Dark Side of the Moon

Unlimited Creativity Works => Doujin Projects => Topic started by: Milbunk on September 27, 2013, 05:04:01 PM

Title: The BMW2 Production Thread
Post by: Milbunk on September 27, 2013, 05:04:01 PM
Howdy folks this is a thread for the discussion of the BMW2 project, a project dedicated to the production of a sequel on the game Battle Moon Wars!

We hope to bring an enjoyable experience one that follows a similar style to what BMW did but with a much better and enjoyable story.

I am the head of this particular project, with DP as the writer, and on the coder side of things we have Cherrylover but we can't do this alone!

At the moment we are currently trying to find Artists, Spriters, and Coders for this project, if anyone thinks they can help feel free to speak up!

If you have any questions or such feel free to ask.
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on September 27, 2013, 06:12:08 PM
Hmm, we certainly need artists and spriters, but I'm not 100% sure if we need more coders just yet. It depends on how hard the coding task is, and how divisible it is. Still, if people want to get involved I don't have a problem with that.

Also, for the benefit of those who haven't read the thread on BL, you should explain the idea a bit more.
Title: Re: The BMW2 Production Thread
Post by: lantzblades on September 27, 2013, 06:24:56 PM
I have questions.

Q1) I've been wondering why the working title is battle moon wars 2 when it has nothing to do with the first game aside from the Super robot wars game play style.

Q2) do you guys have an itemized list of the resources you need for the game

Q3) What type of Srpg are you guys planning? A BMW clone or will it be structurally different?

Q4) what or whom is the main focus of the story?

Q5) In terms of customization what are your  plans regarding character appearance?

I have more but this should do for now.
Title: Re: The BMW2 Production Thread
Post by: Milbunk on September 27, 2013, 06:26:58 PM
Sure, the project like I mentioned is a indirect sequel to the previous BMW, though we don't have the story completed, the idea is to follow the DAA conflicts after the events of Tsukihime essentially making this what Tsukihime 2 might have been like.

Of course being a BMW game it would have a giant crossover setting with multiple Type Moon games such as FSN, Tsukihime, KnK, Fate/Zero, and possibly more.

The idea is to follow the same type of gameplay as the previous one which is a turn based rps type game very similar to that of the Super Robot Taisen series, but with an enhanced engine fixing things and making other things better.

Nice timing their Lantz lol, anyway other questions, for resources we don't have an exact list but some of the things we need include either updated or redrawn sprites of all the old BMW characters, new attacks for all characters, maps and missions which can't be done till we get a working engine, overworld sprites for all characters, and gameplay music, so as you can see we have a lot we need to work on.

For character appearances at the moment the main one is Altrouge but of course Shirou and Shiki will reappear though what we want to do if possible to give options that allow the player to choose which story Shiki or Shirou went with.
Title: Re: The BMW2 Production Thread
Post by: lantzblades on September 27, 2013, 06:42:57 PM
So a tech updated clone with minor differences is the specifications  for the out set then? A bit disappointing if I'm honest. Srpgs have a bar set and BMW is way behind the curve.
Title: Re: The BMW2 Production Thread
Post by: Milbunk on September 27, 2013, 06:47:48 PM
Well the main reason the bar is set so low for us is that we don't have many people to help us out as we'd like, if we could get more then that may change hopefully.
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on September 27, 2013, 06:54:29 PM
Well, Lantz, what sort of thing are you suggesting here? Bear in mind that we have to actually be able to write it....
Title: Re: The BMW2 Production Thread
Post by: lantzblades on September 27, 2013, 06:56:13 PM
As far as I can tell you guys aren't completing things in a sensible manner. You need a basic story mock up first and build from that.
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on September 27, 2013, 06:59:01 PM
Actually, I think they do have a story, although I've not yet seen it. I think they're keeping it fairly secret, though, at least for the time being.

Also, that's actually completely wrong. The game engine isn't likely to depend too much on the story, and will take longer to write, so having at least some basic game engine there to begin with is helpful. Sprites and the like are a bit different, but even then you need the people around to work on it from early on.
Title: Re: The BMW2 Production Thread
Post by: lantzblades on September 27, 2013, 07:07:07 PM
Without a story mock up you have no details on environments for the engine to use, for that matter while a test area could be used  another question arises regarding the mapping of the game graphically speaking. Is it sprites in isometric perspective or. Sprites on a 3d environment?
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on September 27, 2013, 07:23:24 PM
Well, the game engine shouldn't need too many of those details, really, and those it does need should be fairly easy to change. The perspective is something that would be a bigger issue, but even then I would expect a game engine to start with more basic graphics and then work upwards from there, if we write our own rather than using theirs.
Title: Re: The BMW2 Production Thread
Post by: Alice on September 27, 2013, 08:07:25 PM
Yeah, story and game engine things tend to be pretty separate for the most part. The main impact the game engine has on the story is how the story is to be told, which is mainly connected to the limitations of whatever engine you're using. But yeah, it's usually not a bad idea to get the engine stuff established first using more basic assets before increasing the complexity, because your game's engine is its heart more often than not.

As for BMW, it definitely has its flaws, but it isn't a horrible game, certainly. It's can be pretty fun when the Battle Masteries aren't completely stupid (there's a few of those, yes. That one stage where you have to position Ciel in just the right place in order to keep that one girl from being killed, I hate you so much). Plus the item/skills/stats system suffers from being somewhat confusing and not explained well enough, and the lack of points and how certain points are shared between certain sets of things can be a bit frustrating. However, it has its fun moments, and has the potential to be really fun if it's cleaned up and the flaws are addressed.

And I can serve as an artist if we absolutely can't find/afford anyone else. I don't think I'm that awesome at it, but I have the benefit of being free of charge, and it's better to have a mediocre artist than no artist at all. Still, if we can find someone willing to do this that's far more experienced than I am, that'd be good, but at least I can serve as a fallback if all else fails. I'm not a spriter though (though I can do some recoloring and minor tweaks if need be), so we'd still need that even if we end up using me as an artist.
Title: Re: The BMW2 Production Thread
Post by: lantzblades on September 28, 2013, 07:35:10 AM
So effectively you guys don't care about artistic design. This is at least what got about it from what you've said.
Title: Re: The BMW2 Production Thread
Post by: Alice on September 28, 2013, 08:34:24 AM
...Huh? We're saying that the engine and other nontechnical aspects such as story and art design tend to be somewhat separate or at least at first, not that we don't care about how the game looks or its aesthetics. ...I wouldn'tve suggested finding an artist better than me if at all possible if that was the case. :P How'd you reach that conclusion? 
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on September 28, 2013, 02:01:36 PM
So effectively you guys don't care about artistic design. This is at least what got about it from what you've said.

No, we do, but if the engine is written remotely sensibly then it should be largely if not entirely independant of the art.
Title: Re: The BMW2 Production Thread
Post by: lantzblades on September 28, 2013, 07:33:42 PM
Game concepts are made up of six things. Idea, limitation, direction, style, game play  and platform.

these concepts are not individuals, they are part of the whole thing.  While different departments are responsible for different game aspects the six concepts interlock the results and expectations together for all the departments. They feed into each other and either give lee way or rob a department of choice.

you guys treating them as separate seems to show a lack of care.
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on September 28, 2013, 07:55:43 PM
That's true to some extent, but a well-written game engine shouldn't depend on the details of the story. Obviously I do need to know the basic outline of what they want it to be able to do, but I don't need a fully-formed story at all.
Title: Re: The BMW2 Production Thread
Post by: lantzblades on September 29, 2013, 05:55:52 PM
A well written game engine needs the details in order to tailor itself to the game being built. That's the way I see it, besides that with this site being the home of the project, doesn't it make sense to disclose the story to the participants here?
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on September 29, 2013, 06:42:52 PM
Well, the game engine shouldn't really need to be "tailored" to the game, honestly. In fact, the most likely approach is going to be taking an existing game engine and modifying it, since writing a game engine from scratch is simply too difficult for one person to do. In fact, if anyone has suggestions for a good game engine to use that would achieve something similar in concept to the original BMW (i.e. the game mechanics will likely be much the same, with some additions), then please suggest it.

As for the story, I don't even know that yet. I think the idea is that they want to keep it as secret as possible. I agree that it does need to be discussed here, though, even if in some hidden forum for people involved in the game.
Title: Re: The BMW2 Production Thread
Post by: Alice on September 29, 2013, 06:53:34 PM
Plus it's far harder to code a game engine than it is to write a story. Really, if anything, the game engine should be focused on first, the other elements second. Not to say that the other elements aren't important, quite the contrary, but if your game is a buggy, unplayable mess, it doesn't matter how good the other things are, because the most basic element you're supposed to get right is messed up.

That's not to say that these elements can't be integrated once development is far more underway, and you have a grasp of what your game's engine is capable of. But when starting out, you have to try and focus on your engine first, and work out what it can do separate of the other elements, because that within itself will determine what you are capable of doing with the other elements of the game. 

As for a good game designing engine, that depends on what you're looking for. One thing to keep in mind though is that if it's at all possible, coding an engine from scratch may give us the most flexibility in the end, but it will also be the most difficult thing to do by far (...I think. I'm not very knowledgeable about coding, I just know that it's hard ^_^"). Really, it depends on what we want from the game and how much effort we're willing to put into designing the engine.
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on September 29, 2013, 07:19:39 PM
Well, if you're writing an engine from scratch or choosing from a possible list of engines, then it makes far more sense to do that based on what is needed for the story. Of course you don't need the details, but you do need to know what features are desired and which can safely be left out.

And, well, coding an engine from scratch is theoretically the most flexible option, but it is also nigh-on impossible for one person to do so. Plus, taking an existing engine and modifying it does not lose much in the way of flexibility but gains a hell of a lot in time spent.
Title: Re: The BMW2 Production Thread
Post by: Alice on September 29, 2013, 07:38:06 PM
Ahh, OK. You can tell I don't know much about coding. ^_^" But yeah, I'm only really familiar with the RPG maker series and Game Maker as far as engines go, and those both have some definite limitations. Are there actual game engines floating around out there that you're free to mess with?
Title: Re: The BMW2 Production Thread
Post by: Xamusel on September 29, 2013, 09:59:43 PM
Y'know, I know of Unity as an engine, but that one is not really an easy to use engine on its own. The reason I say that?

It's primarily 3D, it uses the wrong languages for programming and scripting (at least for Cherry), and it focuses primarily on the mapping side of things when you aren't coding things in from scratch... and, by mapping, I mean placing models in a 3D environment and play-testing to see if you put them in the right place at the right model level (I don't know mapping terminology that well right now).

Now... you guys are looking for Isometric, right? If so, I'll help you find a modifiable engine which meets the requirements.
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on September 29, 2013, 10:25:33 PM
Well, there's not really any such thing as the "wrong" language for me. I don't have tons of experience in any language that is going to be useful in this context (although I know C++ more than others), and I am an extremely fast learner when it comes to these things.

I don't think we're going for 3D here, though.
Title: Re: The BMW2 Production Thread
Post by: Xamusel on September 29, 2013, 10:39:11 PM
Want me to ask DP about what he thinks on the subject? I mean, I'm considering asking him about what graphics level he thinks we'll need, as well as what he needs coded before the graphics and such get made.
Title: Re: The BMW2 Production Thread
Post by: Milbunk on September 29, 2013, 10:40:24 PM
I think finding something that matches the style and gameplay of the original BMW would be ideal, do you have any ideals for that?
Title: Re: The BMW2 Production Thread
Post by: Xamusel on September 29, 2013, 10:48:20 PM
Er, Milbunk, one problem. I haven't played the original Battle Moon Wars yet to know how this'll work.
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on September 29, 2013, 11:43:24 PM
I think finding something that matches the style and gameplay of the original BMW would be ideal, do you have any ideals for that?

Well, style-wise you're right, but we have to be careful not to get something that doesn't support all the features we want.
Title: Re: The BMW2 Production Thread
Post by: Milbunk on September 30, 2013, 05:00:24 AM
Here are some sample videos of BMW:

Let's Play Battle Moon Wars part 1 (http://www.youtube.com/watch?v=hY40w2jSOAQ#)

Is that enough to give you an idea of how it plays?
Title: Re: The BMW2 Production Thread
Post by: Xamusel on September 30, 2013, 05:03:58 AM
I'll give the videos a look-over soon enough... that's all I can say now.
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on September 30, 2013, 11:56:59 AM
By the way, when it comes to looking for an engine, my preference would be for one where I don't need to do any graphical alterations (i.e., I can use their map drawing routines as-is). I don't know much about graphical programming, so if I can avoid doing it it would make things a bit easier.
Title: Re: The BMW2 Production Thread
Post by: Xamusel on September 30, 2013, 04:39:08 PM
Is that so?

I'll help you find such an engine in that case.
Title: Re: The BMW2 Production Thread
Post by: Milbunk on October 01, 2013, 01:12:58 PM
Do you have any ideas on where to start for it then?
Title: Re: The BMW2 Production Thread
Post by: Xamusel on October 01, 2013, 06:18:35 PM
You mean me, right, Milbunk?

In that case, not off the top of my head, but I'll think of something.
Title: Re: The BMW2 Production Thread
Post by: Milbunk on October 01, 2013, 06:47:39 PM
Alright that's fine just keep in mind the sooner the better.
Title: Re: The BMW2 Production Thread
Post by: Xamusel on October 01, 2013, 08:06:58 PM
Agreed. I'll have to really keep that in mind.
Title: Re: The BMW2 Production Thread
Post by: lantzblades on October 08, 2013, 06:42:49 AM
Can I ask mil. Since leaving bl, which is to say the shutdown of the venue there for development. How many of the game's previous staff are remaining on the project? Who are they, what are their positions?
Title: Re: The BMW2 Production Thread
Post by: Milbunk on October 08, 2013, 04:29:03 PM
At the moment it's me and Dark Pulse with him as the writer and me as the head of the project, Mike has volunteered to do the engine work while Alice and Kaiza have also said they can help a little bit with the art, other then that we need to find more people if we are gonna get anything done.
Title: Re: The BMW2 Production Thread
Post by: lantzblades on October 08, 2013, 09:33:11 PM
Quite a few. A scenario writer for one, a sound designer for another. Not to mention a story editor. As for the art Kaiza is rather good, especially for what battle moon wars and SRW in general required.

I haven't seen Alice's abilities art wise (at least I do not recall that I have) so I can't speak for that and thus do not know if you guys are prepared in full regarding the art direction.
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on October 08, 2013, 09:58:15 PM
Well, I think DP is writing the story, although I guess some help in that regard would be useful. But, yeah, we do need someone to do the music. I might also need some extra help with the programming, since it seems like it might be a reasonable amount of work.

Also, if anyone does have any suggestions for the engine, it would be helpful. So far the best we've got is quite a long way from what we need (although the graphics aren't bad).
Title: Re: The BMW2 Production Thread
Post by: lantzblades on October 08, 2013, 11:39:44 PM
A story editor checks for fallacies in the story. It's a fairly important job. No idea about the engine.
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on October 09, 2013, 01:43:53 AM
Well, I think the engine is the biggest issue here. I've looked into one, but I really don't think it's going to be particularly well-suited to our needs, and it's going to need a lot of work to fit all of our requirements.
Title: Re: The BMW2 Production Thread
Post by: Milbunk on October 10, 2013, 05:45:26 AM
Alright so unless Xamusel has found any ideas since then we've decide to go back the original engine.
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on October 11, 2013, 04:24:10 PM
Hmm, I've been playing freeciv recently, and I wonder if that might actually make a good basic engine. It has a map set-up similar to that of BMW, and it has units with HP and experience (not SP, but I can add that). It seems a bit odd, and it would require a reasonable amount of programming around the edges, but I think it could be done.
Title: Re: The BMW2 Production Thread
Post by: ZidanReign on October 16, 2013, 03:28:59 AM
wow, you guys are actually trying to revive the project

i can't believe i'm going to say this

i've got more free time since i'm ahead in my school, i can join the project as a writer/coder or programmer/almost anything besides art since i couldn't get anywhere with spiriting since my art direction and overall skills in drawing are horrible, but i need to know if this WILL go somewhere instead of just stagnating for months on end a.k.a ill put in extra crazy effort when it is needed if others are willing to do the same along with communicating with the team

i still have the old vg-resource thread up for recruiting/advertising, but that's no guarantee for dedicated spriters, though the site has dedicated tutorials on learning it
http://www.vg-resource.com/showthread.php?tid=22999 (http://www.vg-resource.com/showthread.php?tid=22999)
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on October 16, 2013, 03:41:34 AM
Well, depending on what we intend to do with the game engine, help with the coding would probably be quite useful. I can't really write a game engine by myself.

Right now, we're still working on getting an engine sorted. The original BMW engine limits what we can do quite a lot, but we don't have an obvious replacement, and writing one from scratch is certainly not a one-person job. So, if you have any suggestions or ideas on that it would be helpful.
Title: Re: The BMW2 Production Thread
Post by: ZidanReign on October 16, 2013, 04:00:42 AM
thanks, while my history with you isn't entirely the best, i look forward (hopefully) to see this project go somewhere again with its revival, if serious, ill be sure to put in my part on promising to help

i'll be on the lookout for game engine codes, currently my best hope is the SRW fangame project Super Robot Wars Eternity (they've got a demo in the works and the final game soon to be released i think) and the promise of the release of their creation tools after said game release
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on October 16, 2013, 04:05:46 AM
Hmm, yeah, we did come across that before, but all we could find was an abandoned engine. If they're intending to release their tools (or, even better, the source code) when they release the game that would make it a lot easier for us.

The main problem with the BMW engine is that we can't edit it, and it doesn't allow for things like branching routes. The key is finding something that we can edit, if necessary. If that's not possible, though, then we need to do as best as we can at working with what we can get.
Title: Re: The BMW2 Production Thread
Post by: ZidanReign on October 16, 2013, 04:10:20 AM
ill back whatever you find/decide on (or what i can find) and learn what i can if needed

otherwise, i'm just a grunt for you to call on when needing a little extra help in any part of the game development besides art
Title: Re: The BMW2 Production Thread
Post by: Milbunk on May 29, 2014, 06:35:47 PM
Ok I would like to give an apology first off, I've been silent about this for way too long and that's not a good thing. If I truly want to get this to work out I need to communicate more and that's what I'm going to try doing. But I can't do it alone I'll need help.

Therefore I'll ask, is anybody who is reading this interested at all about a second Battle Moon Wars game?
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on May 29, 2014, 06:40:51 PM
Well, I'm still up for helping, but I do have a job now, so I will have less time available than I did before.
Title: Re: The BMW2 Production Thread
Post by: Milbunk on May 29, 2014, 06:53:28 PM
Of course, I understand that. Currently I believe our first more important action is to focus on recruiting people, we need to gather interest and see if they may be willing to help out with whatever skills they are able to use. We need perhaps a second writer. (DP is our first.) more programmers to help you, more spriters, more artists and such.
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on May 29, 2014, 06:57:21 PM
Well, we definitely need some artists, and I think I'll need some help programming it, yeah.
Title: Re: The BMW2 Production Thread
Post by: lantzblades on May 29, 2014, 10:47:30 PM
I am interested but not in a number two. A spiritual successor perhaps but by no means a sequel. BMW was flawed and it's system could use updating in general.
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on May 29, 2014, 10:55:04 PM
What do you mean by "the system could use updating"?

The issue we have is that we need a game engine. There is no way I can write one on my own, and the only one we can find that comes close to what we need is the BMW engine itself. So, we are somewhat stuck in that respect.
Title: Re: The BMW2 Production Thread
Post by: lantzblades on May 29, 2014, 11:34:08 PM
The question is, what is the nature of the fight scenes in the game, further by updating I mean that it was raw as far as srpgs go.
Title: Re: The BMW2 Production Thread
Post by: Milbunk on May 30, 2014, 06:51:21 AM
We have to look at things realistically now, not what we wanted the game to be. After a lot of searching and searching we've decided that the best type of engine to use is the one that the original game used. It already has the core of what we want in our game as well as including the possibility for a little leeway when it comes to things we'd like to try, we just need more people to help us with that.
Title: Re: The BMW2 Production Thread
Post by: Xamusel on May 30, 2014, 06:55:14 AM
Hmm... I'm still willing to help. I also think that lantz has a point, in as far as this being a spiritual successor instead of an outright sequel, for a number of reasons that he didn't cover.

For starters, I'm pretty sure that the Type-MOON community is, as a whole, not quite willing to have a BMW2, especially since the first one, to my limited knowledge, didn't work the way it should have.

For another, this project is what should set the English speaking community apart from the native community, in that the game made as a fan project should fill in any and all plot holes from the originals (like, for instance, Shirou's use of Excalibur in HF Normal).

Those two reasons come to mind almost immediately... I'm sure I can come up with more later.
Title: Re: The BMW2 Production Thread
Post by: lantzblades on May 30, 2014, 08:32:07 AM
The interface was made of some serious fail Mil, I mean even keeping everything else (which is bad imo because active standby sprites rather than static ones eats up time and resources pointlessly) the interface for the menus was garbage
Title: Re: The BMW2 Production Thread
Post by: Kat on May 30, 2014, 11:07:56 AM
Quote
For another, this project is what should set the English speaking community apart from the native community, in that the game made as a fan project should fill in any and all plot holes from the originals (like, for instance, Shirou's use of Excalibur in HF Normal).

Hire a moonreader and a loremaster to make sure you don't tarnish the canon in the process.
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on May 30, 2014, 12:58:58 PM
The interface was made of some serious fail Mil, I mean even keeping everything else (which is bad imo because active standby sprites rather than static ones eats up time and resources pointlessly) the interface for the menus was garbage

Well, if you can find a viable alternative engine, please point me at it....
Title: Re: The BMW2 Production Thread
Post by: Alice on May 30, 2014, 04:16:53 PM
Eh, interface is workable if you can manage to include a help menu that actually explains decently what stats are and what shit does. I caught onto it alright after doing some research, but having that so you don't have to scrounge the internet to figure out what does what would be better.

...Really, if anything, what BMW suffered from most was really stupid level design at points, some shoddy mechanics, and the occasional bit of really stupid writing. I think it might be possible to fix all that while maintaining the base engine.

...Though on that, I have a different concern. Do you think we'd be able to use that engine without getting in trouble, even with the disclaimer that this is a fan project (...of a fan game, which is kinda meta), we don't intend to make a profit, blah blah blah? And if that's the case, couldn't we technically use some of the assets from the last game, since we're stealing the engine wholesale anyway?
Title: Re: The BMW2 Production Thread
Post by: Milbunk on May 30, 2014, 06:07:59 PM
I'm actually attempting to take care of that right now, I'm doing my best to try and contact Werk about this project to see if they are alright with it, I'm also going to try asking them about their source code but I can't make any promises just yet.
Title: Re: The BMW2 Production Thread
Post by: Milbunk on June 01, 2014, 08:33:08 PM
Hello fellow forumites, just an update from myself in regards to how things are moving along. Currently we now have a team that consists of:

Team Leader: Milbunk

Scenario Writer: DarkPulse

Programmers: Mike1984, JohnRevanTitor

Advertisement: lololo906

We also have more members possibly willing to join in the future but at the moment they are currently busy so I will refrain from adding them. While we are a small team right now I have high hopes for them all in the future!

Currently we are in the process of looking through the engine to figure out its limitations after which will begin taking it apart and using it to merge as best we can with the story.

I have also acquired the contact address of the company Werk themselves, thanks to a kind forum member and will send them a message to get their thoughts on it, I hope for it to go over alright though I am prepared for anything.

Now with things moving along once again I also hope to update you all weekly so that we may be able keep a steady stream of progress incoming.

Finally if you still wish to join and have experience in the field of programming, coding, artistry, spriting, or animation please feel free to speak up, we are always accepting new people!
Title: Re: The BMW2 Production Thread
Post by: Milbunk on June 10, 2014, 12:32:35 AM
Alright so I have some excellent news everyone!

I managed to get in touch with Werk!

That have given us their permission to use all of their available resources as well as the source code itself! This is really one of the best things we could have asked for. Now we will begin work on looking at the source code and familiarizing ourselves with it.

However one of the conditions for getting all of this was not to share the source code outside of the project so I will abide by that.

If you would like to see the message I will post it here:

Hi, Milbunk.

I'm katze, Werk's Leader and BattleMoonWars's programmer.
Sorry for replying very late, because I don't have good English.

I permit you to use source for BattleMoonWars under the following conditions:
* You can customize the sorce.
* I don't support you.
* You can't share the source with unrelated persons to your game project.

and

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.



Please tell me if good, you make web page/blog for your game.

Regards, katze.
Title: Re: The BMW2 Production Thread
Post by: ZidanReign on June 12, 2014, 08:47:58 AM
I still can't believe this.

I'm honestly surprised so much I can't find words to say and reply properly.

You win the everything Milbunk, you've seriously earned.
Title: Re: The BMW2 Production Thread
Post by: lantzblades on June 12, 2014, 05:06:21 PM
I'm glad for you mil, I wish you luck with the project, I'd help but the skill set I have is already taken.
Title: Re: The BMW2 Production Thread
Post by: Arch-Magos Winter on June 16, 2014, 03:09:51 AM
Lantz, to be serious, you writing the scenario would be a nightmare.

Darples can actually write thank god.

If you need any help with anything Mil, send me a message.
Title: Re: The BMW2 Production Thread
Post by: lantzblades on June 16, 2014, 09:45:49 PM
Didn't ask you Arch, wasn't talking about writing in the first place.
Title: Re: The BMW2 Production Thread
Post by: Arch-Magos Winter on June 17, 2014, 01:19:58 AM
Let me restate that. Having you, as story editor, would be akin to shooting ourselves in the head before we can even start to move forward.

I mean this in the nicest possible way.
Title: Re: The BMW2 Production Thread
Post by: lantzblades on June 17, 2014, 02:13:28 AM
You know fuck all about my writing, keep your ignorance to yourself Arch.
Title: Re: The BMW2 Production Thread
Post by: KAIZA on June 17, 2014, 02:50:48 AM
Okay, both of you chill out. I don't want more arguments like this breaking out.

And Magos, this:
Lantz, to be serious, you writing the scenario would be a nightmare.
was completely uncalled for. Don't push it, OK?
Title: Re: The BMW2 Production Thread
Post by: Arch-Magos Winter on June 17, 2014, 03:50:24 AM
You know fuck all about my writing, keep your ignorance to yourself Arch.
Actually, as I can read I do know about your writing, and your own statements about the Nasuverse to me indicate that you would be a poor choice to be a story editor...

Also your grammar is horrible, even if you supposedly 'can't fix it,' it doesn't mean it's acceptable for a project such as this.
Title: Re: The BMW2 Production Thread
Post by: KAIZA on June 17, 2014, 04:09:09 AM
Magos, what did I say? Just drop the argument. Now. This isn't a thread for arguing; either get back on topic, or drop it.
Title: Re: The BMW2 Production Thread
Post by: Kat on December 20, 2014, 07:04:28 PM
How's the project going on anyway?
Title: Re: The BMW2 Production Thread
Post by: Milbunk on December 24, 2014, 06:24:42 AM
Progress is slow right now but not halted completely.
Title: Re: The BMW2 Production Thread
Post by: Kat on December 24, 2014, 02:54:19 PM
Publishing a log featuring the progress would give us more clue, just saying.
Title: Re: The BMW2 Production Thread
Post by: ZidanReign on January 03, 2015, 01:35:20 PM
^

You really need a proper log.  Do monthly blogs of progress of the nitty and gritty technobabble along with a simple explanation.

Without one, it feels like one of those Steam Early Access games that are really, really dodgy and are just out to get quick money for the so-called developer.
Title: Re: The BMW2 Production Thread
Post by: Phearo on January 06, 2015, 05:22:29 PM
^

You really need a proper log.  Do monthly blogs of progress of the nitty and gritty technobabble along with a simple explanation.

Without one, it feels like one of those Steam Early Access games that are really, really dodgy and are just out to get quick money for the so-called developer.
Heh, yeah, but Steam Access games are playable. We're pre-pre-alpha.
Title: Re: The BMW2 Production Thread
Post by: Kat on January 06, 2015, 08:58:26 PM
So, 0 % of progress.
Title: Re: The BMW2 Production Thread
Post by: Phearo on January 07, 2015, 01:58:40 AM
So, 0 % of progress.

Not really.
Title: Re: The BMW2 Production Thread
Post by: Kat on January 07, 2015, 07:43:48 PM
You won't ruse me.
Title: Re: The BMW2 Production Thread
Post by: Phearo on January 08, 2015, 12:05:14 AM
Riiiiggght.
Title: Re: The BMW2 Production Thread
Post by: Kat on February 04, 2016, 02:17:15 PM
RIP project.
Title: Re: The BMW2 Production Thread
Post by: Cherry Lover on February 04, 2016, 04:06:59 PM
Yeah, I just don't have any motivation to work on something that would inevitably just end up being distributed mostly on BL with me being entirely ignored, and DP's total unwillingness to make any kind of actual effort to avoid that (particularly given that it is partially his fault I am in this position in the first place) totally killed it for me.