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  • File : 1317703457.jpg-(23 KB, 200x206, 200px-The_Madness_Within_cover_full.jpg)
    23 KB Chapter Masters: The Game Anonymous 10/04/11(Tue)00:44 No.16513698  
    Well ladies un/t g/entlemen,

    Some of us (read: a few people who can code and do stuff) are taking on the task of making Chapter Masters a reality to whatever degree is possible. Despite limitations presented, progress is being made, though there are some hurdles that will need crossing.

    There are 4 things that are desperately needed from the /tg/ community:
    - Support in keeping interest going
    - Coders for codan
    - Artists for artan
    - Creatives for creatan

    Some ideas are obviously there already based on the numerous threads, but it's putting things into a system that becomes the difficult part.

    To join, get onto the freenode channel at #chaptermaster and get discussing, contributing, volunteering and making this dream a reality.

    >building your army
    >invading xeno scum
    >mashing their armies with your superior manpower
    >getting battle reports detailing how heroic your bros are
    >making fantasy a reality

    Let's do it. For the Emperor.
    >> Anonymous 10/04/11(Tue)00:50 No.16513764
    Also, if anyone wants to do some sort of wiki page that might help with organizing thoughts.
    >> Anonymous 10/04/11(Tue)01:01 No.16513853
    I have some minor experience in game development, including professional. But I'd like it if I got a rundown on what this is, exactly?
    >> Anonymous 10/04/11(Tue)01:04 No.16513878
    http://suptg.thisisnotatrueending.com/archive/16475925/
    http://suptg.thisisnotatrueending.com/archive/16502259/
    http://suptg.thisisnotatrueending.com/archive/16511961/
    >> Anonymous 10/04/11(Tue)01:05 No.16513888
    To be level about this, we should only need 2-3 coders max that write the same language (C++ or python), any more would weigh the project down.
    >> Anonymous 10/04/11(Tue)01:14 No.16513944
    >>16513878
    Oh shit, that? I remember that first thread.

    I'll have to keep an eye out. I can't help with the actual hard coding. But I have experience with design and am comfortable around scripting to implement it.

    So assuming the plan isn't to hard code everything, I'll keep an eye on your progress.
    >> Anonymous 10/04/11(Tue)01:19 No.16513970
    Perhaps a format similar to dorf fort would work best? I mean the ways events are scripted and such. No experience at all with coding, but ideas are always nice.
    >> Anonymous 10/04/11(Tue)07:19 No.16516267
    bumping for great justice! we need coders!
    >> Anonymous 10/04/11(Tue)07:25 No.16516311
    I would without a doubt keep interest going, if I ever find the damn game
    >> Anonymous 10/04/11(Tue)07:28 No.16516323
    >>16516311
    It's not a real game yet, it's a meta-game like Pressure or Mornington Crescent.

    Personally I see it as a combination of Dorf Fort lists and King of Dragon Pass decision-making.
    >> Anonymous 10/04/11(Tue)07:32 No.16516343
    Seriously, build it an they will come.

    If some coders make the skeleton, so to speak, the rest will follow.

    It doesn't need to start pretty, it can have all the charm of Dorf Fortress... but I for one know if I see a Chapter Masters game in a grave state of ASCII desolation, I will be compelled by the Emperor of Mankind himself to do some spriting.
    >> Anonymous 10/04/11(Tue)07:32 No.16516345
    >>16516323
    So, does that mean it's a psuedo game?
    >> Anonymous 10/04/11(Tue)07:33 No.16516350
    I would do the coding if you paid me :P but fuck yall broke nigguhs
    >> Anonymous 10/04/11(Tue)07:35 No.16516360
    What is freenode?
    >> Anonymous 10/04/11(Tue)07:36 No.16516369
    >>16516345
    At present, yes. Which is what these threads are about, getting /tg/'s collective hivemind together to make it a reality.
    >> Anonymous 10/04/11(Tue)07:37 No.16516379
    >>16516360
    lmgtfy... wait no do it yourself
    >> Anonymous 10/04/11(Tue)07:38 No.16516383
         File1317728291.jpg-(89 KB, 526x604, 71996_10150100422316383_512926(...).jpg)
    89 KB
    >>16516369
    So...all those chapter master stories are fake?
    I'm so confus
    >> Anonymous 10/04/11(Tue)07:39 No.16516394
    >>16516383
    Yes.
    >> Anonymous 10/04/11(Tue)07:42 No.16516411
    It's a fun game that /tg/ and /v/ play. /v/ most notably for pressure that is currently been made by one guy as a text adventure i believe.

    /tg/ tends to get shit done, so this has a much better chance of being playable at some point.
    >> The Flayed Lord. 10/04/11(Tue)07:44 No.16516415
    >>16516383
    BUT I SWEAR I'LL MAKE IT REAL!
    >> Anonymous 10/04/11(Tue)07:45 No.16516422
         File1317728743.jpg-(41 KB, 400x300, 10404407.jpg)
    41 KB
    Hurry up, I've been waiting an hour for this game to exist already
    >> Anonymous 10/04/11(Tue)07:46 No.16516429
    You guys ruined the original idea: that we would perform intellectual masturbation imagining such an open-ended game.

    Posting greentexts now would be weird. Thet game has to be made.
    >> Anonymous 10/04/11(Tue)07:47 No.16516433
         File1317728858.jpg-(46 KB, 470x336, 1313671341348.jpg)
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    >Imperial Guard planet Anthos corrupted
    >Chaos uprising, cultists everywhere
    >corruption 100%
    > =][= asks Chapter Kickasso (mine) to deal with it
    >send one squad of terminators
    >kill ministers and put up a puppet admin
    >kill about half the population
    >lol overkill, uprising settled, corruption 0%
    > =][= loves me for the next 200 turns

    80 turns later try to take my terminators back to their company
    >Anthos corruption 30%
    >Anthos corruption 60%
    >Anthos corruption 100%
    > =][= asks Chapter Kickasso (mine) to deal with it

    Aarrrggghhhhhhggg!!!!!
    >just send a squad of scouts and a priest
    >> Anonymous 10/04/11(Tue)07:48 No.16516440
    >>16516429

    You can green-text till it's released, then you can blame the devs for not making the game live up to the stories.
    >> Anonymous 10/04/11(Tue)07:50 No.16516445
    >>16516383
    Didn't you know? ALL of 40K is just an elaborate farce perpetrated by /tg/ for our amusement. Not even Matt Ward really exists.
    >> Anonymous 10/04/11(Tue)07:55 No.16516475
    OP of the first thread here

    Jesus fuck

    I never expected you guys to actually do this, it was a result of an IRC goof-off

    Good luck
    >> Anonymous 10/04/11(Tue)07:56 No.16516482
    >>16516475
    congrats your thread made it to Epic status on suptg
    >> Pauldron Guy 10/04/11(Tue)14:29 No.16519679
         File1317752940.png-(12 KB, 102x231, Codex.png)
    12 KB
    You have my sprites.
    >> Pauldron Guy 10/04/11(Tue)14:31 No.16519702
    >>16519679
    BTW, since we have not yet got a programmer, I would suggest we initially develop this as a solitaire paperwork game using (gasp) real dice and tables.

    Or as a Realm of Chaos style super-complex campaign system.
    >> MagicJuggler !sMYbIFo6TI 10/04/11(Tue)14:33 No.16519726
    >>16519702
    I've logged into the channel. You guys mentioned needing a programmer? I'm listening.
    >> Anonymous 10/04/11(Tue)14:33 No.16519732
    I might be interested in providing some creative influence. I'm a writer by trade, which is a fancy way of saying I have an English degree and almost no employable skills.

    Fairly good at what I do, though.
    >> Anonymous 10/04/11(Tue)14:36 No.16519766
    brb getting freenode
    >> Anonymous 10/04/11(Tue)14:36 No.16519769
    >>16519702
    I have some programming skills, but I would have no idea where to start with making a game. If there was a preexisting system I would be able to make something. So unless that happens, I'll leave it to
    >>16519726
    >> Anonymous 10/04/11(Tue)14:38 No.16519781
    So right now it's just concept discussion?
    >> Anonymous 10/04/11(Tue)14:38 No.16519783
         File1317753481.png-(3 KB, 203x212, aaa01.png)
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    I made a cmd text gaem in C++ once can I help?
    >> MagicJuggler !sMYbIFo6TI 10/04/11(Tue)14:41 No.16519819
    >>16519769
    Join in. Same as any programming project really. We need to specify our requirements for the project, decide on our development model, get to drafting up the UML for everything, then start setting up goals for each successive project iteration.

    Meaning first we should get some pencilandpaper generalities hammered out first. How the game starts (create a chapter/start off with one), potential forms of interaction, etc.
    >> Anonymous 10/04/11(Tue)14:45 No.16519837
    >>16519702
    i'd like to participate,
    im a good programmer (c++/java and other stuff) and know OpenGL (basics, with glut&glew) and SDL (quite good)
    but i dont have that much freetime and my internet connection is not really stable
    >> Anonymous 10/04/11(Tue)14:49 No.16519869
    >>16519819
    Alright. Just heads up, I'm still in college for it, and I'm a C-B student. But I'll help as much as I can.

    Taken a trip so you know who I am
    >> Koo !QIx/G5XAPY 10/04/11(Tue)14:49 No.16519874
    >>16519869
    Captcha ate my trip
    >> Anonymous 10/04/11(Tue)14:51 No.16519885
    >>16519819

    >Pencil and paper foundations

    A lot of the chapter creation details and stats can be taken from Rites of Battle and the Deathwatch books. I think a lot of stuff there is relevant to this game, like Chapter Demeanors, Renown, and the various types of special abilities for Codex and noncodex chapters. I recommend starting from there.
    >> Koo !QIx/G5XAPY 10/04/11(Tue)15:03 No.16519998
    I would think the important stats, not counting troops, would be
    >Renown
    >Thrones
    >Supplies
    Might have to break this down to different things, food, water, ect
    >Resources
    Use this stuff to build stuff
    >Inquisition Suspicion
    Mostly unknown unless you investigate, which may increase it if caught.
    >Chapter Suspicion
    How suspicious other chapters are of you. Always known since I'm sure they would be a bit more vocal with you for not helping them out.
    >> Anonymous 10/04/11(Tue)15:06 No.16520027
    >>16519998

    >Inquisition Suspicion

    As you say, it would be a hidden stat, but you should probably get a message saying "[Ordo] has increased surveillance of your chapter" or "you are being investigated for heresy by [Ordo]".

    Also, I think rather than having a single "Inquisition" stat you need to have one for each Ordo. That way Ordo Xenos could be your bros all the while Malleus thinks you're the scum of the galaxy.
    >> Pauldron Guy 10/04/11(Tue)15:08 No.16520038
    >>16519885
    Absolutely. Since this is supposed to be a management sim, not a wargame, I would have each battle leader's Personal Demeanor partly dictate what orders they issue, which compared to the enemy character would bring up a result.
    The result would first generate deaths and injuries for the chapter, then it would generate battle deeds for each soldier and add it to their history.
    >> Anonymous 10/04/11(Tue)15:15 No.16520097
    >>16520038
    It's the Naval guy here almost have that list done. I just have to work on the Chaos and Imperial Navy ships that Space Marines may have.
    >> MagicJuggler !sMYbIFo6TI 10/04/11(Tue)15:20 No.16520129
    >>16519998
    Perhaps we could use the X-com model for tracking supplies.
    -Rank and file supplies (promethium/frag grenades/bolts/etc) are kept aboard ships.stores. An "Automate Acquisition" feature allows you to streamline micromanagement so "If this battlebarge has <X Frag Grenades, put in order for Y grenades." Something so you don't get bogged down with bookkeeping to make sure your Rocket HWTs "Don't have enough rockets at base to rearm." (Simple conditional check post-mission really)

    Relics can be individually tracked in their own relic screen.
    >> Anonymous 10/04/11(Tue)15:24 No.16520157
    takeallofmymoney.jpg
    >> The Flayed Lord. !IKAuqA1MnA 10/04/11(Tue)15:24 No.16520158
    >>16519679
    AND MY MIND!
    Also i can make it a dice game.
    >> Koo !QIx/G5XAPY 10/04/11(Tue)15:26 No.16520168
    >>16520129
    We should defiantly avoid this game becoming Spread Sheets: 40k Addition. So making managing things easier should be done. Though you have to avoid being too limited. I know I'd want to see if a squad of marines could handle going on a mission with only grenades.
    >> Anonymous 10/04/11(Tue)15:31 No.16520202
    But I want to play a Inquisitor, or SOB convent.
    >> MagicJuggler !sMYbIFo6TI 10/04/11(Tue)15:32 No.16520206
    >>16520168
    Incidentally...what mission scale are we working with for the most part?
    -Xcom/Jagged Alliance scale?
    -Ogre Battle Scale/Age of Wonders (either one) scale? (I'd probably be most down for this one, with some artillery/orbital assets allowing for damage outside of tactical combat).
    -Panzer general/East Front scale?
    >> Anonymous 10/04/11(Tue)15:34 No.16520227
    I'd love to do artwork/spriting for this game. Do you still need that?
    >> Anonymous 10/04/11(Tue)15:40 No.16520273
    >>16520206

    Well, I think a realistic design objective to aim for is to have battles be resolved with narrative results screens. Basically, you prepare the force before the battle, issue general tactics (like "defensive/offensive", "codex compliant/divergent", "chapter special") and then the commanding officer in charge issues orders. The opposing forces are compared, results are issued and presented to the player. Basically, look at how battles are handled in King of Dragon Pass, only we're aiming for more depth and strategic choice, more variables affecting the battle.
    >> Anonymous 10/04/11(Tue)15:40 No.16520276
    >>16519998
    You really need
    >Chapter Rep
    Unless that comes under suspicion, how many planets you've saved, how many casualties you've caused or had inflicted on you.

    1st or 2nd founding chapters get bonuses to Rep and Ultras of course start with it maxed out to fuck
    >> Anonymous 10/04/11(Tue)15:46 No.16520324
    >>16520202
    >getfucked.jpg
    >> The Bartender !!nx+Sfz7up5Q 10/04/11(Tue)15:47 No.16520332
    This thread seems awesome.

    >do want that game
    >> Anonymous 10/04/11(Tue)15:48 No.16520347
    What language are you coding in?
    >> MagicJuggler !sMYbIFo6TI 10/04/11(Tue)15:58 No.16520422
    >>16520347
    Not sure. For what it's worth I'm just taking notes now.

    I'm currently drafting up what I would need to program for Java, including:
    -main class
    -several object container classes
    -an objectserializer and deserializer for saving/loading gamedata or parsing the many many special rules and tables that we're going to be including...
    -Organization (each organization has a mix of planets/ships, directed graphs representing their relationships with other organizations, etc)
    -SpaceEntity (extended to planet/ship/space station/space hulk...it stands to reason that they may end up changing types among themselves after all)
    -Assorted Arraylists for inventory, units on-field (unless we do the narrative route), etc.

    This is before we take interface or AI (priority queue option 0=Waaaagh!) into account of course.
    >> Anonymous 10/04/11(Tue)16:02 No.16520449
    >>16520422
    Java would eat up too many resources so it not that good for something like this.
    >> Anonymous 10/04/11(Tue)16:08 No.16520510
    What about a Minor Alien random generator?
    So it can make aliens that don't exist and we have more enemies.
    >> ­ 10/04/11(Tue)16:09 No.16520518
    >>16520332
    Just a quick question, when do your threads usually run?
    Sorry for short derailment...
    >> Pauldron Guy 10/04/11(Tue)16:12 No.16520538
    >>16520227
    I've made all the shoulder pad sprites you see on these threads, but I'm lazy and probably won't have so much time, so more pixel people would be good.
    >> Anonymous 10/04/11(Tue)16:18 No.16520605
    >>16520538

    Hey Pauldron Guy, do you think you could mock up a stylized little battlebarge icon?
    >> Anonymous 10/04/11(Tue)16:18 No.16520606
    So, I suppose you'll make a mod to existing game? Or build your own engine?
    >> Anonymous 10/04/11(Tue)16:19 No.16520612
    >>16520510

    There's a random xenos generator in one of the Deathwatch books we could use for that. Would be nice to provide cannon fodder xenos for your chapter to exterminate.
    >> Anonymous 10/04/11(Tue)16:22 No.16520643
         File1317759767.png-(6 KB, 103x156, CASSIUS.png)
    6 KB
    >>16520538
    Oh, cool. I primarily do sprites like this. Think that would work for something like this game?
    >> Anonymous 10/04/11(Tue)16:26 No.16520667
    Personally, I think this might move quickest if it was entirely text-based.
    >> Pauldron Guy 10/04/11(Tue)16:27 No.16520682
    >>16520605
    I haven't got any vehicles yet, but they will be done sometime.
    >> Anonymous 10/04/11(Tue)16:28 No.16520684
    >>16520667
    This.
    Make it like DF.
    >> Anonymous 10/04/11(Tue)16:31 No.16520729
    < The Chaptermaster felt his twin hearts racing, Somthing was amiss, he considered retiring to the apothicarium but bearly made it three paces before he stumbled. In his many centuries fighting for the emperor he had felt the tortured agonies of a thousand battle wounds, but nothing like this.....This... soul wrenching, yearning.... What witchcraft was this? His mind railed against half a millenia of psychoindoctrination....In that moment He realised what had happend....

    "CRRREEEEEEEEEEEEEEED!"
    The wisened vetrean screamed at the top of his lungs

    "How dare you use your tactical genius to deploy into my hearts?!?!"
    >> Marauder Månsson !!oiDcukULdOC 10/04/11(Tue)16:32 No.16520735
    I'd say this should interface wise be closer to KoDP. With a bunch of menues and contextual menues for events. Also art, real detailed images and such rather than just sprites.

    Speaking of which, i'd love to help out with that stuff.
    >> Anonymous 10/04/11(Tue)16:32 No.16520738
    >>16520684
    Not even that.
    You really don't even need a GUI. Just commands to pull up tables and distribute resources/troops and an event generator running in the background.

    Going REAL old school.
    >> Anonymous 10/04/11(Tue)16:33 No.16520748
    >>16520738
    that sounds like king of dragon pass
    >> Anonymous 10/04/11(Tue)16:34 No.16520756
    >>16520735
    I thought the idea was that it's KODP with only a little dwarf fortress.
    >> Anonymous 10/04/11(Tue)16:36 No.16520771
    >>16520735
    >>16520748

    Seconded for KoDP style. I think it would be great for this game.
    >> Marauder Månsson !!oiDcukULdOC 10/04/11(Tue)16:37 No.16520782
    >>16520771

    Perhaps with some kind of tactical map for dishing out turn to turn orders in planetary campaigns,
    >> Anonymous 10/04/11(Tue)16:38 No.16520799
    >>16520748
    >>16520756

    >Goes to look up what KoDP is

    Pretty much, but with even less visuals. If there's one thing I've learned about /tg/, the more visuals you try to use, the more things get bogged down.
    >> Marauder Månsson !!oiDcukULdOC 10/04/11(Tue)16:40 No.16520810
    >>16520799

    Thing is, with a KoDP style interface the visual dont have to hold up the development at all. The coders and content makers can ad shit as much as they want, while artists add imagery in updates.
    >> Anonymous 10/04/11(Tue)16:40 No.16520811
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    >>16519783
    Guess not
    >> Anonymous 10/04/11(Tue)16:42 No.16520827
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    I give you guys a weeks before you've given up.
    >> Anonymous 10/04/11(Tue)16:43 No.16520839
    >>16520810
    True, but one only has to look at the BroQuest threads to know what a shitstorm visuals can cause.
    Gotta agree with >>16520738
    Starting it off with nothing but text sounds like a good way to go.
    >> Anonymous 10/04/11(Tue)16:44 No.16520845
    i was thinking bout this, combat should be done a la X-Com (the turn based one....wow never thought id have to say that) where most of them are squad based, then slowly move up to chapter wide.

    the galaxy map would probably work best with a hex based system that works depending on what "level" of the map you are on
    >> Anonymous 10/04/11(Tue)16:45 No.16520848
    >>16520422
    >interface
    Base it on King of Dragon Pass. Seriously.
    >> Anonymous 10/04/11(Tue)16:49 No.16520892
    >>16520810

    This man speaks the truth.

    We could have the coders be pounding out better event scripts and whatnot and have the artists separately be handling what picture the event window opens up with.

    Not to mention the KoDP format would simplify the game to bare bones while keeping the management gameplay we're looking for.
    >> Anonymous 10/04/11(Tue)16:51 No.16520911
    >>16520839

    BroQuest shitstorms were about character designs. Everyone had their favorite pet catgirl design or whatever. There's going to be no such shit here because you can't redesign Space Marines and the 40k setting.
    >> Anonymous 10/04/11(Tue)16:52 No.16520928
    >>16520810
    >>16520799
    Ideally, we can have a system that allows for visuals if they get made, but doesn't require them. The best way to do this would be to make a thing that uses visuals, but then just have that bit bypassed or use simple shit that everyone could do. Space starts out as blackness with white dots, but people could make stars glowy and add nebulas and shit later. Portraits start out with blank images, and if art gets made we get portraits to replace them. Or, you know, we cut images out from the vast body of existing 40k work. It's not like SPpace Marine faces are hard to come by. Interface elements start out as just a blank mat with buttons and text, but if somebody makes interface stuff then that gets replaced by fancy graphical images that fill the same function but look fancy.

    Besides some equivalent to the village view in KoDP (which isn't really needed for anything) I think that's all the graphics we would have any use for.
    >> Anonymous 10/04/11(Tue)16:58 No.16521000
    From the other thread, since this one is "official", I guess:

    I hope this game will have as much to do with managing the chapter worlds as it does with combat.

    >Off fighting a Crusade
    Hive/recruiting world's Governer dies!
    >Oh no
    DISPUTED SUCCESSION!
    >OH NO
    Warning: Planet suffering from Civil War! (production/recuriting down 50%)
    >FUCK
    >cant leave crusade without taking a big rep hit
    >Civil war ends
    New Governor Installed!
    Governor X pushes for harsh military reforms!
    >Oh no
    PDF efficiency increases by 5%!
    >Wentbetterthanexpected.png
    >> Anonymous 10/04/11(Tue)17:02 No.16521041
    >>16521000

    Don't see why this couldn't be incorporated as well.

    I see three major categories in terms of management; World Management, Chapter Management (which would include combat deployment, diplomacy with other Space Marine factions, different Ordos, etc.), and the last would be actual combat (which could be X-Com style in later iterations).

    First order of business should definitely be the firs t two though.
    >> Anonymous 10/04/11(Tue)17:07 No.16521094
    >>16521000
    Well it's about managing your chapter. The world is a big part of that, just as combat is, but how involved you are with the actual people change - at a minimum, you fly around on your ship all the time and only take resources and recruits from your world, while at a maximum you govern directly. Only real difference this would make from a code perspective is the sorts of events available to you, and maybe some modifiers to things.
    >> Anonymous 10/04/11(Tue)17:12 No.16521129
    >>16521041
    >(which could be X-Com style in later iterations).
    If we're talking about far-future ideals, it should emulate the tabletop in style. But for the foreseeable future, nothing of the sort should occur - just have combat roll some virtual dice and give you a description.
    >> Anonymous 10/04/11(Tue)17:13 No.16521140
    >>16521129

    Agreed.
    >> Anonymous 10/04/11(Tue)18:55 No.16522080
         File1317768906.png-(6 KB, 640x400, Strike Cruiser.png)
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    Someone said pixelated ships?
    >> Anonymous 10/04/11(Tue)22:18 No.16524148
    BUMP FOR JUSTICE
    >> Anonymous 10/05/11(Wed)01:59 No.16526227
    bump



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