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 Post subject: Star Wars Rebellion 2: Path to Power
PostPosted: Thu Feb 05, 2009 2:10 am 
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Announcement of a New Project

This is my announcement for my own Rebellion2 project. I tried for a while to join one of the other developers working on their own but either I dont get a response or it just wont work. I recently cut my hours back at work and retarted another University degree so first year subjects are so easy that I have plenty of free time to work on this. Most days I aim to put in at least 4 or 5 hours of work into the project.

I have been playing around in a few different environments to create this and have been steadily working on a design document for the last few weeks and going over my old game design
books to get some ideas on how to go about this. I tried out C++ with OGRE, Irrilicht and DarkBasic Pro, and recently started with C#/XNA which has been my final chosen platform. Although this restricts Games to being deployed on Windows, XNA is a very powerful API and I am concentrate more on the game and less on the low-level details. Even though I had to learn C# for it, it was pretty easy and very quick to learn

Community Involvement
I hope this will become a large part of my project. Anyone willing to help out is more than welcome to help.

Artwork: is my biggest problem as I have had very little experience with artwork. Good 3D Models and Textures, Nice looking planet textures. All help will be welcome
Programming: Anyone competent in C#/XNA welcome. Its pretty easy to learn as well
Design: Biggest help section I reckon. A good design will be the key to making this game work.

Which leads me to what I have gotten going so far. Set up a GameStateManagement section to swap between the different menus and game states. Got a nice GUI window system plugin that works a treat :) Menu works fine and I found a really cool sample to create a sun which will look really awesome in-game :) I am starting work on the world now.

Anyone wanting to exchange ideas:
Email: mijatovic@iinet.net.au
Xfire: steel86

Or simply post on the forums. I usually check here twice a day. thanks guys in advance for all help


Last edited by steel on Thu Feb 05, 2009 11:58 pm, edited 1 time in total.

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 Post subject: Re: Star Wars Rebellion 2: Path to Power
PostPosted: Thu Feb 05, 2009 11:23 am 
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Happiness cannot describe my first awesome sun cranking out ;) Just finished it then. Needs some touchup but looks good.
This is officially the first piece I have created for the game rather than just working on the framework :)


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 Post subject: Re: Star Wars Rebellion 2: Path to Power
PostPosted: Thu Feb 05, 2009 2:19 pm 
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Dark Lord of the Sith
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Path to Power... sounds like a bad Star Trek movie :)

But sounds cool on the project. Best of luck

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 Post subject: Re: Star Wars Rebellion 2: Path to Power
PostPosted: Thu Feb 05, 2009 11:15 pm 
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Joined: Thu Jan 04, 2007 12:00 am
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Location: Dark side of the Yavin moon.
steel wrote:
This is my announcement for my own Rebellion2 project. I tried for a while to join one of the other developers working on their own but either I dont get a response or it just wont work. I recently cut my hours back at work and retarted another University degree so first year subjects are so easy that I have plenty of free time to work on this. Most days I aim to put in at least 4 or 5 hours of work into the project.


I feel like a ghost now. Bah.

[rant]
Anyway this each-his-own thing is getting really insane. It seems we have enough interested people in this community, so why can't we work together? Is it ego, vanity, fear, arrogance, or simply a lack of communication. Do we want to make this game for ourselves of for the community (as we blatantly claim)? No doubt everyone has his answers, but imho this trend of solo-working is just dragging the credibility of any fan project down. Is this what we want?

This isn't meant just for you, but also for me, JanDeis, David Adas, Slocket and others, who are secretly working on their own comunity projects.
[/rant]

Btw. the link you posted is broken.

Good luck and stuff.

PS: Sorry for the rant, I hope it wasn't too harsh. It simply reflected my frustration over the lack of cooperation in this community around "Rebellion 2".

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 Post subject: Re: Star Wars Rebellion 2: Path to Power
PostPosted: Thu Feb 05, 2009 11:43 pm 
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I PM'd each of Slocket, JanDies, DavidAdas and you as well Moribundas.

Not sure if all my PM's went through or anything because only reply i got was from slocket. If you are interested, i would much rather work within a team.

And your not the only one who is frustrated by it. I saw 3 or 4 projects all being worked on, yet there would be much more progress if we were working together. I am not
the best coder in the world but I have a hell of a lot of free time at the moment, and am learning like crazy. Still got my CG books left from University plus an abundant
supply of online documentation.

The best part of having more than 1 person is getting multiple inputs on the design. Will only make for a better game.

MSN if you got it, we can have a chat and see if we can get this going: a_w_mijatovic@hotmail.com


Last edited by steel on Thu Feb 05, 2009 11:53 pm, edited 1 time in total.

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 Post subject: Re: Star Wars Rebellion 2: Path to Power
PostPosted: Thu Feb 05, 2009 11:44 pm 
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Dark Lord of the Sith
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Everytime there's an Internet project, there's always going to be heads bumping :)

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 Post subject: Re: Star Wars Rebellion 2: Path to Power
PostPosted: Fri Feb 06, 2009 4:02 am 
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By the way Evaders, MORE than open to names. Considering it a working title :P


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 Post subject: Re: Star Wars Rebellion 2: Path to Power
PostPosted: Fri Feb 06, 2009 11:40 am 
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Location: Dark side of the Yavin moon.
Hmm, I didn't get any PM from you at all.

It's a pity Slocket wants to work alone, since he actually seems to know what he's doing (unlike some others :)) JanDeis offered to help my project couple of times, but his attention span seem to be quite short and he also has a habit of not replying to emails.

Check out your "outbox" folder, if your messages are still stuck there, it means they haven't been delivered (or read?), if they are in the "sent" folder, they should be successfully received by the recipient.

I don't use MSN (I'm google user :)), but I'll write you an email.

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 Post subject: Re: Star Wars Rebellion 2: Path to Power
PostPosted: Fri Feb 06, 2009 3:14 pm 
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Steel,

I'm afraid that you might have meant me. If you sent me a message I didn't get an email indicator for it. So if it was our project you meant, we'd be glad to have ya. Otherwise, good luck! :)


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 Post subject: Re: Star Wars Rebellion 2: Path to Power
PostPosted: Sat Feb 07, 2009 1:13 am 
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I do have a couple sitting in my Outbox... Stoopid site ;)

David, email me. See above for address


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 Post subject: Re: Star Wars Rebellion 2: Path to Power
PostPosted: Mon Feb 23, 2009 4:55 pm 
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Location: usa
I was always hoping someone would have a sexual relationship with rebellion 1 and make baby.

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 Post subject: Re: Star Wars Rebellion 2: Path to Power
PostPosted: Thu Feb 26, 2009 3:53 am 
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Joined: Tue Jul 03, 2007 12:00 am
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Hi, I've been playing Rebellion since it first came out. I forgot I had signed up before. I've just reinstalled Vista and was looking for d3drm.dll so I could play.

I see that people are still talking about making remakes of Rebellion, but after several years, none ever seem to gain too much progress. lets face it, people need salaries to work on a large undertaking. We can't just do it for fun, we have lives.

I'm a software engineering student (senior) and don't have too much time to contribute, but would love to get ahold of any existing designs you've got. I have experience with XNA and have a *partially* completed XNA remake of the classic game, Wing Commander: Armada. Since working on that project, I got too busy to ever go back and finish it. However, the training I've received since has shown me better design patterns to use for the game and I hope to someday redesign my implementation for it. My extensive knowledge of Rebellion's nuances combined with my XNA and general programming skills gives me hope that I could actually see a Rebellion 2.

Though I can't afford to put too much time into this project before summer, I may at least be able to review your design and offer suggestions for improvement. BTW, since you are new to C#, you might want to try using my C# tutorial (designed for users with at least some C+ experience). I'm not finished with the tutorial series, but should be by spring as this is an independent studies project for a class and I have to finish it by the end of March. The few people who have been testing the format seem to think it's good, so if you're interested, I could send you a copy. The online version is still in development along with the tutorials themselves, so the only way you can use it right now is if I email you a copy. If intereted, email me at [url=mailto:razzuria@gmail.com]razzuria@gmail.com[/url].

Anywho, whether or not you're interested in my help, good luck with your project.
~Jason


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 Post subject: Re: Star Wars Rebellion 2: Path to Power
PostPosted: Thu Feb 26, 2009 4:03 am 
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Oh, I almost forgot.

I too have difficulty with artwork. My solution for Armada was to copy image files of marbles off of google's image search engine. Using these are pretty cool. Also, you might try to get ahold of the image map from the original Rebellion for world artwork.

I know that neither of these suggestions can remain in a distributable version of Rebellion2, but once you've got a working copy of the game using simple graphic sources, then you can find sponsors or graphic artists willing to work on new artwork. Besides, the development process goes in stages. Design a framework, add a simplified -- scaled down -- game engine, prove the concept with some cheap artwork, and Rebellion2 version 0.0.1 is complete. If you are unfamiliar with software numbering schemes, do some google investigation. Rember, nobody releases the first edition anyway.

That's just my 2 cents worth (plus $1.65 middleman fees).

~Jason


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 Post subject: Re: Star Wars Rebellion 2: Path to Power
PostPosted: Thu Feb 26, 2009 6:03 am 
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Sent you an email Razz :)


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 Post subject: Re: Star Wars Rebellion 2: Path to Power
PostPosted: Fri Feb 27, 2009 9:35 pm 
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Joined: Tue Sep 19, 2006 12:00 am
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Location: green bay wisconsin usa
hahaha if Moribundus feels like a ghost, I must be a zombie or something.

I'd like to give my opinion on a couple matters:

1. community not working together/too many projects
The rebellion 2 project that I was working on was a solo job for the simple fact that I was learning as I went, and my relative inexperience with game programming would have made it hard to collaborate on any level. Honestly I'm not sure how you could efficiently set up a collaborative programming project over the internet (but I don't really have any experience with this..). The fact of the matter is that any complex gaming project is going to take years to develop, unless if you have a large (centerally located) team, or are starting with a pre-existing engine. For example, I rewrote my project from scratch three times because my game programming knowledge kept progressing to the point that I saw huge flaws in my previous designs.

I'm not saying that community involvement isn't important. I think the community can definitely help with art (2d work, 3d models, sound) ideas, and playtesting, but a game has to reach a certain level of development before it is worth it for the community to commit to the project. I guess what I'm saying is that once someone's project reaches a level where it can actually simulate the rebellion experience (using programmer art/mock-up models), it will then be ready for the community to get involved in fleshing it out.

2. at Steel and anybody else looking for help with their project:
I'm happy to help out in a limited way. As I've got my own (non-star wars) game project that I am working on, I am not really looking to become a full-on team member, but I would be happy to troubleshoot code, or help figure out how to code specific things. My experience is mostly with C#/XNA, but if you are looking for some placeholder models, I would be happy to throw the ones from my project your way. The best way to get a hold of me would be to shoot me a direct email (should be available through my profile) or contact me through my site.

cheers!

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