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Custom Conquer Client - Not that far away :o
Discussion on Custom Conquer Client - Not that far away :o within the Conquer Online 2 forum part of the MMORPGs category.
10/04/2013, 21:27
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#31
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Real nice work.
Hell,I wouldliove to see you guys make a CO2 "Clone"
your own client and server.
I know Sparkie was able to make custom maps.
Make CO what it should be,and make some real money off it.
You got a fan base already.
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10/04/2013, 21:44
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#32
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Join Date: Jul 2005
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Quote:
Originally Posted by Real~Death
Real nice work.
Hell,I wouldliove to see you guys make a CO2 "Clone"
your own client and server.
I know Sparkie was able to make custom maps.
Make CO what it should be,and make some real money off it.
You got a fan base already.
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As long as it contains ANY assets from conquer online or anything relating to the name it remains technically illegal and no money can be charged for it.
The amount of work required to create fully custom assets for every aspect of an entire game is not something a small team of developers (especially those with a programming background) would find feasible or in any way worth their time.
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10/04/2013, 22:27
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#33
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what i was saying was
with custom client/server you can do pretty much anything you want.
Make new skills,classes ect.
EDIT make new graphics and anamations and you got your own game.
but yeah,wouldrequier a few people to work on graphics,while they work on the client and server or get a few close friends to pitch in.
anyway i would be cool,but aint gonna happen.I would love to play a co like game thats ballanced,like when engputer was still working on it.You could talk to the devs of the game and they wanted feedback to keep ppl happy.
if it ever gets to that point ,get a kickstarter going and ill throw some money in to help
just seeing a custom client is pretty cool
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10/05/2013, 00:45
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#34
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Well, it could start off as a conquer private server + custom client and they could slowly change everything into there own work and once they change everything they could rename it and call it there own etc.
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10/05/2013, 09:14
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#35
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Quote:
Originally Posted by pro4never
As long as it contains ANY assets from conquer online or anything relating to the name it remains technically illegal and no money can be charged for it.
The amount of work required to create fully custom assets for every aspect of an entire game is not something a small team of developers (especially those with a programming background) would find feasible or in any way worth their time.
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Everything you just said is true. And sadly i realized every bit of it especially the amount of work it requires waaaay after i started recreating the client from scratch...
Directx 9 & C++
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10/06/2013, 01:20
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#36
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Well, the only interesting thing and realizable thing with a custom client would be to develop a game engine for future projects without having to have to create graphics/sounds to test it. (Editing TQ's formats to custom ones too) But, well, it requires a big team...
Quote:
Originally Posted by { Angelius }
Everything you just said is true. And sadly i realized every bit of it especially the amount of work it requires waaaay after i started recreating the client from scratch...
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Really nice !
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11/14/2013, 15:29
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#37
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A couple of questions ask I do?
- How big of a team would it take?
- If said team was formed how long would it take to be marketable at all? (Donations for small bonuses in a private + costume server, possibly start a kickstarter or something similar or is there any legal issues with that idea?)
- How much money and time would it take (mainly because I have a friend who was talking to me about financing a small game/possible game development that he can invest some money into.. which made me question this)?
- Do we as a community want something like this?
Personally being a guy who remembers when FB and SSing was actually playable in events I think a start over with more user input would be amazing, different classes but I'd hate to drag my friend into my personal desires for the game. I'm sure he, as an investor, would want to see a gain in either the community or profit.. I'm sure he'd rather see a huge fan base with an income that can manage the servers than one person just sitting there SSing Pheasants like I find myself doing so often these days.
If you have any answers and I don't see your reply on here make sure to PM me ^.^
I'd like to get this info so I can get back to my friend about it.
Also any estimates on development costs or at least a cost that would be needed up front, would be great to know from someone who has knowledge of such projects.
Thanks for your time!
Simply,
-Me
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11/14/2013, 18:28
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#38
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Join Date: Jan 2007
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guys ,suggestion , why dunt u remodel or make another one bot in conquer ..
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02/05/2014, 19:56
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#39
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Join Date: Feb 2013
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Quote:
Originally Posted by Nishikado
guys ,suggestion , why dunt u remodel or make another one bot in conquer ..
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You are way off topic hun.
@OP
This is freakin awesome! wish you good luck.. id love to see more progress for this..
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02/06/2014, 06:19
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#40
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Quote:
Originally Posted by Kopper911
A couple of questions ask I do?
- How big of a team would it take?
- If said team was formed how long would it take to be marketable at all? (Donations for small bonuses in a private + costume server, possibly start a kickstarter or something similar or is there any legal issues with that idea?)
- How much money and time would it take (mainly because I have a friend who was talking to me about financing a small game/possible game development that he can invest some money into.. which made me question this)?
- Do we as a community want something like this?
Personally being a guy who remembers when FB and SSing was actually playable in events I think a start over with more user input would be amazing, different classes but I'd hate to drag my friend into my personal desires for the game. I'm sure he, as an investor, would want to see a gain in either the community or profit.. I'm sure he'd rather see a huge fan base with an income that can manage the servers than one person just sitting there SSing Pheasants like I find myself doing so often these days.
If you have any answers and I don't see your reply on here make sure to PM me ^.^
I'd like to get this info so I can get back to my friend about it.
Also any estimates on development costs or at least a cost that would be needed up front, would be great to know from someone who has knowledge of such projects.
Thanks for your time!
Simply,
-Me
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To create a stable and well rounded client/server you'd want 1-3 solid programmers and generally budget 4-6 months of development time to get something to a remotely playable level (think pre-alpha play testing)
To create enough art assets for a single character class, a single map and a few basic enemies/npcs you'd want a small graphics development team of 2-5 people working on 3d models, texturing, animation and game integration. You would again be budgeting 2-4 months to create enough art assets for a single character class with a couple basic monsters. Not anywhere near a full game but something actually able to be tested properly.
In terms of money, it costs nothing to develop a game but it's hard to attract talented help and keep them interested for long enough to make such a project actually 'work'. If you're buying the art assets or actually hiring staff to work on the project then you're talking many, many thousands of dollars.
The number of man hours to take a character concept all the way to a playable in game asset with full art assets (significant item sets, animations, etc) is absolutely mind boggling.
Sounds are generally low priority during development but you'd still want a sound engineer working on creating compelling sound effects that fit with the feel of the game being designed and helping really 'tell the story'. Sound is a huge part of the game and cannot be ignored but from a development standpoint is often left for later (once there's something to actually 'see')
TL: DR
Creating a fully custom game with quality assets is a process of many months before you have anything remotely testable. It's not something easily accomplished by a single person and is usually best to find 4-6 people willing to work for free because the game concept is just that good. If you're all on the same page, all donating efforts and all of the understanding that it's a long term project then you'll get much further than you would otherwise.
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06/27/2014, 22:26
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#41
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I would stop playing every other game to play a conquer that is not run by greedy ******.
And im sure that goes for many many many conquer players.
But yea there is a lot of time required to make an entire new game, but it would be amazing. What have you guys made so far. I have not looked at this thread in a while and i see there is not much feedback. Has this been abandoned or delayed?
Maybe it should become a community project?
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06/27/2014, 23:26
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#42
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if u think anything good comes from community projects u havent been around for very long
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06/28/2014, 02:48
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#43
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Join Date: Oct 2007
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Quote:
Originally Posted by InfamousNoone
if u think anything good comes from community projects u havent been around for very long
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There are plenty community project that did go good, except this has never been the case at the conquer community.
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06/28/2014, 13:11
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#44
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Quote:
Originally Posted by turk55
There are plenty community project that did go good, except this has never been the case at the conquer community.
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yeah... thats my point I meant "been around here" to clarify lol
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