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Our game: Colony Zero


Kaylee1996

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I'm making a game, for this, we are looking for some people who want to join our team.

 

The beginning of the story:
This story takes place in the years after 3000.
Timofei Kolesnikov is a professor who is very interested in supernatural experiments. Nobody really wanted his experiments or had the least bit of interest in his work.
After years of harsh rejection he decided to open a gate to hell and get his revenge on the people of earth.
People thought that he just went crazy, but after a year the gate to hell was opened and showed them their error..
Within a few days there was nothing left on the earth, everything was destroyed by demons.
Earth was destroyed and the remaining human colonies were without leadership.
Timofei seized control over most of the human colony's and this was the moment he founded the United Timonian Empire.
His mission never changes: To make sure nothing remains of Earth and to subject all to his rule.
His former colleague Boris Egorov, saw things were headed south fast, so he planned his escape to the planet "Ulkanir", a so-called 'Junkplanet' covered with scum and garbage..
He became a colleague of Timofei when he was busy opening the hell-gate. Boris joined him as his personal guard because he too had enough of the arrogance of the humans.
Info about the game:
- It's a open world shooter;
- It will be co-op with maximum 8 players;
- It will be post-apocalyptic/sci-fi;
- It will be a medium detailed game;
- there will be at least 12 characters (3 female, 9 male), for a reasonable choice;
- It will be maked on unity 3.5;
- You can pick-up much of the items so you can sell things;
- There will be vehicles with different skins you can unlock.
We are still looking for more team-members.
- we need at least 1 or 2 modelers - it's for weapons, armors, flora&fauna, props, buildings, vehicles;
- texture artists - for everything;
- sound-artist - for bullet sound, weapon sounds, ;
- java-programmers - for everything;
- animators - for everything;
- concept artist - weapons, characters, armor, animals, non-humanoid enemies, humanoid enemies.
What you need:
- You need skype. Preferably with a microphone, but you don't need to have it;
- Preferably living in the timezone UTC+1, but if you don't live there, you can also join.
Contact me if you want to join in this topic, sent a mail to: colonyzerodevteam@outlook dot com or with a pm.
Kaylee_1996 .
Edited by Kaylee1996
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You're in desperate need of a better writer. Games like this live or die by the universe they immerse players in, and as a writer myself I'm sorry to say yours looks like it was created in five minutes by a middleschool student. It's generic, the characters and their motivation aren't remotely believable, and you cannot in any seriousness call your villain Timofei. Readers will always shorten a name, and both "Tim" and "Boris" are lacking any in any sort of gravitas. Plus Boris for me, is synonymous with drunken stupidity. You don't evenb need to change the basic plot, you just need to make players give a damn about who Timofei is, make them feel sorry for him, make them empathise with his feelings of rejection. Make the player understand why he hates us, and make them hate us a little bit as well-and you'll be an industry legend/

 

You can make the worst game in the world, but if you tell a good story and you have good characters then people will still play it and love it. No amount of bad graphics or awkward controls will dissuade people from enjoying a good story-a good story holds the player's attention firmly enough that you can get away with anything. On the other hand, if you aren't grabbing people with your story, they're going to be wandering around and they'll notice every single flaw and mistake you make. With an indie game you can't afford not to have a good story, and right now you're about as far from a good story as it's possible to get. I'm a sucker for post-apocalyptia but this doesn't get me interested at all.

 

The other much simpler issues that immediately jump out are the mech design and the 9/3 gender split. Frankly 9/3 isn't good enough in the 21st century. I don't know about you, but where I come from 51% of hardcore gamers are women, and even were that not true you'd still be making a mistake by not having a more even split. Oversexualising female characters would also be a grave mistake-too many Indie and Eastern European games make the error of creating female characters are either an afterthought, or eye-candy. It's 2013 and you just don't get away with that anymore. People won't let you get away with it-and it's not just women. I know a lot of male gamers who've put games down because of screwed up female character designs.

 

As for the mech, it's waaay too bland. You're in charge of an entire sci-fi universe, that's the most powerful position a creator can possibly hold. You are literally GOD within this universe. So create something interesting, because that mech looks like someone decapitated a Fallout 3 Securitron, and then attached pipe-cleaners to the head to serve as limbs.

 

 

I may be wrong but the overall sensation with this project, is that a group of people are making a video game to make money. And that is literally the gravest video game development sin imaginable. The project gives the sensation of being created simply to turn a profit-take some generic elements and toss them together in a formulaic manner on a truly average engine. And gamers won't buy that. You have to try a lot harder than that.

Edited by Vindekarr
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Normally I don't agree with Vindekarr... But on this I do.

 

Plotline is somewhere between not making sense and being just a bad mishmash of concepts trying to combine as many buzzwords as you can. I get it, you're trying to present some sort of thing like "so-and-so was sick of the arrogance of humans, so decided to do an even more arrogant act that killed everyone while he somehow took control"... It just feels sloppy and makes for very obvious irony with a villain who was so incapable that he had to sell out his whole species, assume a token leadership, and go naming everything after himself. I'm not sure if the storyline is intentionally a parody of something or just bad.

 

For the mech design, I know, you probably spent a great deal of time on it, but when you make things like machines, you really need to consider how that thing would move and support itself. Twiggy little legs with a larger main body just looks wrong (since it would fall over or collapse under its own weight as soon as it tried walking), and lends little room for those sorts of details that make something like this look unique or inspired. You know, pistons, struts, actuators. Beyond just being a mech, if it doesn't actually LOOK like something that you'd give your left arm to ride around in, you can't expect anyone else to be interested in it.

 

I am also doubtful of the idea of an "open world" co-op shooter being done by an indie developer who doesn't already have a few core members to handle the basic stuff (main programming, art direction). Even using Unity, a very large portion of what makes a shooter even work as a shooter relies heavily on how weapons, enemies, and players move... as well as the environments they move through. Random buildings and procedural generation usually won't cut it for this kind of game. Open worlds need even more level design effort than closed ones simply because you can have a player entering from anywhere or any time. This becomes exceedingly true once you add in a multiplayer since you have to plan for more than one player coming from any direction, or multiple directions, with every degree of status available. Even after you have your story, characters, models, textures, sounds, everything, you should expect to spend no less than 1 year per main area just fleshing out settings, encounter mechanics, enemy placements, dynamic set pieces, just for those areas that aren't related to the story... Otherwise why even have it be open world and add in all the complications related to free-roam, currency, ect? And the answer is not "Because I like open world games and think adding "open world" makes it sell better even if the world ends up mostly empty.

 

I would also wonder why you're considering vehicles and machines even before you've outlined those sort of elements which would make one character play differently from another, or why those things might play a role... or where. Why have something as specific as 9 male and 3 female characters when there is no mechanical difference between them? Start with the mechanics first, then design characters you think might be good for that role... Instead of trying to use some sort of demographic to decide this for you. For your sake, I hope you aren't using the same method to determine ethnicity of characters too, since if anything, that just ends up feeling insulting in the end...

 

This is game design 101 kinda stuff here.

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