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Old 04-01-2010, 11:42 PM   #41
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So are you really doing this or are you just dicking around brainstorming here? Because I have a bunch more ideas.
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Old 04-01-2010, 11:47 PM   #42
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Save it. I'll hit up you and Drakul after I get the XNA package for my guys.

Welcome to the game, bitch. You answer to Khuntry until future notice.
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Old 04-01-2010, 11:47 PM   #43
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It would be pretty sweet if you could interface it with the camera to include custom options for your settings. So if you wanted to use your hand throwing up rock you could, if you wanted to use The Rock you could, a rock, etc. A lot of people would probably use a penis though.
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Old 04-01-2010, 11:50 PM   #44
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Sounds like something for Natal.
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Old 04-01-2010, 11:50 PM   #45
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Penis and all.
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Old 04-02-2010, 06:48 AM   #46
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What about my using the variants idea?
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Old 04-02-2010, 06:57 AM   #47
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Penis penetrates paper, scissors cut penis.
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Old 04-02-2010, 07:06 AM   #48
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Quote:
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What about my using the variants idea?
All those tokens would make the game tedious. Trying to hit the "ZOMG, look what I got Becky!" crowd.
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Old 04-02-2010, 07:20 AM   #49
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Just came up with a multiplayer mode called Battle Cycle. Would you like me to explain it? It's not often I share 'hard' stuff with you people, and I assure you this is an official R-Tyme project. Also, fuck iPhone, this is XNA.

Gonna write up a game document. Be PMing updates from here on in. Thanks for the input boys. Laters.

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Old 04-02-2010, 07:24 AM   #50
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Curious, explain plz
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Old 04-02-2010, 07:35 AM   #51
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iPhone is where the money is. More morons to sell to than Live.
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Old 04-02-2010, 07:45 AM   #52
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Quote:
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Curious, explain plz
- Up to six players put have their 'hands' (which will literally be floating hands) in the circle. Now I wondered how a game like this would work with that many people, and it seemed that a 'free for all' game would need a starter and a cycle. The game will randomly choose a starter out of the players.

- After a whimsical countdown and everyone reveals their token, the starter's token will be matched against the player on his right, for instance. If the starter wins, he will be matched with the player further down the circle (and the losing player is dropped). If the starter somehow manages to knock out the circle he wins.

- Now if he meets a player with a better token, he is dropped and the cycle moves the opposite direction with the new winner as the starter. Any players dropped (like the first defeated player in the cycle above) do not return, and the cycle keeps moving until one remains.

- I don't know if the universal token should be allowed in this mode...

- While not a final system, I imagine this would lead to back and forths in the circle until one remains. And it will be interesting to see if a player could get a clean sweep (a definite Achievement if XNA allowed such a thing).

- 1v1, 2v2, 3v3, and Battle Cycle seems to be a fair package.
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Old 04-02-2010, 07:49 AM   #53
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Quote:
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iPhone is where the money is. More morons to sell to than Live.
True, but I know little about iPhone's development program (universal kits, upload policy, I should look it up).

And I kinda hate the damn thing. But this is such a paycheck, hardly one of my heartfelt concepts. But whatever, it can be a learning tool along with the other one.
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Old 04-02-2010, 07:55 AM   #54
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Pretty good idea, but not with just the 3 tokens. Almost safe to say no one would ever beat the circle, because if I throw Rock then out of 6 people at least a couple are bound to throw paper. Just too few options for that aspect to really work. I get the feeling it'd just become pretty annoying because for at least the first few rounds the starter would have pretty much no chance of winning barring a miracle
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Old 04-02-2010, 07:58 AM   #55
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Aye, maybe whoever was defeated by the previous winner gets a new life when he's dropped (though keeping the same token they had)?
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Old 04-02-2010, 08:04 AM   #56
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Would that not make it almost endless though? If people could just keep coming back? Probably misunderstanding that though.

And having to keep the same token would be kinda lame. Wouldn't people be able to gameplan for that? They know whats coming from him. If he gets stuck with rock there'll be a bunch of paper and probably a couple scissors. Just too predicatable.

Perhaps a simple tournament style would be best?
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Old 04-02-2010, 08:35 AM   #57
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Quote:
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Would that not make it almost endless though? If people could just keep coming back? Probably misunderstanding that though.
The shifting direction of the cycle was my solution to that concern... I may need to practice the game live to see. A lot of it comes down to probability and the Rule of Counting.

Quote:
And having to keep the same token would be kinda lame. Wouldn't people be able to gameplan for that? They know whats coming from him. If he gets stuck with rock there'll be a bunch of paper and probably a couple scissors. Just too predicatable.

Perhaps a simple tournament style would be best?
There'd be no way someone could plan anything in a game like this, they all choose at the same time (I'm not crazy). The actual game is choosing your token, then it's all data crunching. That should take a second, but the whole battle cycle thing was a stab at... 'gamble tension', I guess.

Tourny isn't a bad idea anyway. And there should be whacky animations like the rock hand actually crushing the scissor hand and so on.
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Old 04-02-2010, 12:06 PM   #58
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The more you delve into battle systems and start straying away from RPS you will lose a lot of your market. You aren't just selling to gamers. 40-year-olds and girls buy apps too.

That is why I think the camera feature is so important. You can make it completely customizable for each user, yet you keep the traditional rules of the game. And all of that other stuff about that Battle Board keeping your stats would be there. But keep your market in mind.
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Old 04-02-2010, 12:11 PM   #59
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So I don't feel like looking it up.

How hard is XNA to actually use? What kind of code does it use?
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Old 04-03-2010, 06:01 AM   #60
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C++ and the UI is supposed to be friendly.
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Old 04-03-2010, 08:26 AM   #61
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Quote:
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C++ and the UI is supposed to be friendly.
It uses C# not C++ and it's fairly simple to use however some basic knowledge of programming would be useful. The UI is no different to what you'd use for any other language though, it's just Visual Studio.

If you're going to learn it I'd advise getting the book "Learning XNA 3.0" to guide you a bit, it'll teach you how to make your first basic game. My lecturer at University actually recommends it too.

My University now teaches XNA as part of its Games Development Module for the Year 2s on the programming course, I also used it in development of my Final Year Project. If you guys want any advice on planning/programming for games feel free to ask, I'm no expert by any means but I know a fair amount (At least, with me being 2 weeks away from having a degree in the subject I hope I do)

For those wondering, this is the "UI" as it were.


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Old 04-03-2010, 08:43 AM   #62
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Are there any dev forums you frequent that we could join? This one is counter-productive in subjects like this. I was going to join the XNA community but if you know any others that'll be worth a look that'll be cool.
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Old 04-03-2010, 08:51 AM   #63
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Most of the programming discussion I have is with my own friends from Uni, I'd advise joining the XNA Community one more then anything.
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Old 04-03-2010, 09:28 AM   #64
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Very well, staying on course.
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