6 December 2006, 12:53 PM
Do you remember Bubblegum Crisis Online?
Heya guys, haven't been here for quite a while. It's winter, 'tis the season, and winter generally makes me want to do two things:
- play computer/video games,
- make games.
That's right, I'm spending some of my time creating games. Most of the time during the past year it has been pinball, with a neat little creation software called Future Pinball that allows you to do amazing things. But, pinball isn't all there is when it comes to computer games and I've found myself thinking about what went wrong with that game project some of you might remember, Bubblegum Crisis Online, and whether it would be the right time to kickstart it again with a fresh perspective and, of course, smaller goals.
For those forum members who don't know what I'm talking about, BGCO was an idea and a concept for a computer game based on Bubblegum Crisis that Rach and I conceived, and a number of people tried to work together to build a game that would tell a BGC story and be playable online in teams, such as Knight Sabers, Genom Boomers, and ADP. The idea was that BGC (not 2040) has a lot of content and plot that could be transformed into an action/RPG game, especially the battles of the Sabers and all their gadgets, and we wanted to recreate that on the computer. The project froze when people left the team because nothing was happening, and we were stuck with the engine because we didn't have experts for programming and animation.
Maverick and I talked about the game after the project was cancelled and C3F went down, and I remember that we brainstormed about a game that would be either single player or co-op play, so it would be easier to tell a linear story and build paths for the player(s) to take instead of pitting huge teams against each other in complex maps. It would mean less work to complete a working game and could be done without reprogramming the whole engine to be an MMORPG when it was a first person shooter to begin with!
Currently I am researching a bit on engines because what we used back then (Unreal Engine 2) isn't the most efficient and beautiful engine nowadays. I also have all the ideas and concepts as well as old model and map files lying around on my harddisk and I feel that lots of that stuff could be reused. But before starting such a project again, I would like to know if anyone in this forum would be
- interested in joining a team to make a game/mod/TC based on BGC
- helpful with technical and artistic talents, such as mapping, modelling, programming, drawing, designing
- crazy about BGC and excited to see it redone in a virtual way!
Blast away with ideas, tell me what you would like to see in a BGC game and how we could pull it off. I'll post some of the leftover ideas from BGCO later.
Heya guys, haven't been here for quite a while. It's winter, 'tis the season, and winter generally makes me want to do two things:
- play computer/video games,
- make games.
That's right, I'm spending some of my time creating games. Most of the time during the past year it has been pinball, with a neat little creation software called Future Pinball that allows you to do amazing things. But, pinball isn't all there is when it comes to computer games and I've found myself thinking about what went wrong with that game project some of you might remember, Bubblegum Crisis Online, and whether it would be the right time to kickstart it again with a fresh perspective and, of course, smaller goals.
For those forum members who don't know what I'm talking about, BGCO was an idea and a concept for a computer game based on Bubblegum Crisis that Rach and I conceived, and a number of people tried to work together to build a game that would tell a BGC story and be playable online in teams, such as Knight Sabers, Genom Boomers, and ADP. The idea was that BGC (not 2040) has a lot of content and plot that could be transformed into an action/RPG game, especially the battles of the Sabers and all their gadgets, and we wanted to recreate that on the computer. The project froze when people left the team because nothing was happening, and we were stuck with the engine because we didn't have experts for programming and animation.
Maverick and I talked about the game after the project was cancelled and C3F went down, and I remember that we brainstormed about a game that would be either single player or co-op play, so it would be easier to tell a linear story and build paths for the player(s) to take instead of pitting huge teams against each other in complex maps. It would mean less work to complete a working game and could be done without reprogramming the whole engine to be an MMORPG when it was a first person shooter to begin with!
Currently I am researching a bit on engines because what we used back then (Unreal Engine 2) isn't the most efficient and beautiful engine nowadays. I also have all the ideas and concepts as well as old model and map files lying around on my harddisk and I feel that lots of that stuff could be reused. But before starting such a project again, I would like to know if anyone in this forum would be
- interested in joining a team to make a game/mod/TC based on BGC
- helpful with technical and artistic talents, such as mapping, modelling, programming, drawing, designing
- crazy about BGC and excited to see it redone in a virtual way!
Blast away with ideas, tell me what you would like to see in a BGC game and how we could pull it off. I'll post some of the leftover ideas from BGCO later.