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Making a game; taking advice!
Posted: Tue Feb 16, 2010 2:45 pm
by Lord Ashram
Hey all!
A buddy and I, having just finished up our first XBOX game, are now working on a from-scratch Napoleonic "skirmish" game, perfect for living out the Sharpes series!
We have JUST started this project, and are interested in what folks want to see in a "squad based" skirmish game! For now the idea is you will have a few "characters" who lead their men into combat... it would be vs the AI only, with about 20 or so troops, max per side... your group would defeat enemies, complete missions, and generally become more experienced, gaining special skills and stuff as you go. It will be a flexible engine, as we intend to create other versions (ACW, modern, etc) and eventually to use it as just a piece of a larger game.
So please do come on by and share any thoughts or ideas you might have!
My blog, with info on the game
http://lordashramshouseofwar.blogspot.com/
The Facebook page for our XBOX game, which should be available on XBOX live in the next week or two... be sure to watch the trailer!
http://www.facebook.com/home.php#!/page ... 848?ref=ts
Re: Making a game; taking advice!
Posted: Tue Feb 16, 2010 2:55 pm
by norb
That's very cool that you did an XBox game, makes me wish I had an XBox.
Re: Making a game; taking advice!
Posted: Tue Feb 16, 2010 4:03 pm
by Lord Ashram
I wish you did too... if only because that way we might get your game on the XBOX!
I would do ANYTHING to be able to sit on the couch, fire up the big screen, and play Gettysburg:D
Norb, anything YOU'D like to see in a squad based game? Figure you might have some good ideas...

Re: Making a game; taking advice!
Posted: Tue Feb 16, 2010 4:22 pm
by norb
My main concept of game design is something that I've put in every game I've designed and it's simple. Add RPG aspects. I have this in this game and had it in the tc games, but haven't had the campaign mode to hook it up. My first big game success was a quake II mod where I added RPG aspects to QuakeII players. You need to get the player invested in their virtual persona. So they need ways to gain experience and level up, gaining new skills and abilities. It's a simple concept and it's not mine, but I believe that it can be incorporated into any game type and it will make any game that much more interesting.
Re:Making a game; taking advice!
Posted: Wed Feb 17, 2010 1:14 pm
by Lord Ashram
Couldn't agree more; a few of the key elements of a fun game that I have noticed is the accretive process and a role-playing element...
I think we may go for a modern squad combat game instead of a Nappy era one, as a few things might work better, but the engine is being made flexible on purpose, so all you need to convert to a nappy one is a reskin and adding weapon stats and the like!
Please do stop by the blog for the latest modern test screenshot!:)
http://lordashramshouseofwar.blogspot.com/
Re:Making a game; taking advice!
Posted: Sun Feb 28, 2010 4:39 am
by Flanyboy
I think that's one reason Sid Meier's Gettysburg did so well.
It wasn't RPG per say but you had the chance to fail. It wasn't simply if you win you move on and if you lose you have to play again.
They had the mini campaign element by breaking the battle into many different battles and the course of the engagement depended upon each smaller battle.
They seemingly abandoned that for SM Antietam and I feel like the game suffered greatly.
Personally Dynamic Campaigns and Dynamic missions are the best and most fun to play. The idea that if you fail you have to keep trying is one thing that I find very unappealing about most RPGs, though I still enjoy them.
Falcon 4.0 is probably in my top 3 or so greatest games of all time. That was a monster of a game and with a fantastic campaign. Silent Hunter III also has a pretty awesome campaign as well.
Re:Making a game; taking advice!
Posted: Sun Feb 28, 2010 10:46 am
by Lord Ashram
Hey guys!
Work is going well right now! We are doing the modern day combat thing, and the graphics are really coming along. Next up; dropping in the stats and combat system. Then probably the AI; the nice thing is the guy who is doing the coding writes the AI for a major video game, so it will likely be the strongest part of the game.
So! A few months from now you can grab a copy of the game, put together your team, gear up, and deploy!
If you want to keep up on the development, or if you would like to share any ideas, please do come by my blog, where I am basically keeping a running commentary on the work.
http://lordashramshouseofwar.blogspot.com/

Re:Making a game; taking advice!
Posted: Sun Feb 28, 2010 8:42 pm
by UglyElmo
So this new game is going to be PC-based or are you trying to make it for the XBOX and other consoles? This will let us know what ideas are feasible for the console and which are not.
Congrats on your first XBOX game though!

Re:Making a game; taking advice!
Posted: Sun Mar 07, 2010 6:26 pm
by Lord Ashram
Well, right now it is solely PC based, but we'll see... if we pick up someone who buys it, maybe we'll move it to XBOX.
Here is another shot of the current in-combat graphics... we are starting to work on the squad building soon.
