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InsideQC Forums • View topic - The Quake mod dreams thread.

The Quake mod dreams thread.

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The Quake mod dreams thread.

Postby MauveBib » Tue Mar 25, 2008 4:38 pm

Apathy Now!
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Postby Wazat » Tue Mar 25, 2008 5:27 pm

I tend to be the opposite: I'll spend months planning out a game that is really only centered around gameplay. I plan out the mechanics, the monsters, the weapons, the player's abilities and how everything works, but my plans will normally be utterly devoid of story. :)

Lava lemmings is one exception, where the story drove the gameplay instead of coming up with a game and trying to generate a story for it. Unfortunately, lava lemmings died the same death so many other mods have faced. I managed to code a bit, make part of a map, a bunch of sounds, and a partial model converted from the Fiend model turned forwards so be on 4 legs. It never got anywhere after that, I think because I was getting too bogged down, didn't make real progress, and got drawn into real life again and finally settled on other projects.

Likewise, Super Smash Quake (which was supposed to have controls like super smash bros, and a side camera), SoldatQuake, QTactics (Final Fantasy Tactics mechanics), and a number of other ambitious mods have all died because I got lost in the mire of limitations, whether they be those of the game engine or my own personal abilities and attention span. I did get fairly far with some of them, and had major breakthroughs that could be used by me or other coders to create other mods, but the projects themselves very certainly died.

I even consider some of my successes to be failures. Conquest, for example, is a source of pride for me, but I can never share it with anyone because few people have ever gotten it. It takes a lot of patience to figure out and get anything out of. It takes considerable explanation before the player knows even how to play, and then when they face their first ogre and can't hurt it, they end up severely confused without coaching.

Conquest lacks some critical features (scan feature to see a monster's shields, hud elements to show your shielding etc better, in-game descriptions of monsters, shields, weapons, and basic gameplay... and so on) that would make it playable. As it stands now, it doesn't even serve as a proper prototype to show off the underlying idea to game companies or anyone else that may be interested in my work. It's just too incomplete.

Tactics Quake got pretty far, if I may say so myself. I had a more or less functioning grid system, which could handle unit movement, terrain height, multiple levels (bridges, caves), multiple unit types, placing units, various attacks and attack ranges, and so on. It needed work, but on a very basic level it worked. Once the infinite looping bug was fixed by switching to darkplaces, I was basically able to do whatever calculations and searches I needed.

I had pages and pages of unit classes, abilities and spells, game mechanics, and technical plans on how to overcome various Quake engine obstacles. No story, but lots of cool mechanics. Unfortunately, the project fell out of sight for years, and when I tried to return I was overwhelmed with work that needed to be done, and confusion over how to do it. Worse, I was severely frustrated with how hard it was to get anything to work properly, and how sharply the quake engine limited me. What's worse, it was just hard to keep working on a project that was based on my poorly written code from years ago, with all kinds of bugs and limitations, and no truly cool features up and running to show off. I could basically have units move around and poke each other with arrows, swords, or jump attacks, and the rest was gonna be hard. Eventually, I just walked away.

The project is not a complete failure, however. It evolved, slowly, into a different game design that I've continued fleshing out ever since (even today I'm adding ideas and refining when I go home each day). I'm considering making an independent video game out of it, or perhaps a pen and paper game based on an hex grid. The sky's the limit there, and planning is a lot less restricting/discouraging than trying to code the thing myself. Who knows what'll come of it.

I suppose nothing is a complete failure. I've done some cool stuff, and taken on some very ambitious projects. Some failed, others flourished. Even some of those that "failed" have produced insights and lessons for future projects. And ultimately, I mod to create things. Some of those creations never get finished, or even started, but I love to plan them. Just creating the plans can be very rewarding for me.

And as long as none of those unfinished projects become sentient and/or vengeful (or needy), I think I'm good. ;)
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Postby RenegadeC » Tue Mar 25, 2008 6:11 pm

Codename: Envenom is probably my biggest flop, too much of a grand scale for a project - although I did put a lot of effort into it and therefore got a release.

Street Fighter 2 Quake would be my second as it only had 2 playable characters; Ryu and Ken.

Space Quake, simple horizontal shooter game I only made a few models and gathered some sounds for and relied on Tux for coding back then. It never got far, but I consider it my 3rd due to how little was done and how long I waited for the code from Tux only to have him disappear forever.

CastleVania: Dance Before Dawn, I got bored working on this one and just fell out of it; has a release with a few test maps though.

That's all I can think of on my end.
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Postby leileilol » Tue Mar 25, 2008 6:53 pm

StuntCopter Quake. It wouldn't be hard to do this actually, I keep dreaming of it and how exactly it could be possibly done, I even have an all new color palette for it, it's just that I never even extracted a progs106.zip for its base

Darkstalkers Quake. CMON ENTHROPY ANSWER MY EMAILS!!!! DAMMITTTTT. This won't ever come to fruition

An Ultimate Quake that doesn't crash.
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Postby Monster » Tue Mar 25, 2008 9:38 pm

some type of Quake RPG game would be fun... kinda like Oblivion with its open-ended-ness, except not really fantasy themed. with lovecraftian themes. The Demon King was a pretty fun mod.

i've always wanted to play a really well-made swordfighting mod.

and of course i'd love to see an extremely intelligent close to human bot.

too bad i don't know any QuakeC
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Postby frag.machine » Wed Mar 26, 2008 12:00 am

My great project was called Realms of Quake. It started back in 2000, just before the Quake source code release, and basically would be a cooperative mod in a persistent world (something like WoW, but set in the Quake universe). People would complete quests to get 8 pieces of an ancient armor that would allow you to fight Quake itself in a final quest. We (me and Spinal, another well known brazilian Quake modder) even had a pre-alpha version using a customized GLQuake engine, but it was very buggy and unstable. Besides, we had no custom maps except an ugly hub start made by me. Years later I tried to ressurect some of the original ideas into a single player version, but Real Life(tm) sucked my time and eventually I just gave up. It was a very ambitious project to finish alone. :(
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby RenegadeC » Wed Mar 26, 2008 12:12 am

Monster, that reminded me of wanting to do a mod like Soul Blade/Calibur in Quake.
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Postby Dr. Shadowborg » Wed Mar 26, 2008 12:30 am

I want to make a mod that isn't for the most part immediatly ignored right from release. :cry:
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Postby Monster » Wed Mar 26, 2008 12:44 am

RenegadeC: I meant more of an FPS-style swordfighting game, that could be toggled into third person if desired... IMO sidescrolling type stuff is kinda weird in Quake.

yeah Dr shadowborg i would understand how that feels. Dunno why people dont wanna try it though, its tons of fun.
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Postby Urre » Wed Mar 26, 2008 7:29 am

Monster: it's only weird if not executed well enough.

My biggest flop... Not sure what that would be, most things have been, mainly because I've been unable to stop myself from going too far and complex with the design and ambitions.

I guess this one adds up as the worst. My second ever project was an MMORTS.

Let that sink in.

Now, most people would realize how overly ambitious this is, and just not go there. But no, I had to, overly enthusiastic 15 year old as I was. Somehow, I even managed to brainwash a coder and a modeler to do it for me, with me just basicly directing and designing, as I had no skills whatsoever. You can imagine how that went. Work done would be... Engine with console, textured terrain with deformation abilities (heightfield), basic water physics (water flowed into new areas if the heightfield was changed). Now that's already rather impressive. The modeler managed to churn out 5 or so untextured vehicles. It's sad really, the coder seemed to know what he was doing. In hindsight I wonder what the hell he was doing teaming up with me in the first place :D

If talking about Quake mods, Qmet would probably be the biggest one. It was going to be my take on a Metroid-like mod done in Quake, with some experimental controls and levels. It turned out those experimental features are what basicly killed it. I even had some players who quite enjoyed the few test matches we had in it, I had made a sidescrolling version of Quake to test the system in, made for some sorta neat deathmatching. The controls were however unusable, atleast in such a fast environment, the camera system, even though cool, was also not made for multiplayer it turned out. So I got discouraged and gave it up, as one of the main features I wanted in it was coop play. Work done: small deathmatch map, Quake done sideways plus a batch of new weapons, and at the time some neat code. I'm convinced however that I could make that mod happen today, even *with* the experimental features, but it might be best to strip those out. But then again, I have another ambitious project in the workings, so meh.

Enough embarrasment for today.
I was once a Quake modder
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Postby LordHavoc » Wed Mar 26, 2008 8:10 am

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Postby Urre » Wed Mar 26, 2008 8:22 am

I was once a Quake modder
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Postby ajay » Wed Mar 26, 2008 6:11 pm

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Postby CocoT » Wed Mar 26, 2008 9:16 pm

- New location: Update your bookmarks!
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Postby Error » Thu Mar 27, 2008 8:33 am


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