Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => Topic started by: Builderboy on September 19, 2010, 04:17:22 am

Title: Game ideas that never came to fruition
Post by: Builderboy on September 19, 2010, 04:17:22 am
So over the course of my time programing, i have had numerous game ideas and concept code that was just never realized.  The concepts were there, the ideas were there, even sometimes a lot of code was written, but it all ended in nothing.  Here are some of the ideas i have had over the years that i never actually finished

Everything's Eventual
Based off the short story from Stephan King, you are offered a job after a secret company learns of your unique ability to control peoples actions by writing special types of messages.  They employ you as a special sort of assassin, working from a small town, where they set you up in a small house, with minimal cash, and provide you with anything you could ever need.  It would be a text based game, where you can navigate your house, small city, and your computer terminal.  Using your computer, you receive targets via email, and you send them messages to make them commit suicide.  After playing the game for a bit and completing several challenges, you hear about the suicide of a refutable cancer researching doctor for no reason, you start to suspect your employers.  You can actually then chose to send emails to your supervisors to kill them and escape your city to find the company and shut them down, stay in your city and lead a small life, or remain under the employment and get arrested when the police find out what you are doing.  Its a multi-ending story, and i thought it would be very fun to code, but it really never got going.

Demolition
This game really didnt have any plot, but was the brainchild of my desire to use a lot of cool weapons.  I wanted to be able to use a pistol, shotgun, machine gun, rocket launcher, grenades, and all other sorts of weapons realistically on the calculator.  The basic idea, was you are presented with a mission, assassinate the terrorist, whatever, the plot wasn't really thought out much.  The gameplay was what i was focused on.  I wanted totally dynamic terrain, where you could snipe supports and beams would fall.  Shooting barrels would set nearby things on fire and they would collapse and destroy other things.  You could inflict different amounts of damage to all objects until they were completely destroyed, and you were given a plethora of weapons that would interact with the physics of the world realistically.  Obviously this is a very large undertaking for even lib asisted basic, and as soon as i sat down and tried to start writing the engine, it pretty much died right there.

Unnamed Strategy Game
This was the game with the most complete code, and inspired by the Omnicalcs linking functionality.  The basic idea was you have a Base, you must defend it however possible.  The base could generate troops to defend it, and the troops could in turn build other things to defend themselves.  Like walls, fences, factories to produce gold, towers, ect... Both you and your opponent had their own screen, and between you was a screen called no mans land.  Your objective was to leave your screen, cross no mans land, infiltrate your opponents screen and destroy their base.  You had to manage developing your home base, while upgrading troops to send over to infiltrate the opponents base.  The cool thing was anybody can build anywhere, as long as they have troops to build things.  So if you get to no mans land first, you can start your own base.  And you could even build walls inside of an opponents base as long as your troops took enough gold with them.  I had code written for complete multiplayer interaction on a single screen, where you could build objects, move them around, and interact with them.  Again, though, the complexity of the game idea just never worked out for me.

So yeah, these are some major game projects that i never really completed, but i was really excited about at the time.  It just didnt work out, but if someone wanted to pick one up, id be more than happy to give them out ^^
Title: Re: Game ideas that never came to fruition
Post by: meishe91 on September 19, 2010, 04:43:42 am
These sound like really cool ideas. I'm sorry they didn't quite work out though, that's always a bummer. What were these written in? Like pure TI-BASIC or hybrid?
Title: Re: Game ideas that never came to fruition
Post by: Builderboy on September 19, 2010, 04:46:29 am
Everything's Eventual was going to be written in pure TiBasic, since it was going to be a text only game.  The strategy game was going to be an Omnicalc game because of its excellent linking abilities.  Demolition was going to be written using xLib because of its great sprite abilities.
Title: Re: Game ideas that never came to fruition
Post by: DJ Omnimaga on September 19, 2010, 05:36:49 am
Illusiat 2002: La Quête Ultime (The Ultimate Quest) (2002)
(http://www.omnimaga.org/index.php?action=dlattach;topic=2071.0;attach=1192;image)
-pseudo 3D (with some actual basic 3D every now and then) RPG in the style of Star Ocean 2, Legend Of Dragoon and FFVII-IX in terms of map engine style, where battles were 3 chars vs 1 enemy. Story was a bit simple (it involved 4 elemental crystals, lol) but more developed than any Illusiat game prior Illusiat 9. Game was gonna be split in 5 chapters, have about 10 hours of gameplay and amazing animations for pure-BASIC. It was what was supposed to be Illusiat 5. Game was 79 KB and 2.5 chapters complete when Mirage corrupted my archive and forced me to reset the entire memory. I had no mean to backup at the time, except my bro's 83+, which he asked me to clean from the game backup made two weeks before as he needed the calc, so everything but the title screen were lost.

Team (2002)
Following the deletion of Illusiat 2002 in Feb 2002, my motivation was at its lowest. I tried making a dumbed down RPG split into chapters again, but it never turned out to be as good as Illusiat 2002. It was broken as well so I cancelled it. Following that, I stopped calc programming for a few months. Demo available for download.

Illusion of Mana/Secret Of Mana 83+ (2002)
First attempt at a Zelda-style game, using Illusiat 6 engine. Project died as I was not ready to work with enemy collision detection yet.

The Reign Of Legends 3-II: Theola Shire (2004)
An Omnicalc direct sequel to The Reign Of Legends 3, involving the only surviving playable character from the previous game as well as the mysterious guy appearing during final battle. 3rd char slot was just gonna be random characters that sometimes joined your party. Game was going to occur on the moon in 2235 AD, where humans took refuge following the destruction of almost everything on the Earth in 2200 AD. The game did not go far in planning stages and no line of code was ever written for it.

The Reign Of Legends 4ever (2004)
A RPG starting at the end of time where 4 groups of 2 warriors have each their own mission to accomplish. There are warriors of earth, wind, water and fire. Each need to go in the respective elemental worlds. Once each tasks are accomplished, the path to the final battle (and resurrecting the world as it was before its destruction) is opened. At this point you choose whichever character you want. In each world, if I remember, you usually had another person joining your party.

It was gonna be possible to swap between missions and return to visit the respective areas. Items from a mission could be used in the other, so some missions allowed you to complete others .

The project died because it was just too massive to take on. The overworld for the Earth world was only 1/4 finished and it was almost 100 maps. Also on UTI people started whining about the usage of ASCII graphics on the overworld and the usage of ASM libs instead of pure-BASIC, so it killed my motivation.

Reuben Quest III: Terror In The Sky (2005 I think)
5-level xLIB grayscale game. I then realized how hard such sprites were to create. Nitacku grayscale ditherer did not exist back then so yeah. Plus I had no idea for the game battles and to manage to fit everything in RAM (which gave me lots of trouble in the first two games). Also, almost everyone started hating large games with multiple files so I decided against starting this project.

Diortem (2005)
Omnicalc Metroid clone. The reason why it died is the same as the last one stated for Reuben III. However, this project was revived as Metroid II Evolution over one year later and ported to xLIB. Demo available for download. It features different enemies than Metroid II Evolution, like actual Metroids.

Project Omega: Race Ngine (2007)
Lotus Turbo Challenge style game using xLIB. It improved on Lotus in the way that when turning, the background scrolled left/right, but as the speed was already a bit low, I got worried the addition of more features would make the game too slow to be fun. In addition to that, I had some life/online issues at the time that hindered me. Demo available for download.

The Reign of Legends 4 (2007)
Another attempt at a ROL4, this time graphical again. You had to save the world from the approaching void. This world had 6 kingdoms representing an element: Earth, wind, water, fire, darkness and void. The story was a parralel with TI community events at the time as well as its state, although made into a fantasy RPG story. Even the 6 kingdom names had similarities with the active TI-83+ forums at the time, such as Omnitia, the kingdom of darkness, which is nearly deserted early in the game. The game featured a job system like Final Fantasy III for the NES and V for the SNES. Unfortunately, only the menu was finished, along with the job system and cure magic spells in it. Battles were started but not even close from being finished. As for the story, only the beginning and the end were coded. For some reasons I kinda lost interest after a few weeks of coding. The menu and some files are available for download and requires xLIB.

Illusiat 13: The Lost Chapter/The Last Chapter/The Final Chapter (2009)
Final game in the Illusiat serie, worked on over 6 years after the previous one that was meant to be the last came out. Repeated online issues with someone (added up to other stuff I had to deal with in a short amount of time), which I never really recovered from, teared apart my motivation and I cancelled the project during Summer 2009, despite the game being 90% complete (only the final dungeon/battle, ending and an optional dungeon  needed to be done, as well as a few enemies/bosses.). It was revived for a short while and renamed from I13 The Lost Chapter to I13 The Last Chapter, but only some bugfixes occured as well as cosmetical changes during saving/loading. It died afterward again. In 2010 it was revived again but no work was put on it except some planned story changes in my head. Finally I gave the project to another staff, although it is not a priority. Game is fully playable until the final dungeon and available for download.
Title: Re: Game ideas that never came to fruition
Post by: Hot_Dog on September 19, 2010, 09:57:59 am
Elimination  This was going to be an RPG game with a major "HQ" world along with 100 shorter levels.  I was going to use the same approach I am using with S.A.D. in terms of talking and cutscenes, except I was writing the game for Celtic III.  I was also planning a sequel.  I got so far as coding the text routine and the movement engine, but that was all.  Some of you will be familiar with the storyline because I played with these two games a little bit and it became "Of Mankind, The Ptaloids, and the Tosonians in 4 Parts"

Super Mario Conquest  A lesser-known coder named Rebma Boss had this idea and never started it, so he allowed me to look at it and see if I could do something with it.  It was to be an RTS game that involved no building construction and resource gathering.  (Yes, those do exist, for instance Pikimin and Netrek)

Squeeze It was supposed to be the "Ultimate Compression Program" for computer, as I tried time and time again to come up with a way to compress files from 100 MB to 100 KB.  (The idea was to come up with a way to compress a file, then re-compress it, then re-compress it, etc.)  Not only did all 200 of my methods fail, many of the methods made the files bigger.
Title: Re: Game ideas that never came to fruition
Post by: Deep Toaster on September 19, 2010, 11:03:24 am
Unnamed RPG (2007): It was going to be a full RPG with 3x5 text sprites. I got 10 maps and the store done (and a cheat :P) and was working on the battle engine when I realized it would far surpass 24 KB when finished. Being hesitant to use xLIB, which I was afraid would add too much to the memory cost, I stopped dev.

Unnamed RPG 2 (2008): Now with a lot more experience with xLIB, I decided to try making an RPG again, but this time of the kind where you walk around with a gun (I actually made all the sprites which IMO were pretty decent :-\) and shoot enemies when you come to them. The AI stumped me, so I gave up.

Unnamed RPG 3 (2009): Yes, another one. I had an idea to make a pure-BASIC RPG with better compression than I knew of in 2007 and 5x5 sprites. Then I had a better idea for a puzzle platformer, so this got replaced by Absolute Insanity (which I actually finished :)). And so I have yet to make a working top-down RPG...

There were many others where I got a bit of work done (or in the case of some, 90% or more done), then gave up for one reason or another (often due to boredom (http://en.wikipedia.org/wiki/Boredom)).
Title: Re: Game ideas that never came to fruition
Post by: qazz42 on September 19, 2010, 12:01:56 pm
Fight: Dont ask, I made it for the DCS contest entry, but it FAILED hard, I then proceeded to make TI-Mail
Title: Re: Game ideas that never came to fruition
Post by: SirCmpwn on September 19, 2010, 12:02:52 pm
Fuel: Old contest entry, but it was super slow.  I lost the source code, but I found it again in a group on my calc last night ^_^
Title: Re: Game ideas that never came to fruition
Post by: DJ Omnimaga on September 19, 2010, 12:37:49 pm
Elimination  This was going to be an RPG game with a major "HQ" world along with 100 shorter levels.  I was going to use the same approach I am using with S.A.D. in terms of talking and cutscenes, except I was writing the game for Celtic III.  I was also planning a sequel.  I got so far as coding the text routine and the movement engine, but that was all.  Some of you will be familiar with the storyline because I played with these two games a little bit and it became "Of Mankind, The Ptaloids, and the Tosonians in 4 Parts"

Super Mario Conquest  A lesser-known coder named Rebma Boss had this idea and never started it, so he allowed me to look at it and see if I could do something with it.  It was to be an RTS game that involved no building construction and resource gathering.  (Yes, those do exist, for instance Pikimin and Netrek)

Squeeze It was supposed to be the "Ultimate Compression Program" for computer, as I tried time and time again to come up with a way to compress files from 100 MB to 100 KB.  (The idea was to come up with a way to compress a file, then re-compress it, then re-compress it, etc.)  Not only did all 200 of my methods fail, many of the methods made the files bigger.
Didn't you also have a few S.A.D-based games as well, one being for the contest and the other one in xLIB, that never came to fruition?

Fuel: Old contest entry, but it was super slow.  I lost the source code, but I found it again in a group on my calc last night ^_^
Is it discontinued or will it be revived, though?
Title: Re: Game ideas that never came to fruition
Post by: apcalc on September 19, 2010, 12:46:36 pm
Ballz:  A remake of this (http://www.ticalc.org/archives/files/fileinfo/429/42935.html) game in C for the TI-89.  I think I still have the source somewhere, but I doubt I will ever release it.  I had it complete, with the exception of (1) the stars in the levels and (2) I only implemented about 1/3 of the levels.  Also, the physics were pathetic.  One good thing, the speed was 9000x better than that BASIC version. ;)
Title: Re: Game ideas that never came to fruition
Post by: DJ Omnimaga on September 19, 2010, 12:50:52 pm
I assume in that game you must just press the jump key at the right moment to not hit walls?

I wonder why the person didn't made it so the ball moves every 4 or 8 pixel like most 83+ BASIC games... framerate would be low but at least movement/gameplay would be faster
Title: Re: Game ideas that never came to fruition
Post by: SirCmpwn on September 19, 2010, 01:04:49 pm
DJ, I will probably continue it, even though it is slow.
Title: Re: Game ideas that never came to fruition
Post by: DJ Omnimaga on September 19, 2010, 01:08:21 pm
Aah ok. Is it 15-MHz only right now?
Title: Re: Game ideas that never came to fruition
Post by: SirCmpwn on September 19, 2010, 01:13:04 pm
Yes.  You can run it at 6, but God FSM help you.
Title: Re: Game ideas that never came to fruition
Post by: DJ Omnimaga on September 19, 2010, 01:41:59 pm
Ah ok, I was wondering if the slowness was in 15 MHz mode or just 6. If it was slow only in 6 MHz it could be made a 15 MHz-only game.
/me wishes Sir would post screenshots ;D
Title: Re: Game ideas that never came to fruition
Post by: SirCmpwn on September 19, 2010, 01:44:00 pm
I'll post screenshots soon if you like :P
Title: Re: Game ideas that never came to fruition
Post by: DJ Omnimaga on September 19, 2010, 01:48:22 pm
Cool :D

I wonder how it look like :)
Title: Re: Game ideas that never came to fruition
Post by: Hot_Dog on September 19, 2010, 01:58:05 pm
Quote
Didn't you also have a few S.A.D-based games as well, one being for the contest and the other one in xLIB, that never came to fruition?

True.  Still, the storyline for the contest one will be in the S.A.D. campaign.
Title: Re: Game ideas that never came to fruition
Post by: DJ Omnimaga on September 19, 2010, 02:00:42 pm
That's good at least :)
Title: Re: Game ideas that never came to fruition
Post by: ztrumpet on September 19, 2010, 02:06:21 pm
Escape: (Right after Drifter, so August 2009)
http://ourl.ca/3860
This was my first attempt at an RPG and involved using seeding rand to store every room.  Not only did this not work, but I also spent forever trying to find patterns in random numbers before I stopped.

AI Chess: (During Drifter dev, so around Summer of 2009)
I'd still like to finish this, but it's so low on my priority list that I doubt if it's ever completed.  I have the options menu and gameplay minus AI done.  This was meant to be like Nitactu's AI Checkers.

AI Connect 4: (Spring of 2010)
TIBD had a contest for Connect 4 and I meant to enter.  I had problems with checking to see if you won, so I shelved it for a while and never went back to it.  I have the main menu and gameplay minus checking to see if you won and AI done. :P

Donkey Kong: (Spring of 2008)
This was my first attempt at a graphical game.  I failed.  Hard.  It's since been completely deleted.

Pong: (Spring of 2008, right after Donkey Kong)
This was my second attempt at a graphical game.  I wanted to make Pong on the graphscreen.   I failed hard on this too.  It's also been completely deleted.

Yup, these have all been developed to a point and then forgotten.  I still may make AI Chess though, if I ever get an idea on how the AI would work. :P
Title: Re: Game ideas that never came to fruition
Post by: Hot_Dog on September 19, 2010, 02:19:13 pm
I would have loved connect 4.  :) Oh well
Title: Re: Game ideas that never came to fruition
Post by: DJ Omnimaga on September 19, 2010, 02:30:12 pm
Escape seemed interesting. I think I heard about it before. Randomized dungeons, right?

Also if you finish chess AI, please finish Elmgon and the other projects first :P
Title: Re: Game ideas that never came to fruition
Post by: Builderboy on September 19, 2010, 03:28:51 pm
Its sad to see all these concepts that were never really realized. :(

AI Connect 4: (Spring of 2010)
TIBD had a contest for Connect 4 and I meant to enter.  I had problems with checking to see if you won, so I shelved it for a while and never went back to it.  I have the main menu and gameplay minus checking to see if you won and AI done. :P

Hey i have an actual complete connect 4 game finished that i made for that contest :D Maybe we should combine ideas, help eachother out, and release the best connect 4 game ever ^^
Title: Re: Game ideas that never came to fruition
Post by: TsukasaZX on September 19, 2010, 03:42:31 pm
TI-PeT (TI-Personal Terminal)
Ancient bugger from back in my naive youth meant to be a RockmanEXE PET for the calc. Intended to learn ASM for the project so it never really proceeded beyond innumerable concept images. Was eventually canned when I gave up on learning ASM. If I ever learn ASM, I might consider reviving this mummy of a project.

TI-PeCm (TI-Persocom)
Anime variant of TI-PeT based off of the Chobits series. Not really sure what all this was supposed to be but I ditched it eventually. I might remake a Persocom sim on the calc for lulz.

A billion+1 other graphical shell concepts
Again, ancient buggers from back in my naive youth. Canned for the same reason as TI-PeT. All of them. No need to try making 'em anyway. DoorsCS 7 is the only shell the 83+/84+ will ever need.

Golden Sun 8x
An RPG that would take place in the realm of Weyard from Golden Sun. Not really sure of the plot anymore. The project was canned because of incidents surrounding Camelot (or was it Nintendo?) CaD'ing (Cease-and-Desist'ing) a GS fan project.

Final Fantasy A+ 8x
Another RPG that was meant to be a fan homage to the great flash animation Final Fantasy A+. Not really sure why I canned it. Probably was afraid the author would send me a CaD.

Megaera: The Chaos Tree
A real RPG about a mysterious 'chaos amulet' and the strange events surrounding it that occur every 1000 years. Canned because I couldn't do sprites well nor could I get the movement engine working.

Metroid: Return to Maridia (INDEFINITE HIATUS)
Not really canned, but I don't know if I'll ever attempt working on it again. The movement engine proved to be too hard for my skill level at the time and I'm still not certain I could pull off collision detection with enemies.

Mahou Shoujo Lyrical Nanoha: Battle Lightning
I originally intended to have two Battle games that play out the events of Mahou Shoujo Lyrical Nanoha from Nanoha's perspective and then Fate's perspective. Decided against it.

DiChromatic
A side-scrolling space-shooter type game where your ship swaps between being white and black to avoid colliding with white and black energy barriers. Canned because I couldn't figure a way to generate a moving level that was (a) spontaneously generated (because it was a survival game like FTunnel or Fall Down, you couldn't just STORE an infinite level to read from :P) and (b) navigable at a decent speed.

There are probably more that I'm just forgetting right now. x.x;
Title: Re: Game ideas that never came to fruition
Post by: meishe91 on September 19, 2010, 04:42:21 pm
DigiPet Idea
Some of you may remember me starting a topic about this. Never really got anywhere with it. No code was made. One, because I think it was/is beyond my skills and, two, the guy I was trying to get info from about the virtual pets wasn't really replying and such.
Title: Re: Game ideas that never came to fruition
Post by: FinaleTI on September 19, 2010, 05:38:23 pm
TI-PeT (TI-Personal Terminal)
Ancient bugger from back in my naive youth meant to be a RockmanEXE PET for the calc. Intended to learn ASM for the project so it never really proceeded beyond innumerable concept images. Was eventually canned when I gave up on learning ASM. If I ever learn ASM, I might consider reviving this mummy of a project.
It's funny, I had the same idea once. Now that I know Axe, I'm tempted to try it again.
Title: Re: Game ideas that never came to fruition
Post by: MRide on September 19, 2010, 05:43:58 pm
-Telepath RPG: meant to be a port of a cool flash game, in hybrid BASIC, and I even made some of the tiles for it, before I realized that it was going to be huge, and I probably did not have enough expertise to finish it.

-Pica-Centro for Axe: An interesting mastermind like game, that I had written in BASIC, but wanted to port to Axe.  I became fully aware of the differences when I tried to compile it.  The program got erased in a mem clear.
Title: Re: Game ideas that never came to fruition
Post by: shmibs on September 19, 2010, 07:37:53 pm
Pokémon Gray:
originally an xlib enhanced game which was then ported mid-dev and then ported again mid-dev to axe. i had movement, text display, all the tilesets, and a considerable amount of the battle engine done before i just gave up on it because A:there are too many pkmn clones and knock-offs in the works already and B: i got bored of recoding things over and over and never actually getting anywhere new.

Robo (or something like that):
a sidescrolling puzzle game in celtic-enhanced basic which featured realistic gravity and decent speed. the user played as a little robot dude who lost both his girlfriend and his memory somehow and is trying to find her. with the help of a few friends along the way(whom are playable and each had different attributes), he beats up the meanies who are trying to take over the town and saves her from the scrap-metal plant. scrapped because i started axe, didnt feel like remaking everything, and lost my familiarity with basic.

a few meager pics of these two can be found here (http://s833.photobucket.com/home/shmibs/allalbums)

oh, and
A.S.S (Awesome Shell System)
a crappy basic shell from my first year of coding that i actually completed, but wisely decided against uploading
Title: Re: Game ideas that never came to fruition
Post by: nitacku on September 19, 2010, 08:11:47 pm
Protocol.
This was a joint project between me and 3 other people, but it never was completed because it's difficult to coordinate efforts and ideas through pm/irc. I might revive this project though, now that Axe is available.

Title: Re: Game ideas that never came to fruition
Post by: Deep Toaster on September 19, 2010, 08:20:25 pm
TI-PeT (TI-Personal Terminal)
Ancient bugger from back in my naive youth meant to be a RockmanEXE PET for the calc. Intended to learn ASM for the project so it never really proceeded beyond innumerable concept images. Was eventually canned when I gave up on learning ASM. If I ever learn ASM, I might consider reviving this mummy of a project.
It's funny, I had the same idea once. Now that I know Axe, I'm tempted to try it again.

Strange, I just had that same idea yesterday...
Title: Re: Game ideas that never came to fruition
Post by: qazz42 on September 19, 2010, 08:32:20 pm
hmm, a PET would be nice
Title: Re: Game ideas that never came to fruition
Post by: FinaleTI on September 19, 2010, 08:43:25 pm
hmm, a PET would be nice
Especially if KermM finished gcn. Though I suppose you could do some cool stuff for it with Calcnet.
Title: Re: Game ideas that never came to fruition
Post by: qazz42 on September 19, 2010, 09:01:15 pm
yeah, I should ask him perhaps >:D

megamanNT was always a fav of mine
Title: Re: Game ideas that never came to fruition
Post by: shmibs on September 19, 2010, 09:07:13 pm
megamanNT is BLASPHEMY
they made bluesman girly...
Title: Re: Game ideas that never came to fruition
Post by: ztrumpet on September 19, 2010, 09:57:45 pm
Protocol.
This was a joint project between me and 3 other people, but it never was completed because it's difficult to coordinate efforts and ideas through pm/irc. I might revive this project though, now that Axe is available.
I recognize the name.  What was it? :)

Robo (or something like that):
a sidescrolling puzzle game in celtic-enhanced basic which featured realistic gravity and decent speed. the user played as a little robot dude who lost both his girlfriend and his memory somehow and is trying to find her. with the help of a few friends along the way(whom are playable and each had different attributes), he beats up the meanies who are trying to take over the town and saves her from the scrap-metal plant. scrapped because i started axe, didnt feel like remaking everything, and lost my familiarity with basic.

a few meager pics of these two can be found here (http://s833.photobucket.com/home/shmibs/allalbums)
Robo's two images look great!  It's too bad it got the Ax(e). :P
Title: Re: Game ideas that never came to fruition
Post by: FinaleTI on September 19, 2010, 10:04:32 pm
yeah, I should ask him perhaps >:D

megamanNT was always a fav of mine
I liked the Battle Network games better than the anime, but the purposes the PET served in both were about the same.
Title: Re: Game ideas that never came to fruition
Post by: DJ Omnimaga on September 19, 2010, 11:42:52 pm
Protocol.
This was a joint project between me and 3 other people, but it never was completed because it's difficult to coordinate efforts and ideas through pm/irc. I might revive this project though, now that Axe is available.


Was this project a RPG? I remember some talk about it on IRC back then (it was before the old board shutted down) but most authors seemed to get less active in calc stuff. I was always curious what it was because there seemed to be some hype about it.
Title: Re: Game ideas that never came to fruition
Post by: Builderboy on September 20, 2010, 12:15:26 am
If i remember correctly its some sort of puzzle game.... Hmmm i think we might even have a progress topic on omni somewhere?

EDIT: We do!  http://ourl.ca/3167
Title: Re: Game ideas that never came to fruition
Post by: DJ Omnimaga on September 20, 2010, 12:28:11 am
Ah right I remember now. I wish it didn't die
Title: Re: Game ideas that never came to fruition
Post by: shmibs on September 20, 2010, 01:04:50 am
Robo (or something like that):
a sidescrolling puzzle game in celtic-enhanced basic which featured realistic gravity and decent speed. the user played as a little robot dude who lost both his girlfriend and his memory somehow and is trying to find her. with the help of a few friends along the way(whom are playable and each had different attributes), he beats up the meanies who are trying to take over the town and saves her from the scrap-metal plant. scrapped because i started axe, didnt feel like remaking everything, and lost my familiarity with basic.

a few meager pics of these two can be found here (http://s833.photobucket.com/home/shmibs/allalbums)
Robo's two images look great!  It's too bad it got the Ax(e). :P
now that you mention it... i had completely forgotten about this old project until posting about it here and now feel up to the challenge of remaking it. im not going to try directly porting the old code, though.
Title: Re: Game ideas that never came to fruition
Post by: DJ Omnimaga on September 20, 2010, 01:10:28 am
I just noticed the image link now. Those looks kinda nice. Are every map entire pics, though? I noticed the screenshot there doesn't seem like a tilemap. Would it be very large if each map were pics, like Final Fantasy VII through IX?

EDIT: I realized a project is missing in my previous list: Illusiat 4

Illusiat 4 was finished on January 1st 2002, but it never got the chance to be released. That game, along with Illusiat 1 through 3, knew the same fate as Illusiat 2002. However, due to the simplicity of graphics in Illusiat 1 through 3, those 3 games were recoded from scratch and made as they were in 2001. However, Illusiat 4, due to the graphics and animations complexity (especially the world map and the final battle scene), was irrecoverable. Simply redoing it as it was in late 2001 would be impossible. I tried to take on the project every Winter, but finally never did, and in 2006, I officially ditched the idea. A remake of the original game is available in Illusiat 2004 package, using The Reign Of Legends 2/Illusiat 12 engine, but it is still only in french and no one online ever had the chance to see how the original looked like. This also explains why an Illusiat game is missing from the downloads section.

In summary, this project was finished completly, unlike the others I listed on the first page, but it witnessed massive data loss and never recovered from it.
Title: Re: Game ideas that never came to fruition
Post by: AngelFish on October 20, 2010, 01:17:14 pm
C.A.D: A fully equipped 3D CAD drawing system. It had several different tools and allowed actual 3D shapes. Of course, the entire things was BASIC, so it was very slow when you started drawing complicated shapes, but it worked. Unfortunately, while I was uploading it, my firewall decided to throw a temper tantrum and deleted the unarchived source as well as my OS. I lost several other files in the process.

Unnamed CFD program: As you can see, I write a lot of technical programs. Had I finished this one, it would have been one of the best. It solved the Navier-Stokes equations and plotted the 2D solutions. I managed to get the computations mostly working, but I couldn't get the plotter to work. I put this down intending to pick it up again when I knew more about coding, but I never did. It was deleted to make room for Axe and Black.

Unnamed math toolkit: This was basically a compilation of all of the math routines I used on a regular basis or liked using. It had everything from RSA data encryption to [a partial at the time of deletion] Blum Blum Shub Random number generator (used in the RSA encryption) to base conversion. It even had WFRNG :o
It was deleted along with C.A.D and I never got to finish it.
Title: Re: Game ideas that never came to fruition
Post by: DJ Omnimaga on October 20, 2010, 01:22:36 pm
I remember Builderboy got the on-calc file corruption issue when transferring programs from his calc to the computer. Were you using TI-Connect? It might actually be TI-Connect's fault from some old posts. What does CAD and CFD stands for, though?
Title: Re: Game ideas that never came to fruition
Post by: kyllopardiun on October 20, 2010, 01:35:35 pm
I remember Builderboy got the on-calc file corruption issue when transferring programs from his calc to the computer. Were you using TI-Connect? It might actually be TI-Connect's fault from some old posts. What does CAD and CFD stands for, though?
CAD probably is computer aided design
Title: Re: Game ideas that never came to fruition
Post by: AngelFish on October 20, 2010, 01:37:24 pm
I remember Builderboy got the on-calc file corruption issue when transferring programs from his calc to the computer. Were you using TI-Connect? It might actually be TI-Connect's fault from some old posts. What does CAD and CFD stands for, though?

Yes, it was TI-connect. However, the firewall kicked in halfway through the transfer and fixing the firewall fixed the problem for later transfers.

CAD: Computer Aided Design

CFD: Computational Fluid Dynamics

If you want to try a CAD program, Google Sketchup (http://sketchup.google.com/) is a good introductory program. For CFD, you might want to try open foam (http://www.openfoam.com/). Supposedly it's good, but I normally use a different commercial software for my stuff, so I don't know.
Title: Re: Game ideas that never came to fruition
Post by: DJ Omnimaga on October 20, 2010, 01:38:16 pm
Ah maybe, I am not too good with acronyms. Sometimes Google throws me different results x.x

Thanks for the info.
Title: Re: Game ideas that never came to fruition
Post by: AngelFish on October 20, 2010, 01:45:33 pm
I understand. It's just force of habit to use acronyms in reference to certain things for me.

By the way, I edited some links into my previous post if you want to check out those subjects further.
Title: Re: Game ideas that never came to fruition
Post by: DJ Omnimaga on October 20, 2010, 01:46:50 pm
Oh so CAD is kinda like Blender, right?
Title: Re: Game ideas that never came to fruition
Post by: AngelFish on October 20, 2010, 01:57:08 pm
Oh so CAD is kinda like Blender, right?

Kind of. It's more technically oriented and gives you data about the solid, but yeah.
Title: Re: Game ideas that never came to fruition
Post by: DJ Omnimaga on October 20, 2010, 02:46:21 pm
Ah cool :D

There's also that tilemapper that Matthias1992 that can produce data. Those tools can be useful for making 3D/2D stuff for various programming languages I guess :D