GENERAL DISCUSSIONS

Firefly/Serenity the game!!!!!

POSTED BY: MAYODEFTINWOLF
UPDATED: Thursday, December 4, 2008 15:54
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Monday, November 24, 2008 3:10 PM

MAYODEFTINWOLF


OK so we've seen Serenity/Firefly in so many aspects of entertainment, Movies, T.V. Shows, Comic books so why can't it go into the most up and comming form of media Video Games? I am sure many of you have played the oh so genius MASS EFFECT. So why not take a simmilar or same engine as that for the game. Have Joss Whedon write the story and I'm Sure the characters from firefly would be happy to do the voices and have it take place in the 8 months between firefly and serenity. Either start to bridge the gap between the t.v. show and movie or complete it all the way. For gameplay make it like mass effect you play as Shepard or in this case Malcom and are accompanied by a party of the crew on serenity, each with their own skills Kaylie a tech expert Zoe a combact specialist and play through the story making slight decisions that could effect the outcome of later plots. I believe that their is a huge audience for this most fanatics of firefly i am guessing own a gaming system so what reason is there to not start production on this game right away before the apocolypse comes and drags us off to far corners of space where we ourselves will rebel against the goverment eventually lose and be forced to rebel in our own way.

Oh and also I could KILL you with my Brain!

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Monday, November 24, 2008 6:02 PM

CALIFORNIAKAYLEE


There was a software company tapped to make a Firefly MMO a couple of years ago, but it's dead now. The rumor in LA is that fighting between Fox and Universal killed it. Probably for the best, as it wasn't looking like Joss was going to be involved at all. Given that, I will be hugely surprised if we ever see a professionally produced Firefly video game of any type. Lots of people have started various fan projects, but I'm sure as soon as one got big enough to be noticed, it would be killed by Fox and/or Universal.

~CK

You can't take the sky from me...

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Monday, November 24, 2008 6:19 PM

MICJWELCH


The rumor among game developers is that there were too many studios attached to it, none of which were going to be paid much, and they couldn't agree on anything.

The official word, however, is that it was put on the back burner in favor of the Buffy MMO.



"It’s frickin’ great." - Nathan Fillion

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Monday, November 24, 2008 8:25 PM

DOMSDAFIRDA


Quote:

Originally posted by MayoDeftinwolf:
OK so we've seen Serenity/Firefly in so many aspects of entertainment, Movies, T.V. Shows, Comic books so why can't it go into the most up and comming form of media Video Games? I am sure many of you have played the oh so genius MASS EFFECT. So why not take a simmilar or same engine as that for the game.



Mass Effect? No, Mayo. The people who should develop The FFMMO is Ubisoft (Specifically Ubisoft Montreal). Why? Take good looks at two of their games:

Beyond Good And Evil
http://www.gamespot.com/pc/adventure/beyondgoodevil/videos.html?mode=a
ll


This game has a nice blend of sci-fi,western landscape and Film noir mixed into it. The overall story is about the reveal of government secrets.

Assassin's Creed
http://www.gamespot.com/pc/action/assassinscreed/videos.html?tag=tabs;
videos


The most magnificent thing about this game is how organic the landscapes look in it. If you actually sit down to play the game, it takes you through several civilizations from Islamic to Laten Christendom.The setting from this game will go great for the rim planets of the FFMMO.



~ DoomsDay

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Monday, November 24, 2008 10:20 PM

FREMDFIRMA


Wasn't too impressed with Assassins Creed, it seemed unpolished, almost unfinished, like there was lots of stuff that didn't make it in by the release date or something.

That being said, Ubisoft is overall damned awesome, I've been happy with everything they produced all the way back to when they were still BlueByte and kicked out Incubation/Battle Isle Phase 4.

I still have that on the shelf of honor here, it's an ageless and unappreciated classic (much like BG&E) if you ask me.

So yeah, Ubi could do the job, and right nicely.

FYI, in the Freelancer Discovery Mod, there is a Firefly class transport, but of course mine has Lv3 transport guns and a monster shield on it, cause I run shortcuts through pirate space.

-F

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Tuesday, November 25, 2008 1:22 AM

SIGMANUNKI


If you think that a commercial game is going to happen, it isn't. The reasons are above.

As for fan project, one could help this one out:

http://s4.invisionfree.com/GunRunner/index.php?act=idx

It's the only one that actually stands a chance of reaching a release.


But, regarding fan made games in general, they mainly suffer from what I like to call the, whiz, bang, boom problem and the democracy problem. The former is, they start off fast and many join, lots of stuff starts to get worked out. But, people soon realise just how much work it takes to make a game and stop; too much effort. The latter is a problem because everyone thinks that there idea needs to go in the game and the game ends up going in every direction at once. Soon the game (story line and all) becomes an irrecoverable mess. This tanks the project.

There is also another problem that happens in a community as old as this one, with as many dead projects as this one has; no-one believes you any more. As in, people regularly come in and talk about making a game. The vast majority of the time it ends, shortly thereafter, with just talk. The increasingly rare time that it actually moves to a started project, things don't go anywhere. Why? Because, no-one joins and it's really really hard to keep motivated when you're working alone and everyone ignores your work, even progress updates.


If a project is going to have a chance of succeeding, it needs to have a couple things:

1) A strong leader that will work alone for a long period of time, at least at first.

2) At least a strong idea of what will happen in the game.

3) People joining the project that will help accomplish the goals of it (NOT trying to change the direction of it).

4) The people in (3) need to actually do work and not just talk.

5) Realistic goals.

All of this needs to be planned, story boarded and all. The milestones need to be respected. The people joining need to be aware that projects of this type take time in the years to complete and possibly even have anything to show. I could go on.

Unfortunately, none of the projects (except the one I linked to) have had these qualities and they died.

FF is a rich 'Verse to tell stories in. It really is too bad that this community has such a profound lack of developers.

----
I am on The Original List (twice). We are The Forsaken and we aim to burn!
"We don't fear the reaper"

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Wednesday, November 26, 2008 2:54 PM

HARDCOPY


I have to agree with you on so many points. I started one about a year ago (last December). I expected a few people to test it, give me their opinions and that would be it. Ended up with a ton of people and kinda got overrun. Then I had some problems with my personal computer (the hard drive died with all of my stuff on it). Then some hosting problems and ouila I lost everything.

Recently I found it all and reinstalled it and began updating it. This time while people are welcome to join in and play I am just going to take my time and update it when I have time (I have several good sized sites so this is just gonna take time).

The biggest problem with my game originally I think was the fact that it was so ship combat oriented (not on purpose). I am working on keeping that, but making it less focused. Focusing on trading, avoiding the alliance and reavers and even black market trading. But all of that is a long way off.

I wish someone else would have done a game by now, but until they do I will plug away slow but sure and eventually get a game I like and well... :) hopefully one or two others will like it too.

Rich.
http://firefly.scifilog.com

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Thursday, November 27, 2008 12:13 AM

SIGMANUNKI


Hi Rich.,

Thanks

I'll be bold and make some suggestions. Make sure that you sort out what features are going to be in what milestone. That is, if you have milestones. You might want to just release feature after feature when complete. All depends on what you're doing. But, definitely the order of them. Anyway, publish that list, or at least part thereof. Then keep a status page. Make sure to tell people only to report bugs as you won't be taking new feature suggests until a future date. Your time would be better spent working on what you *are* doing rather than keeping track on what people want you to do after you are done doing what you're doing.

Also, make sure to let people know how you're going to be working. It's stunning how many people think that because they are playing a free game that you're making in your free time, they still have the right to bitch and complain when things aren't following what they think is a reasonable time-line. Or that there -insert "amazing" feature here- needs to be done *now*.

Most of the other suggestions that I might have will assume what you're doing or how you want to work. So, I'll stop here. And of course, the above assumes that you've done a public release/announcement.

Oh, btw, the link in your sig. is a 404. Should probably put something there if even a "coming at some point" page.

At any rate, good luck with your project. Hopefully, it'll enter the realm of the finished or at least playable

----
I am on The Original List (twice). We are The Forsaken and we aim to burn!
"We don't fear the reaper"

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Thursday, November 27, 2008 2:11 AM

HARDCOPY


Of course it is 404, that is because uh... the flux capacitor was cross infused with the uhm... doo hickey. :)

Actually, it is because that wasn't the url. :) The correct address is http://verse.scifilog.com

I have my "todo" list on the main page listing off features I am currently working on. Also it has updates, etc..

The way I program I don't think I can work with a team either because my programming while effective is also... uhm..... not well documented (at all). :) Once I get to that point I will need help with writing. Descriptions for planets, conversations with NPC's, etc.

Rich.
http://verse.scifilog.com

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Thursday, November 27, 2008 9:31 PM

SIGMANUNKI


Fair enough. Though you really should document as you go. From experience I know just how short a time goes by till that code might as well have been written by someone else. Even if it's just some high level walk-through. Every little bit helps.

Btw, if you need any help with bandwidth/hosting, I have a VPS that I barely use. It's running Lighttpd for the web server and I got 600GB/mo that I don't really make a dent in. So, you're welcome to a portion of that if you need it. Even if it's just for running a SCM.

----
I am on The Original List (twice). We are The Forsaken and we aim to burn!
"We don't fear the reaper"

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Friday, November 28, 2008 3:32 AM

HARDCOPY


Right now hosting isn't a problem. I set aside a gig or two for it and have unlimited bandwidth so I am content there. And I was exaggerating a bit with my code. I do put in some comments here and there but since I have never had a class it comes across chaotic. I was actually surprised that after 6 months of not touching it I was able to get into the code without any trouble.

The first page has my TODO list that I will update and there is both an in game message board and a general message board for people to complain. :)

Biggest problem I have is getting sidetracked with individual little projects. Right now (and I am giving it up for now) I have spent the last 2 weeks looking for a character creator that can create good looking characters randomly and save them in jpg/gif/png format. Right now the crew generator I created is incredibly limited, but it does work so I am gonna move on from it and start work on the NPC's. That is gonna be the framework for a lot of the more firefly-esque parts of the game.

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Friday, November 28, 2008 4:28 AM

GREENFAERIE


I tried making a Firefly game in Flash a couple of years ago, but my programming experience was lacking. You can see the partial game here:

http://wydraz.110mb.com/firefly/ffgame.html

I'd be interested in doing some graphics work for a new Firefly game, or even working on that flash with a programmer who knows Flash actionscript.

(a.k.a. wydraz)

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Friday, November 28, 2008 4:33 AM

HARDCOPY


That's not bad at all. Maybe we can figure out a way to integrate some flash into the game. Graphics would be a big help, just have to figure out what is needed. :)

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Friday, November 28, 2008 5:07 AM

GREENFAERIE


First thing I see from looking at your manual is a need for more planet graphics.

have you considered making a map of the verse to resemble the "official" version being offered at QMx?

http://www.fireflyshipworks.com/2008/11/map-of-the-verse/#more-634

I just registered and joined a game. I like the setup!

Hmm, looks like I already donated some graphics! The 'ship info panel' uses the graphic I did for my Hornet ship design. Looks good!

(refer to: http://wydraz.110mb.com/firefly/index.html)

I'd be glad to donate more

(a.k.a. wydraz)

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Friday, November 28, 2008 7:50 AM

HARDCOPY


I need a credits page. The manual is waaaay out of date. :) I got all the ships from a web page that didn't have any credits on it, so I figured someone would eventually tell me who made what. :)

I modified the map to be what I was able to find online (which wasn't much). I'd love to use the new map, but alas I have a budget of $0.00 to spend on any of this. My server is for other stuff so I am just using it.

Eventually I'd like to add as many ships as I can find. Maybe even incorporate some of the random tables and stuff. :)

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Friday, November 28, 2008 4:54 PM

SIGMANUNKI


I think my main beef with the way this game works is the way space travel works. It just steps you along, grid point by grid point, and you won't know that you've been attacked, gotten a message, etc, until the next page load. Using a similar technique to what is used for "instant messaging" with AJAX would work, but there'd still be significant lag and the web server would get hammered when a larger number of people are logged in. So, that may or may not be a good solution depending on what number of users your expecting. Or you might just not care about that and are content to leave things the way they are.

But, if you want to change how things work, I'd be willing to donate my server and my time to develop a continuous (instead of the current discrete) space flight element. I would probably want to use cryptographically signed data to ensure that the person was indeed landing on a certain planet when communicating back and forth between the two servers (php's openssl extension makes this trivial i.e. openssl_sign, openssl_verify).

I'll leave it at that for now. But, I do have an idea of how this would work. I highly doubt it'll cause you much work and our work would basically be independent of each other. If you want to hear what I have in mind, let me know.

----
I am on The Original List (twice). We are The Forsaken and we aim to burn!
"We don't fear the reaper"

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Friday, November 28, 2008 5:01 PM

HARDCOPY


I will have to give this some thought. The main problem with this is that the entire game is a turn based game and this would change how pretty much everything works.

I do know what you mean and have a few ideas on how to work this out. Just have to continue giving it some thought.

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Friday, November 28, 2008 8:35 PM

SIGMANUNKI


Fair enough. Let me know.

----
I am on The Original List (twice). We are The Forsaken and we aim to burn!
"We don't fear the reaper"

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Friday, November 28, 2008 9:03 PM

SIGMANUNKI


Quote:

Originally posted by Hardcopy:

The main problem with this is that the entire game is a turn based game and this would change how pretty much everything works.



It really isn't a turn based game, though. I mean, the interface given to the player, and how it works, that is turn based. But, when one considers that other people are doing the same thing at the same time, not taking turns "round robin," then fundamentally it isn't a turn based game.

This isn't limited to just space travel either. The same thing is at work when making purchases, etc. This is essentially why I think that the way the game framework (I know it's not your fault, you're just using someone else's framework) is set-up is fundamentally flawed and as soon as a larger number of people start playing it, this will really start to rear it ugly head.

I really hope that if you go another route to a solution, that it fixes all the above. Because, if you don't, those demons will not be nice to deal with.

----
I am on The Original List (twice). We are The Forsaken and we aim to burn!
"We don't fear the reaper"

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Monday, December 1, 2008 8:22 AM

HARDCOPY


Well it is a format based on the game Tradewars from old BBS days. What you are talking about is a fundamental change in how it works. I really don't see this becoming a huge problem because the community just isn't that big. I'll be surprised if there are more than a dozen people on at any one time. If it ever gets that big then I will be happy to recode the entire thing. Though this time I will do it in Perl because PHP gives me a headache. :)

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Monday, December 1, 2008 8:27 AM

HARDCOPY


Oh, one other thing is I am going to need volunteers who can write to create "jobs" for the game. Basically scenarios where you take a job then deliver goods to a certain place, or you steal the goods and a bounty is placed, that sort of thing. The first part of the NPC is complete (though the dialogue is extremely stilted because I am not the best at that).

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Tuesday, December 2, 2008 6:27 AM

GREENFAERIE


I could help out on the writing too. Shoot me an email when ready.

(a.k.a. wydraz)

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Wednesday, December 3, 2008 10:05 PM

SIGMANUNKI


Though my suggestion above is a fundamental change, it is just one that would resolve the issue. Another one being making the game kind of like how Legend of the Green Dragon works. The actual campaign is single player, but there are many points where players can interact. It even has limited PvP. So, there are other ways.

I'm just saying that counting on a low number of simultaneous users is asking for trouble when if the user count gets high bad things will happen and fixing it takes a good chunk of time. It's like begging Murphy to intervene.

But, it's your project. And if you're fine with the flaw, then you're fine with the flaw. I'm just pointing it out in case you would want to address it sooner rather than later. I've said my peace.


Take it easy.

----
I am on The Original List (twice). We are The Forsaken and we aim to burn!
"We don't fear the reaper"

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Thursday, December 4, 2008 3:54 PM

HARDCOPY


I will take you up on that. I have to finish up the "Black Market" module. Basically a badge type figure that gives you jobs.

Not sure about calling it a Black Market, but I can't think of any other names for it.

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