Game Sheet: DccNiTghtmare
(from the original archive of "The Linux Game Tome")

Description:

DccNiTghtmare (aka DNT) is a project to make a Free (as in free speech) 3D single player RPG in a satirical post-apocalyptical world.

Author: DNTeamCompany: DNTeam
Version: 0.9Category: Role Playing Game
License: freeCost:
Votes: 3      Vote->      Rank: 3 / 5        N.A.
Source? Yes     Sound? YesXWindow (X11)? Yes     Console? No
3D Accelleration? Yes     Multiplayer? YesPlay Online? Yes     Submitter: farrer
Other requirements:
  • OpenGL
  • SDL
  • SDL_image
  • SDL_ttf
  • Cal3d
  • OpenAL
  • libVorbis
  • libogg
Homepage:
http://dnt.dnteam.org
DNT SourceForge Project:
http://sourceforge.net/projects/dccnitghtmare/
DNT Screenshots:
http://dnt.dnteam.org/cgi-bin/screenshots.py
Download:
http://sourceforge.net/project/showfiles.php?group_id=127672
Last updated: 2012-05-27 13:46:20

Comments

Date: 2005-06-01 09:02:12     User: farrer     Subject: The greatest !
Best game i've ever played ! A "must have" for RPG fans ! Unfortunaly, its not yet quite playable, but its already fun...
     
Date: 2005-06-01 09:08:44     User: jung_siegfried     Subject: Wonderfull !
Its OK that the character don't walk, or the world is not ready yet... OK, it's not even playable, but it'll be a great game !
     
Date: 2005-06-01 09:33:38     User: anonymous     Subject: Amazing !!!
No doubt that this will be an amazing game. The moviments are very nice, and the character it as relly good one. I´m counting on my fingers the day of release !
     
Date: 2005-06-01 10:49:39     User: mtcs     Subject: It will be realy amazing
Of course it will be amazing! I have no doubt, when you`ll be able to defeat your grad teachers you will understand how great this game will be. I hope it come soon!
     
Date: 2005-06-01 10:59:19     User: anonymous     Subject: DccNiTghtmare
ok... 4 comments like "there is no game but its GREAT and the BEST".
Lets see, who has said it and voted 5 stars... Oh, its the dev team.
Come on guys, thats not a good start to present yourself as idiots.
     
Date: 2005-06-01 11:12:54     User: arianne_rpg     Subject: Re: DccNiTghtmare
Hehehe lol... It looks like that :) I were wondering how this game ( and many other ) that are not playable has more stars that Stendhal that it is playable...
     
Date: 2005-06-01 11:24:00     User: farrer     Subject: Re: DccNiTghtmare
Ok, 2 are from the dev team (jung and me, the other who rated is not from the dev), but who cares??? (if neither the dev team like the game who will like it??) Idiots or not we're having a lot of fun development it, and thinking it can be a great game. If you don't like it (i don't know if you have "played" it, but you are free to dislike the game or to dislike us) rate it as you think of it and the game will be with less stars.
     
Date: 2005-06-01 12:15:16     User: anonymous     Subject: Re: DccNiTghtmare
The point is not the fun in your dev team, the project itself or whatever.
The point is, that this rating/comment system is a kind of feedback after you presented your project.
I don't said you are a idiot, i don't say your project is idiotic - i just point out you act HERE as a idiot.
And thats a fact, sorry.
     
Date: 2005-06-01 12:23:18     User: farrer     Subject: Re: DccNiTghtmare
Ok, i agree with you. how can i delete my rating?? (i try puting no rating now, but this doesn't work)
     
Date: 2005-06-01 12:25:04     User: farrer     Subject: Re: DccNiTghtmare
That's it.... i had no more rating... I'll going talk to jung, but I don't know if he will d'accord. Thanks.
     
Date: 2005-06-01 12:37:23     User: tonywalker     Subject: Uahaha "uai" em um jogo.
Caras, vocês estão de férias ou o que? Bom, o jogo é podre mas pelo menos, pela primeira vez na história, o mineiríssimo "UAI" entrou em um jogo. Tem como marcar um encontro com a Gizela? :P Falows, depois, quando tiver alguma coisa mmm.. visível, eu ajudo a divulgar colocando no Kurumin Games. Tonywalker
     
Date: 2005-06-01 12:38:16     User: michtoen     Subject: Re: DccNiTghtmare
Ok, good move.
Sorry, when i sound drastic. But it has reasons.
Iam the project founder of Daimonin and we OS mmorpg has still problems to count as "serious" because there are alot projects out which start with the "here is the new superhypermegagame..."...
And presents then some player world stuff with ripped graphics.
When then the serious projects posts their update we get comments like "oh, another one if *this* mmorpg".
And thats really annyoing, if you guys will really have at some point a full working game (and put in month & years of work) you will dislike it alot too.
     
Date: 2005-06-01 12:40:16     User: michtoen     Subject: Re: DccNiTghtmare
BTW: the problem are not the 5 stars - i put in my 5 stars to daimonin too but i told "its my game and i like it". Its just how you present your project.
     
Date: 2005-06-01 13:08:22     User: farrer     Subject: Re: DccNiTghtmare
Maybe the 5 stars aren't the problem, but (now) I think is obvious that the dev team like the game and, by this way, they don't need to rate their own game (ok, our attitude was idiotic, that was, maybe if we have explicited named us as the gamedev). The gamedev is: bcvieira, logan_bh, cesarf, farpro (me), gushm, jung_siegfried, logan_bh, silvio_dcc. Now it is explicit, but my stupid comment still here anyway (we can't ignore the past, right?). In time, our project don't means to be an mmorpg, but a stand alone rpg with some sort of multiplayer game possible. The character and all objects were dev by us (the character in the version we released is one of us, to say the truth :) he is logan-bh, in the dev team jejejeje, the objects are in reality on our university - that map is IN our university, and the sarcastic academic story transcurs here). That was a good etic discussion.
     
Date: 2005-06-01 13:16:20     User: anonymous     Subject: Re: DccNiTghtmare
No offense, but "playable" is a pretty loose description of most of the stuff the Arianne project has produced so far.
     
Date: 2005-06-01 13:18:14     User: anonymous     Subject: Re: DccNiTghtmare
If you agree with him, why did you pretend to be an independent reviewer in the first place? Kind of sleazy if you ask me.
     
Date: 2005-06-01 13:25:56     User: arianne_rpg     Subject: Re: DccNiTghtmare
LOL. You are right.
But Stendhal is playable... I myself amazed of it :D
     
Date: 2005-06-01 14:10:46     User: farrer     Subject: Re: DccNiTghtmare
I pretended to be an independent reviewer?? Sorry, but its not my intention, anyone who goes to our sourceforge site will see that i am one of the dev team (jung_siegfried too). By the way, the description put here is identical to the description we posted 5 months ago in sourceforge (and that is our actual description in sourceforge as well). I changed my opinion about rating our own game after the discussion with michtoen, and I've seen that i was wrong on putting that comentary, but its not for kind of sleazy, cheat or anything like that. Sorry if it seens like it.
     
Date: 2005-06-01 14:28:37     User: Cellfish     Subject: DccNiTghtmare
Wow, that looks bad ;-)

No offence, but I must admit that I've seen few games that were less pleasing to the eye :-)

Having said that, I still look forward to see how your game will turn out. Good luck.
     
Date: 2005-06-01 18:11:31     User: povman     Subject: oer
Wow, i didnt think a game could get any... worse... than frogs of war the controls are scattered over the keyboard what on earth does / do ? ergh, you probably shouldn't make announcements on happypenguin until you have something thats actually worth playing. this is not this is a generic 3d engine with some controls sorry, i know you're working on it and all but please don't release stuff until it can be classified as a game..
     
Date: 2005-06-01 20:33:02     User: jung_siegfried     Subject: Yes, we're idiots.
We thought that nobody would want to know more about such stupid game, with such stupid screenshot ! We didn't thought we could be so polemic ! As you can see, I'm not rating my own "game" anymore. But I stil think that The Linux Game Tome is a place to divulge games under development too, so the Free Software gamers comunity can stimulate the development, following all the process. This is our first effort in games/computer graphics and we are excited, and we want people to talk about it, good or bad. I'm talking by myself and I'm sorry about my first attitude and we'll try to do things the right way from now on...
     
Date: 2005-06-01 20:38:16     User: jung_siegfried     Subject: Re: Uahaha "uai" em um jogo.
Férias nada, cara ! O pior é que isso é aula ! O que existe até agora é parte de um trabalho acadêmico da matéria de Programacao de Jogos Eletronicos do curso de Ciencia da Computacao da UFMG, o qual cursamos. Tivemos a ideia de fazer o jogo antes de cursarmos a materia. Foi so um incentivo a mais. Alem disso, o desenvolvimento vai continuar com certeza pela frente, independente da disciplina. O jogo vai ser ambientado no proprio departamento de ciencia da computacao ( DCC ) e os personagens serao nos mesmos, nossos colegas, e claro, professores para serem mutilados ! Ta certo que ta bem feinho... Mas vai melhorar... .... .... .... (?)
     
Date: 2005-06-01 23:21:11     User: anonymous     Subject: Re: Yes, we're idiots.
Start trying to translate the wiki to English. You'll get much more help if you use a language more adequate for international development. And I tell you this being Spanish...
     
Date: 2005-06-02 04:13:42     User: anonymous     Subject: Release frequently
I remember that the Free Software and Open Source luminaries usually state: "Release frequently".

Don't fear that you haven't very much, release every little change you code, because you can find people that join your project.

So, releasing a non-playable game is a good idea. (Saying that it is something that still isn't, not).

Go on!
     

Date: 2005-06-02 05:16:52     User: farrer     Subject: Re: Yes, we're idiots.
We'll translate it to english, spanish and french (its actualy in portuguese), but we can't speak Esperanto for now, so it cannot be international until we learn it. :^D . English, for us, isn't an international (universal) language, but a language of England and so on, just utilized like latin in roman empire (by force), but not international. I'll try to speak in aymara ...
     
Date: 2005-06-02 12:13:01     User: anonymous     Subject: Re: DccNiTghtmare
"Best game i've ever played ! A "must have" for RPG fans ! Unfortunaly, its not yet quite playable, but its already fun..." You wrote that yourself. That's you, pretending to be a third party reviewing your own game. Hope that clears up any confusion you might have about your own story.
     
Date: 2005-06-03 04:21:21     User: farrer     Subject: Re: DccNiTghtmare
I already wrote I was wrong on writing that. I already wrote it wasn't my intention to sound like a third party reviewer or something like that. If you can't trust me, i'm very sorry about that, but i don't have (and i don't wanna have) the power to change minds. (i said that i wasn't and you said that i was pretending, so its going nowhere, because i will not change my concious that i wasn't pretending and you won't change your opinion about that. That ambigous message is wroten, and i was, as i said, very sorry if that sounds this way).
     
Date: 2005-06-03 05:07:07     User: anonymous     Subject: Re: Yes, we're idiots.
Think what you want, but the fact is English is being used as an international language, specially in the free software community (that requires understanding among international developers, and using programming languages that are based on English themselves).
     
Date: 2005-06-03 05:08:37     User: anonymous     Subject: Re: Uahaha "uai" em um jogo.
To brincando! É bom ver vocês aqui no Game Tome. Também estou desenvolvendo um NYAMC (Not Yet Another Mario Clone) =) e vai estar por aqui daqui uns dias. Falows
     
Date: 2005-06-03 05:17:58     User: nokturn     Subject: Re: Yes, we're idiots.
See it like that: If you want to be understood, you should use english, because many more people understand english. That has nothing to do with phrases like "international language", because I believe there is no "international language". It's just a common language.
     
Date: 2005-06-03 05:28:03     User: nokturn     Subject: How to get more positive feedback...

I think you're making a great effort developing this game. You have several developers who seem to be proud of the game and actually like it. If you are convinced, that your game is great, why not show the others the same?

I think the first step would be building a complete, english homepage with nice layout, easy to find screenshots and general information about the game so that people can "start" with the game. All I see at the moment is a spanish Wiki that's an eyesore (common, red on black only??) and that's really hard to navigate. I tried to navigate to the screenshots and I gave up after a while because I just didn't find the link. When it says "screenshots", I expect screenshots immediately, not after clicking through 5 circular ring-lists. Well, maybe that's what your game is about ;)

After looking at a complete website, a user decides whether to give the game a try or not. If there is no website at all, or a foreign language one, user might think, that the game is spanish too and won't even try trying it.

That's my 2 cents. That's the difference between professional and amateur developers (I mean professional in attitude not in salary ;)) Amateur developers concentrate on the gameplay and the whole presentation looks crappy (website, ingame menus, graphics). Professionals try to get a good overall-feel before moving on with the code.

Good luck anyway!

PS I find it OK to announce even unplayable games if only the presentation is fine... (and if the game has a perspective of being finished)


     
Date: 2005-06-03 07:15:09     User: farrer     Subject: Re: How to get more positive feedback...
Yes, our apresentation is really poor, ugly, timeless, ugly, poor, ugly and very very poor. We are working on it actualy, doing a new page (or better, a page, cause we haven't one until now, only a ugly wiki) and tanslating the wiki to other languages (its actually not in Spanish, but in Portuguese :P ) . Thanks.
     
Date: 2005-06-03 07:19:31     User: farrer     Subject: Re: Yes, we're idiots.
Esperanto was a try of international language, if no relations with any country. We'll use the languages we can speak, for now português, español, english and française, trying to be more understood, but not completely, because some people don't speak any of these languages. That's it.
     
Date: 2005-06-03 15:32:47     User: anonymous     Subject: Re: Yes, we're idiots.
The funny thing is that I didn't call English the "international language" to start with, I said it was more adequate for international development. But his answer talking about Esperanto is just puzzling. Hope he got what I wanted to say in the end, though.
     
Date: 2005-06-03 16:09:03     User: farrer     Subject: Re: Yes, we're idiots.
Jejejeje. Yes, I got what you say, and we make a page (poor for now) in english, and have something in the wiki translated to it.
     
Date: 2005-06-04 13:41:23     User: anonymous     Subject: Jogo brasileiro!!!
Que massa! um desenvolvimento de jogo administrado por brasileiros!! Eu to lendo um tutorial de lógica de programação. Assim que eu terminar vou ler o curço da ufmg e ajudar nesse projeto :D A estória está muito massa, está parecendo estória de pescador!! Esse projeto tem futuro... ainda mais para quem entende o português do mineiro ( "Uai sô" ) hehehe Eu acho que seria legal organizar o CVS melhor tem um makefile solto no diretório raiz. Eu nunca usei CVS mas pelo que os outros projetos fazer num é normal fazer isso não... sei lá :P Boa sorte para vocês ae!!! Me aguardem!Em brve eu vou colaborar no projeto!! Abração ae.
     
Date: 2005-06-13 15:11:16     User: farrer     Subject: Re: oer
We forgot to describe the controls.... The character movimentation is the follow: a = turn left (0-360°) d = turn right (0-360°) w = walk forward (0-?) s = walk backward (0-?) q = walk left (0-?) e = walk right (0-?) and the camera movimentation transcurs as follow: mouse in left corner = turn the camera (0-360°) left arrow = turn the camera (0-360°) mouse in right corner = turn the camera (0-360°) right arrow = turn the camera (0-360°) up arrow = increase zoom (X-Ym) down arrow = decrease zoom (X-Ym) home = max zoom end = min zoom pageup = camera up (0-89°) pagedown = camera down (0-89°) insert = full up camera delete = full down camera. Its not so strange, just like the Neverwinter controls on keyboard.
     
Date: 2005-06-15 14:18:08     User: farrer     Subject: Re: Jogo brasileiro!!!
O makefile no diretório raiz não é essencial para a compilação (ele é apenas secundário) e só está lá por razões de compatibilidade inicial com a nossa primeira pseudo-organização do CVS. Pode reparar o quantidade imensa de pastas vazias na raiz, em breve pediremos para os manutendores do sourceforge darem cabo nelas. No mais quaisquer contribuições sempre serão bem-vindas. Inté!
     
Date: 2006-03-19 17:14:45     User: anonymous     Subject: Foda pra compilar.
Making engine
 
make[2]: Entering directory `/opt/iuri/dccnitghtmare/src/engine'
Making conversa.o... In file included from conversa.h:36,
                 from conversa.cpp:6:
personagens.h:15:52: cal3d/cal3d.h: Arquivo ou diretório não encontrado
In file included from conversa.h:36,
                 from conversa.cpp:6:
personagens.h:81: error: ISO C++ forbids declaration of `CalCoreModel' with no type
personagens.h:81: error: expected `;' before '*' token
personagens.h:82: error: ISO C++ forbids declaration of `CalModel' with no type
personagens.h:82: error: expected `;' before '*' token
make[2]: ** [conversa.o] Erro 1
make[2]: Leaving directory `/opt/iuri/dccnitghtmare/src/engine'
 
All Done.
make[1]: Leaving directory `/opt/iuri/dccnitghtmare/src'

    Aqui eu copiei o include que vinha eu outro codigo de fonte de outro jogo. Mas depois apareceu outro problema. Veja:

Making personagens.o... personagens.cpp: In constructor `personagem::personagem()':
personagens.cpp:14: error: no matching function for call to `CalCoreModel::CalCoreModel(const char[1])'
/usr/include/cal3d/coremodel.h:39: note: candidates are: CalCoreModel::CalCoreModel(const CalCoreModel&)
/usr/include/cal3d/coremodel.h:54: note:                 CalCoreModel::CalCoreModel()
personagens.cpp: In member function `void personagem::CalculateBoundingBox()':
personagens.cpp:74: error: 'class CalSkeleton' has no member named 'calculateBoundingBoxes'
personagens.cpp: In member function `bool personagem::LoadModel(const std::string&)':
personagens.cpp:291: error: 'class CalCoreSkeleton' has no member named 'calculateBoundingBoxes'
personagens.cpp:293: error: no matching function for call to `CalModel::CalModel(CalCoreModel*&)'
/usr/include/cal3d/model.h:42: note: candidates are: CalModel::CalModel(const CalModel&)
/usr/include/cal3d/model.h:57: note:                 CalModel::CalModel()
personagens.cpp: In member function `void personagem::Render()':
personagens.cpp:384: error: 'class CalSkeleton' has no member named 'calculateBoundingBoxes'
make[2]: ** [personagens.o] Erro 1
make[2]: Leaving directory `/opt/iuri/dccnitghtmare/src/engine'
 
All Done.
make[1]: Leaving directory `/opt/iuri/dccnitghtmare/src'

     
Date: 2006-03-19 18:00:01     User: anonymous     Subject: Re: Foda pra compilar.
Tipo, o erro é possivelmente por não estar instalada a biblioteca Cal3D ( http://cal3d.sf.net ), ou ao menos não estar a versão 0.10 dela (pelo que parece, você tem uma versão da cal3D aí, mas ela possui as funções com chamdas diferentes da versão 0.10, uma vez que, na versão 0.10, por exemplo, o construtor da classe CoreModel é CalCoreModel(const std::string& name) e a classe CalSkeleton possui a função calculateBoundingBoxes() ).

Baixa a versão 0.10 dela e tenta compilar denovo, creio que funcionará.

     
Date: 2006-03-19 19:51:33     User: anonymous     Subject: Re: Foda pra compilar.
Puxa cara. Compilei mas deu isso ae:
Fatal signal: Segmentation Fault (SDL Parachute Deployed)
     
Date: 2006-03-20 00:57:21     User: anonymous     Subject: Re: Foda pra compilar.
Segfault? Em que momento?? Na versão liberada ou na que você teve de modificar?? Faz o seguinte: roda com o gdb ( gdb ./dccnitghtmare ) e, se for o caso, submeta um erro no sourceforge do projeto ( http://sourceforge.net/projects/dccnitghtmare ).
     
Date: 2006-03-20 10:32:49     User: anonymous     Subject: Re: Foda pra compilar.
Eu não modifiquei nada não... eu compilei o cal3d-0.10 aqui... o que eu deveria modificar? bom.. vou instalar o gdb aqui e pesso pro bugtracker...
     
Date: 2006-03-20 11:26:09     User: anonymous     Subject: Re: Foda pra compilar.
Não tem que modificar nada... jejeje é que você falou que tinha modificado o makefile, ou cousa e tal (ou não era você??)... de qualquer forma manda lá que gente olha melhor o que pode ser...
     
Date: 2006-03-20 14:22:14     User: anonymous     Subject: Re: Foda pra compilar.
Já resolvi hehehe. Foi erro meu. Eu estava tentando abrir pelo diretório dccnightmare, mas deveria abrir pelo dccnightmare/bin. Eu testei com a versão do CVS. É a mesma versão não é?
     
Date: 2006-03-21 02:02:23     User: farrer     Subject: Re: Foda pra compilar.
Ainda bem que não era bug...
Por enquanto é a mesma versão... se tiver algma sugestão a fazer (uma qu'eu acho que seria interessante é a gente fazer um autoconf da vida para não dar o primeiro erro por bibliotecas de versões diferentes)...
De qualquer forma, valeu pela paciência para fazer funcionar (esse trem de IP dinâmico é um saco... já é o meu terceiro ip distinto nest post)....
     
Date: 2006-03-21 13:45:43     User: anonymous     Subject: Sugestão
Eu estava realmente pensando em fazer algumas sugestões... e já que você tocou no assunto, lá vai:
* 1ª: Bom... essa é meio boba mas é iteressante. Nesse jogo é possive albrir uma porta até onde é possivel ver. E a sugestão é poder fazê-lo apenas de perto. E fazer o movimento do braço enquanto abre a porta. Essa sugestão é apenas para ficar mais real. O único jogo que eu vi fazer isso foi o Metal Gear 2 e 3, eu não acredito que seja tão dificil(sei lá).
* 2ª: Eu não se é você ja pretendem fazer isso, mas seria interessante fazer o sistema de perícias( que por sinal são muito interessante :D) como o do Ultima Online( você só amenta essa perícia se você usa bastante), eu acho que o único jogo que tem o sistema de pericias assim é o Ultima Online.
* 3ª: Ter como poder escolher de MMORPG( muitos gostam de jogo online em massa) e modo solitário( tem gente que não tem acesso a internet). Eu nunca vi um jogo com esse tipo de escolha.
* 4ª: E agora a ultima sugestão. Personagem totalmente customisavel. Nem que seja por um programa de manipulação 3d. Isso ficaria muito empolgante em um MMORPG. Parece que o graal já faz isso mas é proprietário , precisa de uma conta paga e é 2d. Eu estou gostando muito da estória e li algumas perícias( elas já estão habilitadas?) que são muito comicas também. Bom trabalho ae para vocês. Se precisarem da minha ajuda eu acho q consigo um tempo para isso. Atualmente eu estou trabalhando para um projeto chamado iris tenho uma imagem aqui.
     
Date: 2006-03-21 14:26:43     User: farrer     Subject: Re: Sugestão
Posting in english... (this is an english page, so...)
1-> yes, the idea is good... we'll make it (for those who can't understand the previous portuguese post: some character animation to open doors and max distance to open dors, go to other maps, etc);
2-> We are wroting the rules system for now (actually it has +- 80 pages). In the doc folder on cvs there's a .tex of it (but currently only on portuguese, we'll translate it when finished). It's not finished yet.
3-> It won't be a MMORPG. We, from dev team, dislike the mmorpg things. (except mud :^P )
4-> The skills doesn't have any influency on game yet (but on next version somes will be implemented, I hope)...
And yes, if you can help, we accept (just email us).

     
Date: 2007-05-20 12:48:28     User: farrer     Subject: New Version
After more than one year of (not so intense) development, we released a new DccNiTghtmare version (to say the truth, two new versions, since some bugs were found at the 0.1 one, forcing us to release a bugfix release 0.1.1).
To see how much better it is, download it here, or see the new screenshots. Just to remember, it's only a techdemo.
     
Date: 2007-05-24 00:46:34     User: Viliam     Subject: Re: Yes, we're idiots.
If your game becomes popular enough between Esperanto speakers, sooner or later someone will translate it, don't worry. All you have to do is prepare some localization support (which is almost the same for any language). The same goes for English, etc. If you make a wiki, your users can help translate the game manual to any language -- they will do the work for you, and you only have to think about how to combat the wiki spam.
     
Date: 2007-06-13 02:33:32     User: anonymous     Subject: Re: Yes, we're idiots.
As has been pointed out already, English is _the_ language, whether you like it or not. I'm not a native English speaker myself, but any project that has a default language other than English, or worse - no English as a language choise at all makes me skip the project very quickly. I get the feeling that it's not meant for international audience, but only for people from some specific country.

However, I have no emotional attachment to any language, and would learn and use any other language instead of English if it was more widely used and adopted than English. I'm just glad that English is the language that is most widely used, because it is relatively easy to learn. And yes, I'm allowed to say that it's relatively easy to learn, because my own language is nothing like English. At this point some smartass could point out that there are more native Chinese speakers than English speakers in the world, but Chinese is not the language widely used around the world.

Anyway, the more quickly accept the fact that English really is the international/universal language used all around the world, and lose whatever emotional attachment you have on your own language, the easier it will be for you to gain international audience for your project.

After all, we are talking about a language here, not about a religion.
     
Date: 2007-06-13 04:36:20     User: farrer     Subject: Re: Yes, we're idiots.
I think this discussion is somewhat outdated, since the site and the game itself is using English as its first language. Really, for good and bad, English is used as the "International Language" and we accepted that we'll have to use it if we wanna people around the world understand us (we are using English as our first language on the game and the site since after this discussion on 2005)...
     
Date: 2007-06-13 07:31:05     User: anonymous     Subject: Re: Yes, we're idiots.
Oh, I am deeply sorry. I didn't pay any attention to the dates of the comments, and didn't really check out the project yet. My mistake, feel free to ignore me / delete my post :)
     
Date: 2007-07-22 12:45:10     User: anonymous     Subject: sarcastic?
What exactly is a sarcastic RPG?
     
Date: 2007-07-23 03:49:48     User: farrer     Subject: Re: sarcastic?
It is something related to the sarcastic (and somewhat comical) rules of the game. For example, all classes of the game are graduation students ones (like a Music Student) or Abandoned-Graduation ones (like the Children's Gregorian Chant Teacher), all races are related to urban tribes or urban myths (like Gothics, Headbangers, Strange Autistics). The Tendencies and Alignments are much more vasts than the common RPG-ones: they are based on free-software adepts and proprietary software adepts and all its variations (Libertarian Free-Software Adepts, Center Free-Software Adept, Capitalist Proprietary-Software Adept, etc).

We have a rules description book (actually with 103 pages), but unfortunately not yet fully translated from the portuguese language.

Just to exemplify the sarcastic view of the games rules (that actually aren't on the tech-demos we released, but planned to be, some of them, on the next version 0.2), the brief descriptions of a class and two of its abilities:

Student of Physical Education
Usually having "Soccer" and "Basketball" as classes, the dedicated (in the physical sense of the word) Students of Physical Education are things that value the muscular force above all. With too muscles in the brain, those Students possess nothing less than a supernatural resistance in the head - in change of some points of Intelligence, really. Finally, these boys are stars in the soccer but aren't distinguished students of mathematics (hardly knowing number's fundamentals).


Shrink Items
Requisites: 3rd Level Student of Physical Education
Due to his magisterial Strength, the Student of Physical Education is able to shrink anything to 1/12 of its normal size on each dimension. The objects transformed by "Shrink Items" return for its normal size when are thrown against a solid surface.
Rolls a test of Strength against the Hardness of the Object. If it exceed the hardness of the object in 10 or more, it'll be sprayed, in the moment of his shrink and also in the moment of throwing). This ability can be utilized 1 time to the day to each two unequal levels.


Abominable Mutation
Requisites: 20th Level Student of Physical Education
Reaching the twentieth level, the Student of Physical Education is so apt in the practice of diverse kinds of sports that his body develops for such. He receives 2 extra arms (due to the incessant training in basketball) and an extra leg (due to the soccer). Now the Student of Physical Education is capable of carry out 3 extra attacks per round, without penalties due to the extra members, and is capable to move 30% faster. But due to his mutation not have developed a tail, the Student of Physical Education possess more 20% of chance to tumble in battle, totaling up this penalty in 80%, and also delay a complete round action to raise himself, since possess many members.


I hope I've clarified the "sarcastic RPG" concept. Sorry for the too long message.
     
Date: 2008-06-27 18:39:46     User: draeath     Subject: Re: sarcastic?
Ah, that is much clearer. But I don't think that "sarcastic" is applicable to this, at least not in English (Portuguese may well have the connection). But I'm not a grammar student or English Major, so I can't really say it with any certainty.
     
Date: 2008-06-27 19:03:13     User: newtinan     Subject: Re: sarcastic?
Parody, perhaps?
     
Date: 2009-01-11 03:10:39     User: Irrevenant     Subject: Re: sarcastic?
Yup, "parody" is the word you're looking for.
     
Date: 2009-01-25 11:57:36     User: farrer     Subject: Re: sarcastic?
It's something more than a parody.
Maybe "satire" is a more suitable definition (so, "(...) 3D single player RPG in a satiric post-apocalyptical world (...)").
     
Date: 2009-06-23 23:04:06     User: charlieg     Subject: Re: sarcastic?
...satirical...
     
Date: 2009-06-24 11:49:55     User: farrer     Subject: Re: sarcastic?
Ops, that's it... thanks!
     
Date: 2010-04-02 19:13:50     User: charlieg     Subject: Looks good but the subject matter...
The software and effort behind this game is promising. The sarcastic nature of the game is just daft. It's not funny (for me) nor intriguing/interesting.

I'm not saying there isn't room for humour in gaming, but the Internet is full of smart alecs and the level of humour in this game that I encountered is pretty close to your average forum; not something I want to suffer through.

If only the author went for a more absorbing setting and intelligently built humour into it, this game might be compelling to more than a tiny niche of Internet addicts who can't get enough of sarcasm.
     
Date: 2010-04-02 21:48:53     User: Rubinstein     Subject: Average Rating still broken
This game got 4 stars out of 3 ratings. These ratings are 2x3 stars and 1x1 star. For how long are the forum ratings already broken now, 1 year, 2 years or even longer? And the crazy thing: nobody complains. LOL
     
Date: 2010-04-02 21:53:57     User: Rubinstein     Subject: Re: Average Rating still broken
ok I missed the 5 stars on the second page. But still, the 2x3 stars are from the same poster but even then it would be still an average of 3 and not 4. Are these ratings calculated by hand? ;)
     
Date: 2010-04-06 13:36:05     User: Winter Knight     Subject: Re: Average Rating still broken
Pretty much every game has 4 stars, even if it would logically have 5, or 3 or less. Take the project VICE for example. All 4 reviews give it 5 stars, but the alleged average is "4.41". I know of a project that has one 5 star rating, and the average is 4.29. Whatever HPs weird algorithm is, it isn't really an average, they just call it that. I doubt that it is done by hand. A human would get some of them right.
     
Date: 2010-04-10 02:57:36     User: stimpyjcat     Subject: Re: Average Rating still broken
in some posts, when it has one stars 4 times on the same thread of replies by the same user, seems that takes it like a 4 from the user that put 1

it looks like a more realistic average (troll proof) system, maybe each point has different value depending on the user or how many times he put the stars

and didnt know about this game, looks interesting, ill check later

cheers ^^