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Failed Projects, Yours and Mine (SEPFY E UNDONE?!?!)
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Shadowiii
It's been real.




Joined: 14 Feb 2003
Posts: 2460

PostPosted: Fri Dec 19, 2003 7:02 pm    Post subject: Reply with quote

My weakness is most definatly graphics (maptiles...aaah!) and battle balance, as well as just plain finishing a game. I enjoy story design and character design, music, and hero graphics and NPCs though.

My main weakness is being a bloody overachiever, which is why 90% of my projects have died. I hate being a perfectionist... Oookay...
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Stanislaw
Wanderer




Joined: 12 Nov 2003
Posts: 13
Location: Unstable

PostPosted: Fri Dec 19, 2003 7:27 pm    Post subject: Reply with quote

Isn't the 'finishing the game' a weakness everyone, to a degree, has? Looking over the entire discussion, the proof stares right back at you. I see many reasons why this is so: Perfectionists, Lack of interest, Taking up another interest, etc, etc. In summary, it’s the "distractions" that get in our way of ever finishing anything remotely good.

To be honest, the only thing project I've ever finished in my entire life (other than school work, of course), is a Card Game I made that is incredibly similar to YuGiOh (dodges countless volleys of flaming arrows) but modified to suit the rules I have invented (well, edited is probably the more correct term Oookay... ). However ripped it might sound, it is something that I am proud of finishing - it took me 4 years to finish, the end result being me having designed 525 types of cards, mostly original, fully tested, balanced, actually playable, and even compatible to normal YuGiOh cards. I even included 'rare' cards where it is actually difficult to obtain by following certain probability formulas. The moment I finished designing that last card was one of the best feelings of relief I ever experienced...

Now if I could just pour that effort into game making I could maybe whip up a decent game or so... I wish I wasn't such a harsh critic on the graphics and plotscripting I do... perfectionism gets in my way too much. Sigh.
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Ssalamanderr
Simply too strong. Simply too beautiful!




Joined: 14 Feb 2003
Posts: 208
Location: Out somewhere, Chillaxing.

PostPosted: Sun Dec 28, 2003 5:09 pm    Post subject: Reply with quote

So far all of my games have failed. I just never work on them. The problem is usually maptiles, which I cannot draw at all. they make me so frusturated I quit the OHR after working for 30 seconds.

Failed projects:
Arcane Vengeance. this game had some good ideas, but no plot whatsoever, and only one interesting character (who wasn't the main one)

I'm still working on my other two games, slowly.
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Harbinger
Opini




Joined: 19 Dec 2003
Posts: 14
Location: Jax

PostPosted: Wed Dec 31, 2003 12:12 pm    Post subject: Reply with quote

Perfectionism has definitly been my issue... as well as letting the scope of the project get out of control.
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byako
Shogun




Joined: 28 Oct 2003
Posts: 48
Location: Shotgun in the 48 car...

PostPosted: Tue Jan 06, 2004 11:33 pm    Post subject: I may as well as put in my 2 yen Reply with quote

EDO:My first game ever, and still no where near done. Most people know this one, and I imagine want me to do more to it (don't worry!)

Matricx re-hacked:Need I say more? It is actually my first decent complete game.

String Quartet: A Lousy joke of a game for year 2000(?) april fools contest. I believe Rinku said I won, since I was the only entry. (gfx were bad on purpose, but I *thought* about improving)

String Quartet 2:A sequel to one that has never made it out of dark corners of my mind. All i can say about it is that the main bad was some string cheese. Is a worse sequel to an already bad game needed? I don't think so either.

FFO (Final Fantasy Origins). updated gfx and a slight story line addition.
Still doable, just not much time. (plus, I found out someone is doing it 16 bit(original unchanged story, just updating gfx. They are calling it FForigins aw well)

My current project, name withheld, which is nearing completion. All I will say is that it is from a way past contest. I failed to have it finished in time for entry. I guess that's a good thing now, since I have spent more time fixing stupid stuff I would have otherwise left. I've had time to make it a decent quality game.

Terrorist Trouble: Nothing more than some gfx to get started. it's basically shooting up terrorists in a semi doom style. It's set in the country of AFRABARAGHANRAN, fighting against bad guys such as BEEN LOGGIN, WHO'S SANE, and TIMOTHY McFRY. Scripting problems put this one on hold(maybe stop)

Last but not least,
OHRcade:A simple comunity game for mini-games. Never got beyond making 1 set of tiles. Maybe a future project.

If anyone is interested in any of these, pm me.
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EDO -an oldie but goodie
matricx re-hacked a great little game
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Shadowiii
It's been real.




Joined: 14 Feb 2003
Posts: 2460

PostPosted: Wed Jan 07, 2004 7:32 am    Post subject: Reply with quote

Quote:
(plus, I found out someone is doing it 16 bit(original unchanged story, just updating gfx. They are calling it FForigins aw well)
::byako


Squaresoft really is getting pathetic these days. First they steal Cube's Cube system for FFX, then they steal your idea for FFOrigins! Big grin
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Battleblaze
Warrior Thread Monk




Joined: 19 Dec 2003
Posts: 782
Location: IndY OHR

PostPosted: Wed Jan 07, 2004 11:45 am    Post subject: I dun't really have any Reply with quote

As for failed projects they weren't really failed just quit.

My first game legend of leo that boasted absolutly no plotscripting and horrible walkabouts. Althugh it's my longest game on record it sucked and had a crap plot I made it back when the handshake version of OHR was out.

Then I tryed to make a game like it only with mega simple attacks that did like 1-2-3-4 etc damage without bitsets altering them...my hero looked like Amidamaru from shaman king...

Now I'm workin on TPD a FLCL/Big O fangame.
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Pepsi Ranger
Reality TV Host




Joined: 05 Feb 2003
Posts: 493
Location: South Florida

PostPosted: Wed Jan 07, 2004 8:49 pm    Post subject: Reply with quote

I hadn't really planned on posting in this thread since I'm not sure I would be quick to call my projects "failed," but I think that maybe it is at least a good place to make a progress check:

1. The Adventures of Powerstick Man--
This project is no way dead, but it is by far the greatest of my endeavors, and is therefore the most threatening to my time, and is in retrospect the reason why most of my other games could fail in theory. I'm not ready to let that happen, but sometimes life presents another plan, so any one of these could feasibly hang by a string.

2. Tightfloss Maiden--
Was originally slated to be my third great project, but has quickly become my second. Again, like Powerstick Man, this is in no way dead, but I'm having a major problem deciding on when it's "ready for release." Every time I think it's close, a new idea pops into my head that HAS to be implemented, therefore pushing back its release another several months.

3. Blind Date--
Originally meant to be the follow-up project to Powerstick Man, this one fell way behind simply because Tightfloss Maiden took my attention away from it. I started them both in the same year (2001) with TFM being a contest game that I wanted to improve upon and this one just being a new project to work on when I didn't want to work on Powerstick Man. Realizing that I now had three major projects in development, I sort of lost my bearings and stalled on all three. It also didn't help that I fell into my creative rut during that season (the ideas were still there but I just didn't have the desire to work on anything). This one will more than likely remained stalled until after Tightfloss Maiden is released and a few of my non-OHR related projects are finished.

4. Junkyard Bob's Mission: Impossible--
The idea for this game was to release a short, but completed project alongside the Tightfloss Maiden: Candy Edition game, but like TFM, the details and ideas for the game ballooned into something that would demand way more of my time than I'm eager to give anytime soon, so it also stalled temporarily. I'd still like to finish it eventually since it wouldn't be a very big game, and the premise is still attractive to me. But it'll have to be at a different time in my life. There's a technology demo of it on the game list for anyone interested in seeing how the team-split method works (where two heroes go their separate ways to tackle different parts of a puzzle). It includes the plotscript file.

5. All About Amber, All About Jack--
This game is probably my least publicized project, but it was originally meant to be my 48-Hour contest entry for 2002. Unfortunately the contest was unclear about its start time and I began work on it the second day. Of course I never finished it on time, and therefore haven't picked it up since. For those who know nothing about it, it's about a girl who tries to break her boyfriend out of detention so that he can take her out for her birthday. It was loosely inspired by the movie "10 Things I Hate About You," and offered team strategy similar to what Junkyard Bob is supposed to offer. Like my others, I definitely plan on working on this one again, but when that will be I have no idea.

6. Nativity--
This was a Christmas game that I worked on with Royal, but unfortunately it came at a time when he was starting his digital art classes that ultimately lead him into the gaming industry, so he only had time to work on it for one night. Therefore I only had time to work on it for one night. We have discussed the possibility of resuming progress on it at a more convenient time, but that was a year ago, so as far as I know, this may be the one game that won't get off the ground. But just for the record, this was the project that was going to make use of the items limit scripts that I posted on Moogle's page awhile back.

7. Parlour Tricks--
Let's just say that this is the game that I keep forgetting about. The original purpose was to create an OHR style card game utilizing a couple classic gems (like poker and black jack) and one that I made up (unsuccessfully). But it ballooned into an idea to loosely recreate the casino scene in Rush Hour 2 (aesthetically), and feature a guy who walks in with 5 bucks and is expected to walk out with millions any way that he can (legally or illegally...okay, it's in a casino so legalism isn't much of an option here). Unfortunately this game never got past the conceptual stage, and it probably won't until at least a couple of the games listed above get released.

8. The Dingo's Private Jackal--
This was going to be my 2003 entry to the 48-Hour contest, and like the game before it (Amber and Jack), I realized that I wasn't going to have the time I needed to finish it, so I let it go for the time being. The concept for this game was for the hero (a man on the run named "The Dingo") to rally a town against his pursuing enemy (a silent hunter named "The Jackal"), and use as many resources as he can find to weaken the enemy as much as possible before actually fighting him to the death. I believe that I was also going to implement the items limit scripts for this game, meaning that the hero had to locate the best items for the job to ensure that he had the best combination to adequately vanquish his enemy's strength. I would like to finish this one too, but the song and dance is the same as the other projects.

9. Annihilation World Domination--
I had discussed this game years ago with Moogle as a possible battle chess style game complete with levels, but he favored making it into a tactics-based game instead. After discussing it further, it somehow got lost in the mix of our other individual projects, and he later released OHR Tactics instead, so the need for this game sort of became obsolete. I have since thought about making it a traditional epic involving celebrities and blue-collar workers rising up and damaging the planet in order to fight their newly ordained oppressors. But I figured that I had enough major projects as is, so I placed it on a distant back-burner and only considered reviving it if it garnered team interest (preferrably with people with proven talents).

And that's it.

I had a couple other game ideas that may or may not get off the ground some day, but the ones listed above are the ones that have existing files created.

So that's my story. None of these are "dead" or "failed," but most are so far off from completion, and my devotion to gamemaking right now is so sparse, that they may as well be.
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Progress Report:

The Adventures of Powerstick Man: Extended Edition

Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.

Tightfloss Maiden

Currently Updating: Chapter 2
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NinjaCrusader
Inspector




Joined: 08 Jan 2004
Posts: 2
Location: Chicago, Illinois

PostPosted: Fri Jan 09, 2004 1:32 am    Post subject: Reply with quote

Oh boy, the OHRRPGCE being freely available did turn up quite a few unfinished projects for everyone. For me it was really a lack of commitment driven by my poor skills at graphics and my soundcard's poor skills at BAM. "Poor" in the latter scenario refers to the most abject want.

"Kozakk the Destroyer" was my very first project and my most cliche`d, complete with melodrama. The one thing I never did was reduce it to the level of a standard 'ratkiller' with slimes and other puny mobs. Then came my parody of the French Revolution, "Republican X," my most original work. It was followed by Dev Projects 1 and 2 which were experiments into manipulating the engine to run a realtime battle. I laid down the groundwork for a few other plotlines, but those didnt get anywhere outside of raw text. Workable text, though.

Overall, I think I gained more from my minor forays than from my few large projects. Excess ambition always cornered me creatively, but organic development was invigorating.
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junahu
Custom Title: 45 character limit




Joined: 13 Jan 2004
Posts: 369
Location: Hull, England

PostPosted: Thu Jan 15, 2004 5:49 am    Post subject: Reply with quote

My weakness seems to be battles and music. I'm just plain tone death Ha ha ha!

... oh and for some reason unknown, I can't move colonal sanders around

( Rolling Eyes yes I gave him a speed. I even put that as an argument in one of my autonumber scripts in case I forgot)
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chris98




Joined: 23 Feb 2005
Posts: 114
Location: On Jupiter, My rubber Boobie, s45 h79

PostPosted: Fri Apr 08, 2005 10:45 am    Post subject: Reply with quote

Shadow's Tale: Kingdom Hearts fangame, gave up as it wasn't very good at all. Might pick it up again though

Peril of Cairnavon: Isn't failed yet but on my first try I made an excellent grass maptile but my password was spelled incorrectly. On new try I have a heck of a lot of walkabouts and this one is fully planned.
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Setu_Firestorm
Music Composer




Joined: 26 Mar 2003
Posts: 2566
Location: Holiday. FL

PostPosted: Fri Apr 08, 2005 12:23 pm    Post subject: Reply with quote

Dragonblade: My first OHR project that I finished. Consider yourself fortunate for never having played it.

The 6th Age: Supposed to be the sequel to 5th Age. While the graphics quality and use of plotscripting made it better (The 5th Age has no plotscripting whatsoever. It runs completely off of the game's tags), it still sucked too horribly to finish.

Neo Krysta Tactics -- I tried to make this with SimRPG 95, but I didn't carry it out. Shame to, because the game itself was halfway decent.
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Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Fri Apr 08, 2005 2:18 pm    Post subject: Reply with quote

well my projects are on my sig

pokemon war:might pick it up on day
dragon warrior remake: if I wouldn't give up my laptop for a month, I would definately finish it, but I did, and now I plan on starting over(textbox wise) the maps however were so damn long to make(imagine copying the map tile by tile) so they stay.

and last but not least(actually it was the first project I ever started, but dropped) is pyramid of power.

and the new project right now, is Mr. smiley-man(a pacman clone) that will definately have demo in the near future.
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OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals.
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Raekuul
Delicious!




Joined: 31 Mar 2004
Posts: 641
Location: Nowhere

PostPosted: Fri Apr 08, 2005 2:53 pm    Post subject: Reply with quote

NinjaCrusader wrote:
Oh boy, the OHRRPGCE being freely available did turn up quite a few unfinished projects for everyone. For me it was really a lack of commitment driven by my poor skills at graphics and my soundcard's poor skills at BAM. "Poor" in the latter scenario refers to the most abject want.


That's no reason to stop (even though lack of motivation isn't either- may as well kiss DoZ goodbye...)
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Jack
the fool




Joined: 30 Jul 2004
Posts: 773

PostPosted: Fri Apr 08, 2005 3:31 pm    Post subject: Reply with quote

i dont really have as many failed as i do 'accidently' deleted.

Mr. Smiley's Adventure (first game i ever made)
You play as guess who: a smiley face, big surprise there. basically it only had about 5 mins of playtime. you start out in your house and your wife tells you that the house is under attack by lawn gnomes. so you grab your trusty ax, head outside, and start the slaughtering of mini statuettes. i never continued it because i was using the limited maps version of the OHR, and sooner or later it got deleted.

Unnamed Game (i think i named this Kyle's Adventure or something lame like that, heavy graphics rip)
Pretty much you just played as me, and you started out in my house. you walked outside and my friend came running out of nowhere (for some reason his pallette kept switching around when i put him on 10 speed) shouting that his house was under attack by mutant plants. you help him out and find these evil like plants, you kill them and find they're evil boss, and then kill it; the end. I heavily ripped graphics from Earthbound for some reason, i guess i was just really into that game at the time. i dunno what happened to this game, it just got up and walked away

ZOMBIES (my first good game with TAG's and pretty good graphics)
there wasn't really a story in this yet, but your started out in some abandoned house (supposedly to take cover from an oncoming swarm of zombies). you wander the house a bit, find a knife, a letter (detailing where the original house owners went), and a couple zombies. if my brother had not removed this from my computer, you guys might have seen a demo atleast. possibly in the future i might take this project back up, but with more of a story, different types of gameplay somehow.

Smiley Quest (another try at a smiley game, but with better graphics and gameplay, traditional RPG)
This game really just never got off the ground, i had a bunch of graphics and ideas for it, but just never got them out. you started as the Knight Smiley (fighter, defence), who gets a letter from the king to find his daughter who was kidnapped by an evil wizard (thats as far as i got game wise), so you travel to the nearest wizards tower, only to find: it's not the same wizard. you enlist in this wizards help (magic user). you start traveling a bit more, when you come upon this town which is holding an archery contest, you help out one of the archers to win (how im not sure), and he decides to help you out (usual agile/speed man). you eventually find the evil wizards tower, but he's not there only his minions and the daughter. you free the kings daughter, and she decides she wants you to go and destroy this evil wizard to get back at him kidnapping her. she decides to travel with you as well (she has healing spells, possibly stealing as well). you then go kill the evil wizard some how.
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