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2014: my latest thoughts for DW2
Karz Master
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Assuming we're still talking about DW2 and not a spinoff, here are some summarised thoughts:

+ Keep it phase-based. I really enjoy(ed) playing Darkwind because it is phase-based. Part of the game's charm is seeing what manner of physics affect your cars on the next turn.
+ Keep the physics (or even improve on them).
+ Keep the descriptive texts and add on to them. People keep quoting the blood sausage message from Wasteland (and at one point we kept quoting "face through brain") because you remember descriptions like that.
+ Keeping ped combat would be sweet, but not necessary. Still, if it's to be done, it should be on par with Shadowrun Returns, if not Jagged Alliance 2 (though JA2-like ped combat would certainly be glorious).
+ This is a matter of preference, but I enjoy playing Darkwind both with other players and solitaire. Still, if there's a DW2, I'd definitely like to see a singleplayer mode. And if there's going to be a singleplayer mode, given the competitive nature of DW, a closer parallel to a genre of games would be in 4X style. Even though it's not a 4X game, DW has most of its elements (explore, exploit, expand, exterminate). 4X games can be fun in multiplayer mode too.
+ Add on to its game mechanics (ie depth), not streamline it. Most game mechanics and number-crunchy systems are fine in DW (barring hilltop camping).
+ If moving to Unity, ditch the current art style and do an overhaul of textures, skins, UI and artwork. Hire an artist, etc.
+ More music and sfx please.
+ Moddability. Let modders create quests, text descriptions, skins, models, new towns, re-balanced mechanics, etc.

Sources of revenue:
- Kickstarter/Indiegogo/Patreon/some other crowdfunding site
- Steam Early Access
- Eventual distribution on more platforms eg GOG, Steam

You just let me know when you're doing a DRM-free, singleplayer-able game like that, Sam, and I'll throw down $1000 immediately, no hesitation.
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vet wv zom

Posted Jun 13, 2015, 5:20 pm Last edited Jun 13, 2015, 5:33 pm by Karz Master
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Shoot Karz, if he's talking crowd funding tomorrow I'm in it with two tires a broken rim and a shredded car frame right now. (Gotta scav it up)
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Posted Jun 17, 2015, 7:36 am
Karz Master
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C'mon Sam, you know where your true destiny lies! :cyclops:
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Posted Aug 7, 2015, 3:41 am
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Karz Master said:

+ More music and sfx please.



and the option to include your personal library of music to playlist
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Posted Aug 16, 2015, 8:52 pm
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*SmokeyKilla* said:
great ideas.........except real time .......only one car?, lose a lot of the strategy,( im assuming it will be similar to twisted metal) or the hundreds of other car shoot em ups.  Grand theft auto?

Sam you already said it
Quote:
I know that turn-based is a large part of what makes DW unique


otherwise I believe it will just be a car shoot em up with a mix of rpg elements thrown in, i believe you could make the town events real time, and scouts/travels turnbased and appeal to everyone........sorta musclecar online/darkwind hybrid  :cyclops:


i have to agree with this there are lots of driving sims and race sims and race shoot'em ups where your driving a car in RT  and i don't play any of them  i hate driving games DW1 is unique in its mechanics and gameplay

i mean MAD MAX has just come out that is DW in 3d third person with a massive budget and dev team. DW is uniqe it is already niche  you just need to get more coverage of it  its been running how many years and i just found it last week  iv wanted a game like this for ever

IMO upgrade the graphics,  and the ability of friends to form factions, maybe faction buildings or camps. the game play as it is, is what makes this game special. we just need to get the word out that the games here

many an old table top car wars players would love this they just need to hear about it

oh and the game window make it ajustable in size and some way to increase the text size with out crashing the window
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vet wv

Posted Sep 26, 2015, 9:59 pm Last edited Sep 26, 2015, 10:03 pm by Rex-Rillian
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I like that u thought of us mac users. We often are forgoten so thanks.
In terms of ideas. I like the turn based style car movements. It adds depth to the game. My main idea would be made it stable and playable at 2gb ram and 206mb gpu like it is now. Personally graphics are not a problem as the game has tidy enough graphics to be able to see whats going on. My main problem with dw now is that the mac version isnt stable for me. The game client keeps crashing. Especially when i try to scout or travel or even tryto host my own event.

Personally all id like to see is a new. Bigger world with more towns. New features like buying our own properties to produce stuff like our own cars(after collecting parts in scouts an travel. Of course). Id also like to see more freedom for free players. Im a free player an i dont like the fact i cant travel out of the northen triangle or use training facilities. Make it so premium members have access to pvp or high paying competitve league events or something. There is nothing worse than having a f2p where u hav to pay to go somewhere in an "open world game".
The game client is the main ui id fix. Its old looking, clunky an runs poorly on mac. In terms of everything else. New cars, characters, supplies would do nice. Maybe a new economy system in towns where if their is a shortage of something. Buying prices rise (this adds to my idea of players buying properties to produce supplies. Help with the economy)

Overall. As long as the game runs fine, and my 4gb ram 2.2ghz cpu 512mb gpu can run the game. Im fine. Having the browser an client is actually useful once gotten use too so some game data can be stored here rather than in game client to save space an cpu stress.

Posted Oct 29, 2015, 4:29 pm Last edited Oct 30, 2015, 4:54 pm by Ghost98
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Come on Sam, I'll give you my first born. And my second. And my third. Basically all of them, I don't really want kids.
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Posted Oct 30, 2015, 3:26 am
Karz Master
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I'd also like to add that the ship's about to sail. The "old-school renaissance" is almost over; the last major title is the successor to one of the most influential and iconic FPRPGs ever made, and it only got $860k. Well D:OS2 got $2mil but that's partially because of D:OS1's success.

Anyway does Sam even read the boards nowadays? :rolleyes:
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vet wv zom

Posted Nov 19, 2015, 1:16 am
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Karz Master said:
I'd also like to add that the ship's about to sail. The "old-school renaissance" is almost over; the last major title is the successor to one of the most influential and iconic FPRPGs ever made, and it only got $860k. Well D:OS2 got $2mil but that's partially because of D:OS1's success.

Anyway does Sam even read the boards nowadays?  :rolleyes:


Yes, sometimes.

I don't work to any "ship about to sail" agenda in my games dev.. that's a quick way to get yourself in a twist. A good game is a good game, and there is always room for more.
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Posted Nov 22, 2015, 6:30 pm
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Plenty of fans of turn-based the 2.8 mill for Battletech shows that I would argue.
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vet wv marshal pvp4 community pvp20,1,0

Posted Nov 22, 2015, 7:01 pm
Karz Master
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Which I'd counter had been riding on the success of HBS's previous titles; this doesn't include the fact that CGL had released a new and improved Introductory Box Set only about a year ago, and the release of Alpha Strike two years prior. People, even locally with limited tabletop gaming groups, still play BT.

Anyways IMO DW is one of the greatest games that no one's played, and could easily be labelled as the only one of its kind. I'd really like to sink my teeth into a DW2, but as far as hoping for it goes, that day will come when it comes.

/butthurt :(
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vet wv zom

Posted Dec 5, 2015, 10:04 am
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Hey guys firstly apologies for not being around I have been trying to make a new version of DW using unity5. 
I have made a handful of prototypes and have a great working knowledge of networking now (previously I knew stuff all).
The aim of the project is to modernize Darkwind and also attract lots of new players.
What I have discovered......basically using realistic graphics and effects, networking in Unity 5 can handle two teams of 18 vs 18 pvp or three teams of 12 vs 12vs 12.
Things I have tried......
1) No-one wants to play a turn-based car game so remaking Dark Wind will not attract new players.
2) A thirdperson sandbox style game- to easy to grief players, to easy to die, can only control one character at a time, pretty much felt like a grand theft auto ripoff.
3)A Real time car combat game that used slow motion when any combat occurred.  This just turned into a huge pile of ####....anymore than 2 cars per player became to hard to manage just turned into a massive click fest.
4)RTS...felt like command and conquer boring and didn't feel like Darkwind.
4)  First Person Shooter......with the option of zooming out to 3rd person when in cars......
cons- nearly impossible to shoot side or rear mounted weapons when moving and actually hit anything, very easy to be killed outside a vehicle.
So then I decided to make turrets for all vehicles....it felt like world of tanks in cars.
Then I tried having several players in the one vehicle ....felt like Darkwind should however players lives are basically in the hands of the driver its to easy to crash the car at 100kmh into a building and kill everyone.  If a player disconnects you lose a weapon.  To easy to abuse and leads to griefing and flame wars.

My Solution.
make a game very similar to Heroes and Generals but insert Darkwind style cars and characters.
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vet wv marshal paintball semiprocombat pvp5

Posted May 11, 2016, 11:02 am
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Wow, impressive. I wouldn't play that game though. Not that it wouldn't be a good game though.
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Posted May 11, 2016, 11:54 pm
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*SmokeyKilla* said:
Hey guys firstly apologies for not being around I have been trying to make a new version of DW using unity5. 
I have made a handful of prototypes and have a great working knowledge of networking now (previously I knew stuff all).
The aim of the project is to modernize Darkwind and also attract lots of new players.
What I have discovered......basically using realistic graphics and effects, networking in Unity 5 can handle two teams of 18 vs 18 pvp or three teams of 12 vs 12vs 12.
Things I have tried......
1) No-one wants to play a turn-based car game so remaking Dark Wind will not attract new players.
2) A thirdperson sandbox style game- to easy to grief players, to easy to die, can only control one character at a time, pretty much felt like a grand theft auto ripoff.
3)A Real time car combat game that used slow motion when any combat occurred.  This just turned into a huge pile of ####....anymore than 2 cars per player became to hard to manage just turned into a massive click fest.
4)RTS...felt like command and conquer boring and didn't feel like Darkwind.
4)  First Person Shooter......with the option of zooming out to 3rd person when in cars......
cons- nearly impossible to shoot side or rear mounted weapons when moving and actually hit anything, very easy to be killed outside a vehicle.
So then I decided to make turrets for all vehicles....it felt like world of tanks in cars.
Then I tried having several players in the one vehicle ....felt like Darkwind should however players lives are basically in the hands of the driver its to easy to crash the car at 100kmh into a building and kill everyone.  If a player disconnects you lose a weapon.  To easy to abuse and leads to griefing and flame wars.

My Solution.
make a game very similar to Heroes and Generals but insert Darkwind style cars and characters.

I've been playing a lot World of Tanks past months, must have played around 2,500 fights (console). It came to my mind, DW could be based upon it.

What I like:
- 15 min max combats and possibility to play another game with an other vehicle meanwhile (limited to 3).
- easy to play and fun as hell even on maps you played several times
- 16 vs 16 PvP, real time (not my cup of tea in general)
- good progression system, somewhat long when you play free - but it works
- nice tank models, good maps and sceneries
- battles with a goal
- custom skins and decals

What I dislike:
- not enough customization on components, but since it is based on historical vehicles, so, that's meant to be limited!
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Posted May 12, 2016, 6:31 am
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Ok I gotta admit WOT is a great game. In the prototype i made there was the ability to use 2 weapons in the turret the LMB and RMB controlled the weapons...so you could have a HMG and a RL mounted in a turret on a buzzer and heaps of spare ammo.....on bigger vehicles like a truck and trailer or fire engine we could allow 2 or more turrets. My aim is to make the vehicles even more custom than they are now. Especially defensive weapons like mines, smoke screens, flaming oil etc. Basically everything else will be incorporated into the game like your gangers and skills. The only thing I havnt worked out is the perma death and destruction of cars..........and also how the pvp map of evan will work.

example you have an 18 vs 18 battle how many (if any) respawns do you get?

I can easily upload a prototype of the game with cars with turrets with some simple npcs to shoot to see if this is the way we wanna go?
if your vehicle gets destroyed do you lose it instantly?
perma death to gangers....how will it work?
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Posted May 12, 2016, 12:50 pm Last edited May 12, 2016, 12:54 pm by *SmokeyKilla*
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Car destroyed, it is gone for good. Very rarely, if you have a highly skilled mech, would you be able to salvage the chassis to haul back to town. I have only had this happen once, my car blew up, but I got it back at 0% chassis and minus the engine and weapons.

Characters get shot and die, they stay dead. Injuries need to be taken into consideration, especially loss of limbs. I still think loss of arm should directly affect accuracy more (eye included) and loss of leg should affect speed (including the 2 toes).

When it was functioning, only one second spawn could occur per encounter.

If you haven't seen this yet, Magus posted this recently, Crossout. You should take a look and see if this is the direction you are heading.

https://www.youtube.com/watch?v=EiddbzluhGg
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Posted May 12, 2016, 5:33 pm Last edited May 12, 2016, 5:35 pm by *The X Man*
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yep pretty much except guns would shoot slower once every second as they do now and your ganger skills will relate to the handling of the car and weapons the same as they do now. A driver with only a skill of 20 will have the car handle poorly, accelerate slower and spin out easier than say one with a skill of 100. Weapons will be the same. A low skill gunner will have the weapon sway a lot more, recoil will more pronounced (making it harder to stay on target), gun jams more frequent etc.
So basically the skill of your gangers will relate directly to the handling and shooting of your vehicle.
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Posted May 13, 2016, 12:01 am
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So I have played CrossOut closed beta definitely not the direction I would like to see Darkwind go. Don't get me wrong the game is a great idea just needs a lot of balancing (as with any game). Already the forums there are getting toxic, some of the early builds looked great now they are just mass cages of lego blocks and really look terrible and detract from the overall gameplay. I honestly now see if darkwind was to be turned into a realtime game it would be single player, story line driven, with maybe, some arena events as pvp only. It would basically eliminates 90% of the flaming, trolling and all the stuff Sam has to put up with for the last 11 years :p
Graphics sounds visuals and game play 100% execution maybe 20%....I can see already it is gonna turn into a massive pay to win game....If the current economy and grind stay the way they are.
As much as we all love Joel ........ATM Crossout is a massive russian invasion of Joel's Bastards, all sporting the toughest builds with enough weapons to one hit kill you. :p

Maybe the solution is as simple as my girlfriend said "why not just make the map of Evan more symmetrical and have one side played in real time and the other turnbased.?"
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*Posted May 30, 2016, 2:28 pm
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One of my problem with DW, is length of games. I can not afford so much time. A 15-30 minutes is fine. It could be done even with turn-based game, hence number of player controlled vehicles need to be limited. IMHO, of course! ;)
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Posted May 30, 2016, 3:57 pm
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War Thunder is another example of how a car game would work in real time but again you only have a Turret and the weapons in that turret or multiple turrets facing whichever side the main gun is pointed (in WT its generally you Tank Gun and some MGs, or your AAA cannons)

Personally I much prefer Turn Based but I realize thats not a big draw for most gamers. Im CONSTANTLY playing games like the Total War Series (Shogun, Empire, Medieval, Rome) or the Wargame Series (European Escalation, AirLand Battle, Red Dragon) and wishing it was turn based so I could control my units more effectively than trying to switch back and forth as fast as I can and not get to see any of the action.
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Posted Jun 23, 2016, 5:45 am
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