will be able to finish.

Any project you do, plan to do it entirely by yourself.
Any people that will want to help you at some stage will be a bonus, but don't rely on it.

Present your project only after some significant work has already been done.
People may see your skill and determination, which makes them ten times more likely to participate.

If you want to work on a mod, unless you are super-skilled, it's better to team up with more skilled people and follow their lead than start your own.
Yes, it's attractive to do your own ideas, but there are infinitely more ideas than means to execute them, so something has to give. Having made a contribution to a finished, polished project of someone else is worth so much more than a failed personal project.

This one goes not just for mods, but for anything:

Do not release screenshots, etc. until they are at least up to par with other good maps.
Do this test: compare a screenshot of your map with the ones for the maps on the main Sauerbraten page .
If your screenshot is the ugliest, throw the map away and start again. No one wants a map that goes backward in quality.
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
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Re: Realistic MMOFPS based on Red Eclipse

Postby wowie » 09 Dec 2012, 10:01

That just made me think of how much money it takes to run an MMO-worthy server. Ouch. :o
I lost the game.
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Re: Realistic MMOFPS based on Red Eclipse

Postby Inogord » 09 Dec 2012, 13:03

Here we just collect a good ideas in this topic.
Server for MMO? Any even not a big company can start the server and show there are not many advertising (on website, in downloads link, in game client, in game menu, in chat of game, text messages on top on the screen in game, advertising on billboards, walls, skins, guns and cars in the game, in minimap trees and houses in the form of text or logos, sound and music and video advertising... huge number of variants),
or/and they can selling, real and virtual items and addons (guns, cars, skins, T-shirts, mugs, pens, HD textures and models...).
Some the servers can be paid and without ads.
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Re: Realistic MMOFPS based on Red Eclipse

Postby qreeves » 09 Dec 2012, 20:39

I have come to the conclusion that Inogord has nothing useful to offer to the community. So far I have only witnessed them disregard my suggestion they watch the editing tutorials and read the information on the wiki while continuing to ask the most basic questions about the game here on the forums. Now they're trying to create a game based on RE by expecting everyone else to do all the work in our own forum, and trying to justify it. I have enough trouble getting people to contribute to the actual game, let alone this. Sorry, but I have to draw the line.

Inogord: If you want to continue participating in this community, I suggest you start understanding how to properly behave when in an open source gaming community. We don't have the resources necessary to answer everything single question that pops into your head, or help you make some idealistic game that would take a commercial studio several years to pull off. This is the final warning.

Topic locked.
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
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