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Forums > C64 Composing > Musician(s) needed for Battlestar Galactica 64
2006-01-24 12:27
finchy

Registered: Nov 2003
Posts: 18
Musician(s) needed for Battlestar Galactica 64

Hi there,

there is a Battlestar Galcatica Project underway and we are in need of a musician/musicians. First and most importand: a conversion of the main title.
Yes, we know that there are two tunes of this, one by SoedeSoft (find it in HVSC) and one by The Fall Guys (find it in here). But the problem is: while the one of SoedeSoft sounds way to ... well ... funky with that drums in it, the one from The Fall Guys sounds like there is something missing ...

So, it is up to you (please) to make the best imaginable main theme ever. We can offer you no money, the game itself will be freeware. It's just for the fun and the fame, guys. Ain't that enough?


So long ...

finchy
 
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2006-01-26 19:39
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: Without a coder on board, we'll hardly manage to make a half playable "pregame". Men, what's it to you? Graphicians want to see a coder on board, coders want to see some graphics first - or, even better, a half ready game ...

So far: we have a tune, we have a title screen (which has to be improved). We need more music, are pixeling more pictures, trying to do some sprites, and, freaking most important of all, we need a coder who says "uh, well ... if you give me a background and some sprites, I'll see what I can do" ... most things and possibilities must be discussed with the coder, it's pointless to do that here, ain't it?


Which is why most "homebrew" projects tend to be led by the programmer, the person best suited to make decisions as to what can and can't be done from the design and, more often than not, what to add to the game on the fly.

Your best bet as a non programmer is going to be to put together a "pitch document" to try tempting someone else - in this case the pitch could be a website where you have a detailed synopsis of how you envisage the game and a list of what you can bring to the table during development are laid out clearly. It needs to be quite weighty too, a couple of pages of text aren't exciting. And nothing at all should be done before there's a coder at least looking over the specs because there's always a chance it simply won't work.

Me, i make it up as i go along but i do the code and most of my own graphics too so i can - you don't have that option right now...
2006-01-27 09:14
cadaver

Registered: Feb 2002
Posts: 1160
Some heretical options that can maybe help..

1) Choose some single existing game as an example of which kind of features you'd like - because it's been already done then the features aren't impossible. Note: combinations of features from different games may get you into trouble as TMR has many times explained on Lemon64 forum :)

2) Rough prototype using SEUCK?

2006-01-28 09:28
Laxity

Registered: Aug 2005
Posts: 459
For the purpose of rounding up people for the production team, I'd suggest doing a rough design document with a fair set of mockups, serving as an appetizer but also setting the groove.
2006-01-28 11:18
cadaver

Registered: Feb 2002
Posts: 1160
Good advice actually, it just feels a bit out of place/ghey on C64 .. though I've mostly seen bisexual dating/school RPG design docs on gamedev.net, maybe that has something to do with it :)
2006-01-29 01:22
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
i am so not going to say anything... nope. Biting my tongue. Honest...!
2006-01-29 10:00
Laxity

Registered: Aug 2005
Posts: 459
Hehe.. Funny..
2006-01-29 11:29
finchy

Registered: Nov 2003
Posts: 18
Gentlemen,

I've no idea where you have that "mixing different game types" from, but that is not our idea. Why so complicated? Sure, there would be some nice things in my mind with elements of this game, and some of that ... but with this we won't get that far.

As we said on Lemon64, we are not in to search for a coding-slave who does all the work while we whip him. We are searching for a coder who wants to join and bring in his idea of how the game can be realized. HE IS THE MAIN PART OF THIS PROJECT, all depends on him. This is just about making a nice idea (which it seems to be or this topic would have ended after the second or third post) come true.

As T.M.R suggested, we will put together a "pitch document". Stay tuned ...

So long ...

finchy
2006-01-29 11:48
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Well, i vaguely seem to remember that your Lemon64 post at least leant towards the idea of mixed genres... and just out of interest, who else is involved since you're saying "we" all the time?
2006-01-29 13:39
cadaver

Registered: Feb 2002
Posts: 1160
finchy, I was not necessarily talking about mixing genres or types at all, but technical / lowlevel features.

For example, lets consider Rambo & Airborne Ranger. Both are roughly the same game type, but if one would want to to combine technical features from both (smart AI, big characters, but still flawless 50Hz scrolling) one might be setting up for a major frustration..

Of course I'm not even saying you would want to try something like that, but is it wrong to offer advice beforehand / just in case?
2006-01-29 15:04
finchy

Registered: Nov 2003
Posts: 18
Quote: Well, i vaguely seem to remember that your Lemon64 post at least leant towards the idea of mixed genres... and just out of interest, who else is involved since you're saying "we" all the time?

M-Forcer, 8r0tk4$t3n, Richard Bayliss (Title-Tune) and I so far. You're right, at that point I thought that "mixing" could be nice ... I still think so, but perhaps it is the best to focus on a straight gameplay.
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