| |
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 |
|
| |
Nafcom
Registered: Apr 2002 Posts: 588 |
Quote: 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
Sounds like a perfect job for Richard Bayliss! :) heheh |
| |
T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
How much of the game is done so far, i need something to wave under people's noses to get interest going... |
| |
finchy
Registered: Nov 2003 Posts: 18 |
Just working on the title screen and some sprites, also on another picture for the end of the game. As for the code of the game: We are still in need of a coder (look in "Coders' hangout"). The screens will be hopefully ready within the next one or two weeks.
@T.M.R: Still interested? Could you "get interest going" with that little stuff? |
| |
THE TEA DRINKER
Registered: Jul 2005 Posts: 39 |
What about preview of stuff ? |
| |
Dane
Registered: May 2002 Posts: 423 |
Never done a game soundtrack. If I can get Mr Malmborg to give me some vacation from planet Booze I might be interested. |
| |
Twoflower
Registered: Jan 2002 Posts: 434 |
I vote for Dane! |
| |
Dane
Registered: May 2002 Posts: 423 |
Quote: I vote for Dane!
Well, I'll do it, but only if you join HVSC crew and rip the tune later on. |
| |
Richard
Registered: Dec 2001 Posts: 621 |
Quote: Sounds like a perfect job for Richard Bayliss! :) heheh
It is funny you say this, because I have been asked to do the music for finchy's game :) It should be ready soon ;) |
| |
Jazzcat
Registered: Feb 2002 Posts: 1045 |
I'd rather see Dane do the music than Richard. Even though Richard's music is his best skill it doesn't match Dane. :) |
| |
Steppe
Registered: Jan 2002 Posts: 1510 |
Go ahead Dane! Any you get your ass over here, Twoflower - there's a pile of $1000/$1003 rips to be done that all the other HVSCers are looking at with utter boredom. ;-) |
| |
Nafcom
Registered: Apr 2002 Posts: 588 |
Quote: I'd rather see Dane do the music than Richard. Even though Richard's music is his best skill it doesn't match Dane. :)
why not 2 tunes in the game? ;) |
| |
Krill
Registered: Apr 2002 Posts: 2980 |
Quote: I'd rather see Dane do the music than Richard. Even though Richard's music is his best skill it doesn't match Dane. :)
i'd rather see some hard code facts first. |
| |
chatGPZ
Registered: Dec 2001 Posts: 11386 |
yeah indeed. forget about gfx. forget about music. make a half-playable mockup first. |
| |
T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
Quote: yeah indeed. forget about gfx. forget about music. make a half-playable mockup first.
Some of us with experience coding games [comedy smug grin] would say it's essential to get the code moving first so that the style of the graphics and music can be decided by it and not the other way around... In not so poncy terms, the gameplay should lead the pretties, not the pretties lead the gameplay. |
| |
Stryyker
Registered: Dec 2001 Posts: 468 |
TMR fails modern game design 101 :) |
| |
chatGPZ
Registered: Dec 2001 Posts: 11386 |
yes, first thing you create are screenshots and a website! *rolls eyes* |
| |
Hein
Registered: Apr 2004 Posts: 954 |
Quote: Some of us with experience coding games [comedy smug grin] would say it's essential to get the code moving first so that the style of the graphics and music can be decided by it and not the other way around... In not so poncy terms, the gameplay should lead the pretties, not the pretties lead the gameplay.
I agree.. Titlescreen and sprites make a demo, not a game.
Read Robin Levy's comment on Deadlock if I remember correctly.. Every tiny detail could be gameplay.. |
| |
finchy
Registered: Nov 2003 Posts: 18 |
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? |
| |
T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
Quote: TMR fails modern game design 101 :)
Yeah, and bloody proud of that i am as well. =-) |
| |
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... |
| |
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?
|
| |
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. |
| |
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 :) |
| |
T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
i am so not going to say anything... nope. Biting my tongue. Honest...! |
| |
Laxity
Registered: Aug 2005 Posts: 459 |
Hehe.. Funny.. |
| |
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 |
| |
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? |
| |
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? |
| |
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. |
| |
finchy
Registered: Nov 2003 Posts: 18 |
Quote: 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?
Of course it is not wrong to offer advice, you're welcome to do so. |
| |
Oswald
Registered: Apr 2002 Posts: 5095 |
a link to the original game ? all I found is some lame scifi series, and some 3d space shooter under this name. |
| |
chatGPZ
Registered: Dec 2001 Posts: 11386 |
original game? *shrug* |
| |
finchy
Registered: Nov 2003 Posts: 18 |
For all the ones who hoped we would forgot about it: bad news!
For all the ones who longed for some news: good news!
http://mitglied.lycos.de/bsg64/index.htm
Have a look and post your comment.
Greetings
finchy
|
| |
T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
Oh great... still no coder but it's got a website now so it's bound to get made! [Ahem...]
Look, don't you think that waving a few screens around and some vague comments about a storyline (the project description says it's a shoot 'em up, since when do shoot 'em ups need a story past "if it moves, twonk it one"?!) with absolutely no examples of ingame graphics to be seen at all is possibly not the best way to entice people? Drawing that ship flying vertically and animating it well is going to be a beast of a job, perhaps that would be a better example of the would-be graphics rather than some presentation pics. |
| |
JackAsser
Registered: Jun 2002 Posts: 2014 |
Exactly, you need to do some level design, make some enemies, describe and draw the weapons, show us some bosses, create attack wave patterns etc. etc. There are TONS to be done except for coding. You also say that you expect the coder to "take over" the project... Then exactly what is your role other than perhaps the one who took the initiative and beta tester? Sorry for being so negative, but honestly... Create more content, perhaps write some pseudo code or something?!?. |
| |
Tch Account closed
Registered: Sep 2004 Posts: 512 |
Been there,TRIED it..
The graphics look pretty good sofar,but it is just additional stuff,not the game itself.
Beware,it is awfully time-consuming and goddamn hard to make a good (even average) game in the genre of your choice!
I´ve tried with some old-time pals,it was finished,it got `cracked´ but it´s bloody bad!
We simply lost interest after some months. ;)
But it taught us to respect the creators of e.g. R-Type.
It´s not something to do because you have some time left.
It is a job. |
| |
cadaver
Registered: Feb 2002 Posts: 1160 |
Quote: Exactly, you need to do some level design, make some enemies, describe and draw the weapons, show us some bosses, create attack wave patterns etc. etc. There are TONS to be done except for coding. You also say that you expect the coder to "take over" the project... Then exactly what is your role other than perhaps the one who took the initiative and beta tester? Sorry for being so negative, but honestly... Create more content, perhaps write some pseudo code or something?!?.
I'd advise against spending time with anything that can't directly be put into the game, like pseudocode or concept/design stuff. Remember this is a C64 project which, once you find a coder, will exist & proceed by its own perverse rules & reality, totally unlike an academically/commercially correct gamedev project. But lots of sprites & usable background graphics never hurt.. |
| |
finchy
Registered: Nov 2003 Posts: 18 |
@cadaver: you're right!
@all: we can proudly announce: coding will be done by hannenz! Look at our hp for more detailed infos.
So stay tuned!
Greetings
finchy |
| |
stunt Account closed
Registered: Jul 2006 Posts: 48 |
seeems fun to me to recreate the battlestar music. It's my job to compose for media but never done games before and im a big sid fan so even though there's no money it could be benificial for me in terms of fame and experience etc. drop me a line and we'll msn about it. |