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Don't tell anyone I told you this......


Hakogame 箱亀

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Apparantly Infogrammes has propositioned the game studio I work at to make a Gameboy Advance version of Combat, the problem is that the company I work at is known more for our quick and cheap production of games rather than their quality. The worst part, when told about this possible project, many jokes were made about the quality of the graphics and the general power of the 2600, so if we end up doing it, it probably won't be very good.

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<<

that stinks. Why bother doing it then? If they aren't going to take it seriously and give it full effort why do it?

>>

 

No kidding. There was a Woody Allen movie, I think it was Celebrity or Deconstructing Harry, where someone asks a question like that to film people. In other words, why do you want to make movies if you have no interest in making good ones?

 

Since the game business is largely emulating Hollywood, they are picking up all of Hollywood's bad qualities.

 

A developer house survives based on a steady diet of contracts, and getting those contracted jobs done as soon as possible. It's not really in their best interest to do any more than is necessary to please the bean-counters who will deem a game "done" and write the check after receiving the final build.

 

Meanwhile, the bean-counters determine ahead of time the budget and schedule for a game. Whether the game is done or not in an objective sense doesn't matter. If it's deemed done "enough" to ship, it ships.

 

[ 09-05-2001: Message edited by: Glenn Saunders ]

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Because Combat is a perfect candidate for a one-Game-Pak, Four-GBA-linkup ala Mario Kart Super Circuit. That's one rather dry area for the GBA at the moment, so it stands to reason that more such games would be comissioned for it.

 

Of course, being that it may suck as a result of the company that's been comissioned to do it, it may not make a very big splash even in spite of the linkability. Still, maybe Raccoon Lad might have some pull on the project and see that perhaps it gets at least a marginally respecful treatment. Of course, all things considered, we're talking about Combat here. You can't possibly do worse than the original, even with a shoestring budget and a large, angry man with a stopwatch hovering over your right shoulder, so how bad could it possibly turn out?

 

Or are those famous last words?

 

[ 09-05-2001: Message edited by: Mindfield ]

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Im gonna say famous last words on that. I know how bat combat was and i thought up soem ways they could have cut corners like making the field smaller with drop off ends and instead of 27 game varations theres 1 only. there are few ways it can be worst that the first one but i think Racoon Lad will do his very best to keep from letting this happen graphics must eb somewhat better even if its cheaply done cause the first one was on a 2600 bad of teh bad when it came to graphics. i hope this turns out to be good Rac, dont let the combat community down

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Im gonna say famous last words on that. I know how bat combat was and i thought up soem ways they could have cut corners like making the field smaller with drop off ends and instead of 27 game varations theres 1 only. there are few ways it can be worst that the first one but i think Racoon Lad will do his very best to keep from letting this happen graphics must eb somewhat better even if its cheaply done cause the first one was on a 2600 bad of teh bad when it came to graphics. i hope this turns out to be good Rac, dont let the combat community down

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Don't be rippin' on Combat ... this game was the one that kinda breathed new life into the 2600's head-to-head line when Pong was dead and buried under soft peat in the light of the full moon. But I also agree that it at least be expanded to some extent for GBA lest it become "excremently common" for future GBA collectors. How about a 3/4 perspective, independant for each of the 4 players. Or better yet, first-person perspective with the background kinda Battlezone-esque. And you could add civvies that keep trying to get in the way, like with little protest signs or something. No wait ... change the tanks to heavily-armed mercs, and the playfield to a fully-rendered 3d environment ... and you get multiple power-ups ... oops ... nevermind.

 

"Ah...no. Alice Cooper's done that already." -Cheech Marin

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There was a quickie Combat homage, a tank game, put on one of last year's ODCM Dreamcast Demo GDROMS. I forget the title of the game, it was quickly whipped up by somebody (was it Digital Eclipse?).

 

However, I was unable to find the fun in this little freebie. I haven't played it since that first week that I got it with the mag, but I just remember it was too simple and dull, or something. Nothing like Combat on 2600, with Tanks with the ricocheting balls and so on!

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quote:

Originally posted by Cafeman:

There was a quickie Combat homage, a tank game, put on one of last year's ODCM Dreamcast Demo GDROMS. I forget the title of the game, it was quickly whipped up by somebody (was it Digital Eclipse?).

 

I have all the ODCM GD-ROMs and I don't remember that. Which disk was it on?

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I think that, even cheaply, Combat could be done right. The control mechanism is simple, the gameplay is easy (one-player AI, which the VCS version lacked, notwithstanding) and the graphics -- well, tanks, artillery shells and hedgerows and/or buildings. Nothing that can't be whipped up in Photoshop in 15 minutes. I sort of envision something like this for an updated, yet faithful Combat:

 

- Multiple tanks to choose from. Difference in performance and weaponry, perhaps, but not necessary.

- Different weapons. Artillery shells, of course, guided missiles (guided just like they were in the original), grenade launchers that can lob grenades over obstacles, chain guns...

- Varied, destructible obstacles: Hedgerows, war-torn buildings, rock formations, whatever. And of course, rivers and streams and stuff. Maybe have a set of preset levels, plus an optional random land generator. How about making the playfield larger than one screen with scrolling, and have a radar pinpoint enemy locations?

- Edge effects: Rubber, Spring, Sponge, Wrap-around, Concrete -- anyone remember Scorched Earth? Yeah, like that.

 

I think this could be done cheaply and effectively. I mean, no matter how you slice it, this isn't some big project requiring complex AI, multiple, large levels, and so on. This is a single-screen (or multiple scrolling screens) simplistic tank game, hopefully with some improvements. If I did it for a living, give me devkit, unlimited coffee, and maybe a month or two. That's a perfectly resonable development cycle for such a game.

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What they need to do is add a Roleplaying element to the game. Perhaps there can be places you could walk around before getting into your tank. Also I think a bit of a "treasure hunt" element would be welcome as well. (i.e. collect 100 'tank-tokens' to get an increase in your traction, etc.)

 

And Of course yes, a realtime 3D environment with several worlds to travel to (including outer space).

 

allright, so i'm bored and babbling...

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Edited by NE146
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