To me they are, not only is it a good way to expand the audience, but its a good way to get quality feedback from people in the industry. And there are a few great looking games in the competiton. Out of all the 119 entrients, i'm personally rooting for dofus, which has perhaps the best art for an independent game i've seen yet.ASh wrote:Competitions are not all that important - great games on the other side are important (there are not many of them now)!
Foreverhood sanity stories
- Skadoomer
- Posts: 66
- Joined: Wed Jul 13, 2005 9:39
- Location: Lancaster PA
- Contact:
- ASh
- Posts: 12
- Joined: Fri Oct 14, 2005 18:16
- Location: Long Island, NY
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- Skadoomer
- Posts: 66
- Joined: Wed Jul 13, 2005 9:39
- Location: Lancaster PA
- Contact:
Wow, what a week. For those that where unaware, i just moved into my new home and am slowly starting to get back up on my feet after one of the busiest weeks i have had in a while.
I'm currently living with my good buddy nate, for you foreverhood fans, hese the one who did those insane nightmare drawings. His art is incredible, and as such we have decided to hang all of our combined artwork on our walls (nicely framed of course) and open our apartment up toward an art event called first friday. What this means is that on the first friday of every month, all the galleries in lancaster city (and there are about 25 or so of them for a relatively small city) have their art openings on the same night. I went to the one for this month, and had a blast. Soo much wine. So much.
Anywhoo, i have no idera how i'm online right now. I've picked up a wireless signal from our downstairs neighbours and until this morning, was unable to connect through their wireless signal. Now i've got an internet geteway setup (how that happened is beyond me) so i can mooch their signal. Lets hope it lasts.
Last but not least, has anybody herd of a company called N-tech? They have contacted me twice about turning foreverhood into a commercial game (on their own engine of course) But it just dosn't feel legit. Id rather finish the game my way (because its what i moved into lancaster to do basically) before trying to get somewhere with it.
Well, i'm off to continue to build. Progress is picking back up now that i am esencially living with another team member of the project, so expect to see some very cool things within the next few months.
I'm currently living with my good buddy nate, for you foreverhood fans, hese the one who did those insane nightmare drawings. His art is incredible, and as such we have decided to hang all of our combined artwork on our walls (nicely framed of course) and open our apartment up toward an art event called first friday. What this means is that on the first friday of every month, all the galleries in lancaster city (and there are about 25 or so of them for a relatively small city) have their art openings on the same night. I went to the one for this month, and had a blast. Soo much wine. So much.
Anywhoo, i have no idera how i'm online right now. I've picked up a wireless signal from our downstairs neighbours and until this morning, was unable to connect through their wireless signal. Now i've got an internet geteway setup (how that happened is beyond me) so i can mooch their signal. Lets hope it lasts.
Last but not least, has anybody herd of a company called N-tech? They have contacted me twice about turning foreverhood into a commercial game (on their own engine of course) But it just dosn't feel legit. Id rather finish the game my way (because its what i moved into lancaster to do basically) before trying to get somewhere with it.
Well, i'm off to continue to build. Progress is picking back up now that i am esencially living with another team member of the project, so expect to see some very cool things within the next few months.
- BioHazard
- Posts: 408
- Joined: Mon Jul 25, 2005 10:02
- Location: Middle of California where there is no air.
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Hey, that sounds cool. Wouldn't happen to be the lancaster near here?Skadoomer wrote:What this means is that on the first friday of every month, all the galleries in lancaster city (and there are about 25 or so of them for a relatively small city) have their art openings on the same night.

Be careful, there could be a mean hacker kid in that house.Skadoomer wrote:I've picked up a wireless signal from our downstairs neighbours -- i've got an internet geteway setup.
If they are for real. Make it for ZDoom and then let them remake it and a sequel/prequel for thier engine. Whatever you do, make sure you maintain the copyright.Skadoomer wrote:has anybody herd of a company called N-tech? They have contacted me twice about turning foreverhood into a commercial game (on their own engine of course) But it just dosn't feel legit.
I certainly hope so!Skadoomer wrote:expect to see some very cool things within the next few months.
- Hobbs
- Posts: 61
- Joined: Sun Aug 07, 2005 22:15
NeighborNet has to be one of the best parts of wireless networks. Make sure your signal strength doesnt drop to a really crappy level, and you should be fine.Skadoomer wrote:Anywhoo, i have no idera how i'm online right now. I've picked up a wireless signal from our downstairs neighbours and until this morning, was unable to connect through their wireless signal. Now i've got an internet geteway setup (how that happened is beyond me) so i can mooch their signal. Lets hope it lasts.
Ask them to show you what games they've done in the past, to show you their offices, etc. And most importantly do what feels right to you.Skadoomer wrote:Last but not least, has anybody herd of a company called N-tech? They have contacted me twice about turning foreverhood into a commercial game (on their own engine of course) But it just dosn't feel legit. Id rather finish the game my way (because its what i moved into lancaster to do basically) before trying to get somewhere with it.
- ASh
- Posts: 12
- Joined: Fri Oct 14, 2005 18:16
- Location: Long Island, NY
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And most importantly - don't let them f*ck you! That's very important! Be careful to maintain the rights and big bucks - because Foreverhood is not just another "Bejewelled" you should be careful with that.Ask them to show you what games they've done in the past, to show you their offices, etc. And most importantly do what feels right to you.
- Skadoomer
- Posts: 66
- Joined: Wed Jul 13, 2005 9:39
- Location: Lancaster PA
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I'm living in PA, where else is there a lancaster?BioHazard wrote:Hey, that sounds cool. Wouldn't happen to be the lancaster near here? ;)
Where the hell did you hear about them? So far i havn't gotten a website and google returned two hits that certinly wheren't them. (unless there really stationed out in australia).If they are for real. Make it for ZDoom and then let them remake it and a sequel/prequel for thier engine. Whatever you do, make sure you maintain the copyright.
See i'm hesitant here because part of foreverhoods charm comes from the engine it uses. making it a full 3d environment might not retail the same balances as seen in the doom made screenshots.
perhaps if more info on the company is sent to me with a showing of their technology, things may change.
- BioHazard
- Posts: 408
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- Paul
- DRD Team Admin (Inactive)
- Posts: 1058
- Joined: Thu Jun 30, 2005 13:30
- Location: Poland - Grojec / Radom
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I found some information about a corporation that did some games, but they were flash-based ones so I suggest it isn't them. I presume they are some newly found corporation. Did they say anything about the engine they were suggesting to use for FHood?Skadoomer wrote: Where the hell did you hear about them? So far i havn't gotten a website and google returned two hits that certinly wheren't them. (unless there really stationed out in australia).
I wouldn't cross them out quickly. For instance, no one knew about Croteam until Serious Sam was released. I'd question them for a couple of things about the engine, their origin, their past-like everyone else suggested.
Really glad to see you again with us Brian

- Snarboo
- Posts: 469
- Joined: Thu Jul 07, 2005 2:35
- Location: space station base of the UAC
As others have suggested, play it safe first before you turn over anything to them. Ask them to see their material, engines, offices, the types of hardware and software they use, anything that might tell you about them. Also ask if it's possible for you to retain all copyright or trademarks to the characters, story, and so forth of Foreverhood if you were to work for them, or if they would make you sign a contract asking you to sign over some of your IP to them. I would hate to see some careless company rape the Foreverhood universe or change it into something it's not, so find out everything you can and read anything they shove under your nose to sign before you do anything! Getting a lawyer to go over the material they ask you to sign or whatever might not be a bad idea, either.
- Skadoomer
- Posts: 66
- Joined: Wed Jul 13, 2005 9:39
- Location: Lancaster PA
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Well, its certinly been a little while. Sorry for the lack of updates, but living on my own for the first time when the job market sucks dosn't yeald its-self well to free time. Bill are crap, myspace is the devil, and being social in a new area has me constantly pre-occupied. Regardless, I now feel settled and foreverhood can presses onward.
I'm in the process of overhauling a lot of the deadwood in the story, gameplay and characters. I can see the light at the end of the tunnel, but to ensure i can actually get there, i've been drawing up extensive plans on what needs to be done. First and foremost, i've been drafting up RPG systems to build into the game. My beta testers will tell you that there isn't a hint of any RPG element (outside a complex story) in the current build (which is really old at this point in time). However, i think i have come up with a fair number of gameplay features that are do-able in ACS. I'm currently building the math systems for exp, damage and how the player gets leveled up. However, i'm very inexpierenced with the math involved in RPG's. Anybody got any advice on building exp, and damage charts?
Also, i've found another inspiring artist that i've basted a few characters on. He is a Polish artist named Franciszek Starowieyski and his stuff is like dali surrealism miked in with a little geiger. I find it really inspiring, almost as much as Shaun Gibson who i spend almost an hour looking at. Maybe the'll inspire you guys as well.
I'm in the process of overhauling a lot of the deadwood in the story, gameplay and characters. I can see the light at the end of the tunnel, but to ensure i can actually get there, i've been drawing up extensive plans on what needs to be done. First and foremost, i've been drafting up RPG systems to build into the game. My beta testers will tell you that there isn't a hint of any RPG element (outside a complex story) in the current build (which is really old at this point in time). However, i think i have come up with a fair number of gameplay features that are do-able in ACS. I'm currently building the math systems for exp, damage and how the player gets leveled up. However, i'm very inexpierenced with the math involved in RPG's. Anybody got any advice on building exp, and damage charts?
Also, i've found another inspiring artist that i've basted a few characters on. He is a Polish artist named Franciszek Starowieyski and his stuff is like dali surrealism miked in with a little geiger. I find it really inspiring, almost as much as Shaun Gibson who i spend almost an hour looking at. Maybe the'll inspire you guys as well.
- Paul
- DRD Team Admin (Inactive)
- Posts: 1058
- Joined: Thu Jun 30, 2005 13:30
- Location: Poland - Grojec / Radom
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Frank is really good, and most likely, a professional artist. Some of his stuff are older than ourselves. It was a specific trend after the war (and in between the time of both world wars) to aim toward surrealistic themes in polish poster art. Something I'm aware of. Indeed, his art is gruesome and I find it interesting.
For an experience system, enemies, on their deaths, could activate a script of some sort that contributes points to the overall global variable that is the experience. I suggest using big points. Upon reaching a specific ammount stuff happens, extension of health points including (I'm not really aware if the max hp is extendable in Doom, though..)
Last but not least, as if it was a coincidence, only yesterday I have made plans on contacting you again Brian on the case we're both familiar with, so prepare for a PM. Really glad you're here with us
For an experience system, enemies, on their deaths, could activate a script of some sort that contributes points to the overall global variable that is the experience. I suggest using big points. Upon reaching a specific ammount stuff happens, extension of health points including (I'm not really aware if the max hp is extendable in Doom, though..)
Last but not least, as if it was a coincidence, only yesterday I have made plans on contacting you again Brian on the case we're both familiar with, so prepare for a PM. Really glad you're here with us

- Skadoomer
- Posts: 66
- Joined: Wed Jul 13, 2005 9:39
- Location: Lancaster PA
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The trickey part is then trying to print that data in a hudmessage progress bar (like in diablo II) Which means i have to use whole, even numbers. Makes things a bit trickey, but at least i have some conditions to work with when setting up a system i know nothing about. What i need guidence in is the math involved in making an RPG (or at least a website where there is an implimeted working one so i can draw in spiration from it)Paul wrote:For an experience system, enemies, on their deaths, could activate a script of some sort that contributes points to the overall global variable that is the experience. I suggest using big points. Upon reaching a specific ammount stuff happens, extension of health points including (I'm not really aware if the max hp is extendable in Doom, though..)
What i really can't wait for is customisible damage types in zdoom because i have some really killer uses setup for that.
- Snarboo
- Posts: 469
- Joined: Thu Jul 07, 2005 2:35
- Location: space station base of the UAC
Since we're on the subject of surrealism, The Morpheus Gallery has information, books, posters, and much more on various contemporary surrealist artists, as well as classic ones such as Dali and Bosch. My favorite artists featured on the site are Barlowe, Beksinski, De Es, and Yerka. It's definitely a place to go to for inspiration.
- chopkinsca
- Posts: 183
- Joined: Thu Dec 29, 2005 8:09
From what I understand, exp tables and the like grow logrithmically. Not sure exactly and I couldn't find anything when I did a search. How you want your character to grow and monsters is up to your preference. Once you get a basic exp system going, doing a run through the game with cheating perhaps and taking note of what level you are at what points. This alone requires doing different paths, getting as little or as much exp as possible. From there, you decide on how much more powerful your character will be each level gain, and somehow base the monsters you'll fight at an average level from this.
The exp table is derived from how often you want the player to grow. You could get them from log functions, with higher bases for the exp needed, and lower ones for the exp from monsters. Or you could base it on how many of each monster you want the player to have to kill to become stronger.
I'm just taking a guess on how it could be done. Maybe downloading a rpg making program and taking a look at an already made rpg. Only program I know of is RPG Maker.
For most games that display stats in some form, whole numbers are only used for display purposes.
The exp table is derived from how often you want the player to grow. You could get them from log functions, with higher bases for the exp needed, and lower ones for the exp from monsters. Or you could base it on how many of each monster you want the player to have to kill to become stronger.
I'm just taking a guess on how it could be done. Maybe downloading a rpg making program and taking a look at an already made rpg. Only program I know of is RPG Maker.
For most games that display stats in some form, whole numbers are only used for display purposes.