Author Topic: Operation: Red Arm  (Read 3310 times)

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Offline sigtau

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Operation: Red Arm
http://www.operationredarm.com/secret/
http://www.youtube.com/watch?v=hJGQEygA2fQ
http://www.operationredarm.com/

Basically, I've been working on a game with a small team of developers, and I put up a semi-secret page regarding it.  Those who follow IRC closely have known this for a while.

The game is essentially a third-person shooter where the player is tasked with completing objectives using tactics and critical thinking, applied by controlling a squad of up to 4 AI players, each with the loadout of your choice.

The game world is totally explorable on a per-mission basis and not limited to linear constraints.

EDIT: Donation page on Kickstarter is up.  Donate even just $1 to the most important project I have ever conceived, and help it become a reality.

Any comments or concerns?
« Last Edit: May 30, 2011, 10:06:13 pm by sigtau »
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Offline Davros

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so is this game sort of like hidden and dangerous ?

ps: it was released for free if you dont know about it
http://www.gamershell.com/news_9714.html

 

Offline Dilmah G

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Looks pretty cool to me. The squad-based shooter + non-linear theme is reminding me a lot of the first Ghost Recon, though.

 

Offline Colonol Dekker

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Rainbow six was better than ghost recon :p

Sigtau, keep it going :yes:
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Your friendly Orestes tactical controller.

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That one time I got permabanned and got to read who was being bitxhy about me :p....
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Offline Dilmah G

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Oh it's on now. :P

But yes, go go go sigtau, this looks good!

 

Offline sigtau

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I made that page to present to the folks at Kickstarter so there would at least be some info out there.  Didn't want it to look like a dormant project.  Hopefully I can accumulate some small donations to get this started, because I can't do this entirely on my own with my measly part-time $50/week salary.

Looks pretty cool to me. The squad-based shooter + non-linear theme is reminding me a lot of the first Ghost Recon, though.

It was partially inspired by Rainbow Six, Ghost Recon, and even a bit of Operation Flashpoint (and no, I didn't get the "Operation" part of the name from that).  I'd like to have a game that actually requires me to use my brain in order to achieve my goal, rather than to just unload 30 rounds into a stranger across the internet to achieve it, which is where this project stems from (also, my hatred of 'lone wolf' players, who pretend like their teammates are their simply to steal their kills).
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Offline sigtau

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http://www.kickstarter.com/projects/wpreston/operation-red-arm

Kickstarter page is up.

Donate any amount of money you might have extra for the most important project I've ever conceived.  You won't get charged a dime unless the fundraiser is successful.

</shameless-plug>
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Offline qazwsx

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$15 Pledged  :D
<Achillion> I mean, it's not like he's shoving the brain-goo in a usb slot and praying to kurzweil to bring the singularity

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Offline sigtau

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qazwsx is an awesome person.

Likewise, so is Hades for making this gun model (an exclusive weapon just for this game):

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Offline sigtau

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I'll just leave this promo trailer here...
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Offline Dilmah G

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That's actually rather dope. :yes:

Spoiler:
That's also one hell of a time-lag on the memo. ;)

 

Offline Scotty

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I was actually going to ask about that. :P

Spoiler:
A whole month?  Sigtau, you sure you didn't mean October 1, and not November?

 

Offline sigtau

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Spoiler:
A whole month?  Sigtau, you sure you didn't mean October 1, and not November?

Fixed.  Going to put a new video involving the game itself up in either today, tomorrow, or Thursday.
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Offline Dilmah G

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Awesome. :D But seriously, you did bloody good work on that trailer!

 

Offline sigtau

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NECROTHREAD

This project is still alive, but I'm having to make a tough design choice that I might not even have an actual choice in making, but I figured it would be best to ask here.

If I take Red Arm's setting, mood, situation, storyline, soundtrack, sounds, etc. and keep it the same, while changing the game's art style, how bad of a decision would this be?

In order to retain all of the above without totally compromising the game's feel and appeal, I was thinking of using a cel-shaded art style with realistic lighting (think TF2's shader model and lighting hierarchy, with Borderlands level of detail on the models).

Advantages:
1. Simplify the dev process, and make models far cheaper to produce.
2. Give the game an extra sale gimmick.  I have yet to see a 'serious' cel-shaded game on the market.

Disadvantages:
1. "Cel-shading?  Must be not-serious/TF2-esque/comic-book-like.  I won't waste my time buying this.  *close window*"
2. The entire idea of a cel-shaded game in a serious setting may be too much of a contradiction for the art style to hold.

Any thoughts?
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Cell-shading could work, just add a little bit more "grit" and it'll be fine, I think. It's more than worth it if it helps the game get finished.
This thing does look interesting, and hope to see it done.

 
I do remember some sort of comic book series that was extremely serious. REading that post of yours invokes it, I do not recall the name. I think it was called... Alfa or something. I cite it as proof that it is probably not at all a contradiction in art style if you use cell shading.
« Last Edit: July 03, 2011, 10:48:21 am by -Joshua- »

 

Offline redsniper

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OMG yes! Do it! The market is absolutely saturated with brown/beige "realistic" shooters. I would absolutely love to see a stylish but serious shooter.
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Offline Davros

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wasnt XIII was it


 

Offline sigtau

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wasnt XIII was it


A bit like that, but more detail.  And no black outline on all objects.  Seriously, **** the black line.

Let's say the meshes themselves are realistic, but have TF2's shader and lighting model.  If you still can't envision that, imagine the meshes from Zelda: Twilight Princess with the shaders and simplified textures from Zelda: The Wind Waker, and you'd essentially have the art style I want to achieve.
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