Please forgive me for making this so long, but for once I believe that psychologically if we talk and plan professionally than we will produce professionally too. It's just that I think we need to be serious about this one ultimate project because in the future we may never have the time to do it. Then once it's finished we can do a few doodles with a big "lol" on the front of the project and get it on front page somehow, just like some other brainless people do.
Basically the ideas that we have are a bit too vague, so I think we need a way to turn them from a big mess to an actual game. Now, personally I don't know whether an army game like RedAlert would work because the computer's AI would have to work ON IT'S OWN. I just can't think of a way to use scratch to make the computer think by itself, so unless each enemy is controlled like in a tower defence game where they merely walk along a path, I don't know how to make that work.
The town-regenerating idea was good, although saying that, it's basically another city game only stricter, and I'm not sure whether the lack of freedom would make the game uninteresting. If anything it is almost like adding scenarios to Generation:3000.
So my idea is to destroy every idea until we have a great idea that can't be destroyed.
One thing I've noticed about both of our projects is that we both go for home-styled games. The difference is, when an internet game is made it is fairly small, and the idea is the player is addicted to a few little things. An-epic-home-styled game is different. The player is not addicted to say a little blue dot that avoids red patches, it is a game that is so great instead of pressing one button to play they are willing to go to a shop; find the shelf; buy the game; get all the way home; install it to then finally play it. Now that is pure from the heart of the player. They have that much respect and are so eager to play they go to all that trouble.
Now when you play something online, you know it is very repetitive. But with our games, like your Doodle Zoo, and my InterCarny Inc game, we put in lots of little things to make it interesting. We design them as though players are goanna keep coming back over and over again. Your Doodle Zoo had loads of stuff in it, and my InterCarny Inc game had 65 different objects the player could build, but these are only things which you would find in a game you would get from a shop. You would not expect to find a huge city game with tornadoes and drive-modes online would you? Our games, I believe, are too ambitious. The more dumber the average player gets, the more popular doodle-jump and angry-birds get!
Now that I have nearly made you commit suicide from boring you to death. I will let you think about it in peace. That's right you can put the rope down, you won't be needing it. Ciao.
Last edited by Borrego6165 (2011-11-25 16:48:21)
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Nicely said, Borrego. I think you've explained our goal for this new project accurately, so I'll begin planning it out.
Firstly, I've never done a collaboration before on Scratch. I presume one of us would start, share it, then the other would download, add to it, then share it. The cycle would continue until the project is completed, right? I have a test account I will be working from.
We will need to come up with that "great idea that can't be destroyed" soon. We both agree that it must be a tycoon game, most likely along the lines of construction or business. We also are aiming for a game that will be the ultimate game of its category, whether it's the ultimate village regeneration game or the ultimate pet shop tycoon. For this ultimate tycoon, what are our theme ideas?
I, personally, enjoy things you have to manage and customize. I enjoy making and playing games along the lines of what I suggested, but our collaboration does not necessarily have to be like that. Ever heard of Pocket God (smart phone app) or Virtual Villagers (computer game)? My first idea is to take the freedom of Pocket God, (since you've expressed that the lack of freedom will make the game possibly uninteresting to the player) by making your village/country/people/etc. able to be destroyed, rebuilt, customized, or properly managed. (Except, instead of Pocket God pygmies, it could be buildings or villagers that you can manipulate.) Once you have this freedom in the game, also add the survival theme of Virtual Villagers (which is a game that requires you to help virtual villagers thrive in a wild environment) to give it a storyline.
Yeah, my idea's pretty messy. It's hard to understand. I have others and I'm sure you do, too, so let's come up with a theme first!
P.S. (edit) I forgot to add: I see your ideas are revolving around military or combat games. That's fine and something I'd be willing to work on. The only condition is that I'm not very good at creating a plot for this genre, so you may have to suggest most of the ideas for it!
Last edited by DewleafWolf (2011-11-25 17:18:03)
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For a start, there's a lot of nosey scratchers! It clearly says who this collab is for and already there's 38 views.
Anyway, back to business. We need a tycoon game that's hands-on. You see, we can't have a game which relies on jobs like Diner-Dash where you're a waitress who spends all day running around serving people. At the same time, it can't be like that Restaurant Empire game realised by the same company who created Hotel Giant, where once the building is finished and you're all set, you're practically all set until the game ends, because all you do is sit and watch it run itself.
Not sure if you have ever played Now Boarding (the logo on my Avatar in Scratch) but it is an excellent game. You see, it has been carefully planned so that at the beginning you have a lot of jobs but not many things to handle, then as the game gets deeper in you have more to handle but less jobs to do. I would suggest you play an online demo of it, not of the First Class version though. There are a couple of things odd about that version.
So, at first you seat the people into their places; bring planes from the runway to the gate, load passengers onto the plane and then make the plane take off whilst clicking on left-over passengers to make them happy. When you can afford it, you hire staff. By the time all departments are filled, all you're doing is clicking "Plan, use existing" all the time, but you can still help out and speed up the airport process and get involved unlike other games where if you do get involved you're putting the entire company at risk.
I'm not saying we make a game about an airline company, I'm saying we need a game where you are in control of how much you control. If the player was up to the challenge, than after many years of depending on staff they may sack them all and do all of the jobs themselves. At least no matter what happens, even when there are hundreds of workers, there will always be something for the player to do. Then, in-between months they can still build and customise their terminal (a.k.a. "Room X" because we haven't decided what business we're going for.)
Finally, I personally think that if anything, we need to think of the actual business. perhaps a hospital, I bet that would be interesting to run because it's like a hotel except instead of say 20 of each 4 types of rooms you would need 2 of each 10 types of rooms. Instead of a fancy restaurant you could have a little cafe, and instead of the check-in desk you have the reception. I also think there would be plenty of things the player could do, like sweep up rubbish by clicking on it. Then when it gets busy they can hire someone instead. Your opinion?
Last edited by Borrego6165 (2011-11-26 03:35:07)
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bump
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I've never played the airline game, but I agree with what you're saying. I like the idea of a hospital; that sounds really good. We'd need to come up with a format. Would you navigate between rooms by clicking buttons, would you scroll to view, or would the entire hospital be visible on the screen? I like the idea of simply making the entire hospital visible, then have a small menu at the bottom for the statistics and buttons. Ever played Dot Village on Scratch? I'm thinking of a format like that, except the field would be your whole hospital.
I know we haven't exactly agreed that a hospital theme is the one we want, but I like it and I'll go ahead and speculate on it. I imagine you would start off with only the basics; minimal staff, if any; lowest-model technology; little decorations. I would imagine the player's role would be the role of building owner and manager. You could handle financial means, such as paying bills, as well as buying new additions for the hospital. You would control how the hospital looks and runs. Then, since you are not in the medical field, you would hire doctors, nurses, and other basic staff. Like you said, the player could sweep up debris and maintain easy, manual jobs.
I like the idea of being able to fire all staff and running everything on your own, but would this apply to a hospital game? Should we make it to where you can act as the doctors and nurses through basic controls, or make it to where you're just the manager?
Lastly, I'll add more on the part where I said "start off with only the basics": after familiarizing yourself with the bare hospital for a moment, patients would begin coming in. Along with paying the few staff members, paying bills, tending to patients, manually working on the hospital, and so on, the player could visit a shopping panel and purchase higher-grade technology, fancier decorations, and fire and/or hire staff. Maybe even make the hospital small, then allow the user to add more rooms. The cafe could be a tiny cafeteria, then blossom into a full-blown restaurant-style place after upgrades.
The perspective could be similar to The Sims; view the building from the side, except the closest wall is invisible and you can see the rooms, furniture, and stuff, though we would probably make the patients and staff invisible factors, like in almost all Scratch tycoons.
Once again, I'm still wide open to many other ideas, but here's my take on the hospital suggestion.
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Now of course we need to worry about other things. CASH! You see, the hospital cannot be expect to spend around $150,000 on a single GP every year. However, we have to keep it reasonably in scale.
I was wondering how the cafe would work also. Who would actually visit it? Visitors? Relatives of patients? A cafe may sound simple, but to make it work we need all of these different people. I bet it's possible to have a single patient, that gets visits by relatives who can go and spend money in the hospital. Other income could be patients paying for internet and TV service in their rooms.
We also need to decide on roughly how many patients there will be. I think if we do a mock with 1 patient who constantly falls ill, but is aided by his/her relatives who spend quite a bit of time in the hospital, then we'll have an idea of how complex this game can be.
I want this to be as in-depth as possible. I know it sounds easier to just make a top-down invisible-people game with only a few stats on screen, but to be honest if we're goanna make the ultimate game we have to really push the boundaries.
Here's a test which shows up to 4 patients walking to reception, and then the next stage of development would be making sure that they go to the GP, before finally walking home again.
It'sVeryGlitchy
Last edited by Borrego6165 (2011-11-27 12:26:52)
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PS. I'm off school all of wednesday (30th) because of a school strike, so that'll be the day when i can get loads of jobs done. So we have tonight and tomorrow night to agree on how the game will work and then on wednesday i can get down to business. I personally think FB is a better way to get in touch than hotmail, but scratchers seem to go for the other one. Or we could just keep writing tremendously huge texts on here and wait 24 hours (or even longer) for one of us to reply. All official ideas should be posted on here (so if in chat we agree on something it'll be added onto here in bullet points or sommit) Obviously we can just stick to this.
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The idea of seeing the patients is very good. The layout you have is excellent and exactly what I was talking about.
We need to figure out, first, how the patients will randomly appear. In my new test, there must be staff at the front desk in order to welcome patients. If we want to add more receptionists and GPs later on, we'd need to modify the scripts I made for that. I went ahead and made the first version of being treated and going home.
I came up with an idea: make each patient have a level of problem severity. If low, the patient can wait for a receptionist and doctor to help them. If high, the patient may leave after a certain wait to find faster help. If critical, the patient can die without getting attention. The reason I'm offering this idea is because I think there should be a "quality" level for your hospital. If patients leave, your quality level decreases. Death of patients decreases it a lot. Healing patients successfully and running the future cafe and other hospital features would restore your hospital quality level. We could maybe make it to where (Once we make the patients come randomly.) the patients come less if your quality is low, but come more when your quality is high; this would cause you to lose or gain money, which would affect paying bills, which would affect hospital financial status.
Since disease/injury severity would be random, it would be unfair for a busy player to lose many critical patients and have their business decrease, all from an unlucky number. Therefore, this idea is just a thought, especially since we will make more patients later on. I do like the hospital quality idea, either way!
My test account is TEST-DewleafWolf. I will share the project in a little while!
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Cool! well because you've already got some scripts, why don't you figure out the random-appearance stuff, and i'll design all of the objects. Because this is an epic game, I will make sure the objects look good. Make sure your test is at the same angle as my rooms, because I will be facing the objects at the angle.
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Hospital TEST. The first version. Don't worry, I will continue to do the random-appearance AND I'll make the first finances! I'll get back on in about thirty minutes or so to finish all that. (The randomly appearing visitors and finances will take me no time, so don't worry.)
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thanks!!! then once this stage is done i'll do the next bit of programming and you can do the next set of drawing- of what'll be left. this is so of course we both have fun and we both get to do some hard calculations. we'll keep taking turns on graphics and programming.
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Awesome! I'm willing and wanting to do either. I'd rather communicate through Scratch, I don't mind the wait, unless it inconviences you, in which case we can switch to e-mail. Also, Wednesday and the other free days you mentioned are perfect times for us to get stuff done! Like I said, I'll still be adding my stuff later today.
I can work a few hours everyday, but I have LOTS of animals to take care of, as well as a big family that keeps me busy, so I may have a few times where I'm busy. (Plus there's family who gets on the computer, too.) But don't worry, I'll be free most of the time!
I'm very excited to work on this!
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me too! this will be epic!!! not too sure what else to say really. It won't be long before I think up sommit. Also, later i'll post a list of all of the objects I'm planning on making. Please do add some which you think are necessary in a hospital.
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As for hospital-related items: IV, hospital bed, monitor, computers, etc. We should have some necessary health equipment such as those, but we don't need every single type of hospital items.
As for benificial extras: snack and drink machines, waiting room furniture, and trash cans. Remember how we said the player could pick up randomly appearing trash on the floor? The chances of the trash appearing would be either divided or simply reduced by the number of trash cans.
Don't worry, I'm not putting all the work on you! Just draw what's easier for you, then I can manage the rest!
Edit: I forgot to mention: the snack and drink machines could be bought to improve hospital income! Also, the trash cans and waiting room furniture could be bought, too, therefore increasing hospital quality, as I talked about before! Hey, if you want, I can start on the "Hospital Quality" variable and add it to the treatment feature. We can later put in a statistics panel to show the quality level, money, etc.
Edit 2: ALSO! How about a day/night feature? On Generation:3000, I liked this feature. Except unlike Generation:3000, you could still purchase things at night, because it's indoors. I was thinking: when should you pay bills and recieve annual income? Well, you would recieve money per patient, but you'd still need the annual income part for food machines and the cafe. Anyway, then I figured, you could handle these things as each day passes by. Is it okay if I do a day/night feature?
Last edited by DewleafWolf (2011-11-28 20:00:42)
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Okay, so I added a day and night feature, the beginning of the finances, and randomly appearing patients, but not the Hospital Quality yet. Read the project notes for more!
The link in case you forgot.
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BUMP! Make sure to tell me if the day/night feature is okay!
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yeah it's brilliant- except when i come to make the final version (i'm sorry we can't use this version, i'll explain later) i'll make the day/night more smoother. Also, to asnwer your questions on the project:
1. yes i will handle the walking problem
2. i'll get right to work on the scenarios.
3. I'm still writing lists for all the different objects, so i haven't drawn any yet. You see, as i'm desiging rooms i'm also adding illnesses, otherwise the rooms would not be used of anything. so far i have a wart-removal-gun and the sin-sucker. there's a few more but i won't spoil the suprises. i feel awful doing all the creative stuff whilst you do the difficult stuff.
Now, we need a fresh project because:
+ the scripts need loads of work, and we maybe using unnecessary scripts or extra varibales and stuff. i like things very organised and if we have loads of little tests and mini-scripts everywhere it becomes a nightmare to fix glitches, so in other words the best graphics will be saved for the final one. Also, people don't queue up properly, although that's probably my fault because i'm the one who mad the reception-part of the script. you can blame my aspergers for me needing everything tidy and in a certain pattern.
+ we need the scenarios made at the same time of the main game, because now we've got an empty hospital with no main menu or tutorial or any way of changing it from other scenarios. you may have done doodle zoo backwards, but i did mine in the order the player would see it, starting with the logo and then the tutorial and finally the main game. my mind goes bananas if i do it any other pattern. i only do it backwards for tests, but don't worry it's not like there has been tonnes done already.
I promise though that tomorrow I will try to finish the objects. it's just i can;t make objects without knowing what i'll need for the scenarios. so i'll write up some objectives first.
Here's the beginning: Woo-Hoo!
Last edited by Borrego6165 (2011-11-29 15:25:15)
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Okay, I totally agree with starting on a new project. We can keep MHI as a test for small things. I like the logo, too, but can I sign my name? I really want to, hehe!
By the way, I didn't do Doodle Zoo backwards, I actually did it menu first, then help menu, then the rest, which is surprising, because normally I do make them backwards!
Anyway, the logo is EPIC! Can I do the transition into the menu and the main menu design?
And don't worry, I like doing the difficult stuff!
I really do. Besides, I'll be able to get my creativity out soon, we'll switch at some point! I honestly think we are equally doing both right now, in all seriousness. I'll go start on the menu, then we can discuss more!
Last edited by DewleafWolf (2011-11-29 20:45:37)
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Ok!!! Imagine how epically epic this will be in the end! I'll get back to scenario and object designing!
Also, I can't do anything to the project until the menu and logo are finished, otherwise I'd be updating the wrong project. So as soon as you upload your version of the project I can start putting the objects inside. I might as well make the other variables like income, expenses and safety ect, because I have experience from making similar variables work like the old pollution, population and traffic variables I installed in the last game.
so once it is finished I will download the updated logo etc, and what will happen is we will go into a split, where I will design the interface, day/night, ect. for the main game, whilst you stick to making the tests. Then we'll swap, and I'll do that backwards-patient thing I was talking about, and also any thing which you couldn't work out. That might including making queues work or making some variables work. This is so that the main game is not used for tests, and we can keep them clean and separate from each other.
It also means we know exactly what we're doing, and that at least one of us is adding to the project itself, rather than both of us doing completely different things. Plus, we don't have to swap as often as we may have originally needed to, meaning less time wasted on uploading stuff. Because, as you can see at the moment I've got a full day off school, but I can't put the objects into the game until I've got your version of the project back. So this is why I prefer we both do the split so then once of us is not putting pressure on the other to finish soon.
Last edited by Borrego6165 (2011-11-30 06:43:24)
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That's cool. I'll share the menu soon, I like the fact that we're on two different projects to prevent us from running tests on the official project or putting unnecessary effort into the test project!
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Right, I've been doing multiple task at once. You see, for me to create objects I need rooms to put them in. But for me to create rooms, they need a purpose, so I've also been creating a few illnesses. But then, to create inspiration for the illnesses I had to create the scenarios, which did help me a lot coming up with illnesses for the rooms for the objects. So sorry, but I've only actually got down to drawing two images because of all the extra lists I've been making.
Also, by chance (well, bad chance) my mum fell and she grabbed hold of the TV for support but that fell on her head too so she went to hospital, and me sitting in the waiting room gave me a bit of inspiration for our hospital. That is another reason why I've only two images done as well, from being sat in hospital.
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Sorry, that's horrible! But I guess being in a hospital would give you inspiration for a hospital game, definitely! It's fine that you've only done a few items, because I really haven't done much.
The menu is almost done, by the way, I'll be sharing it within minutes, most likely. As for sound, I know a bunch of places to get music and sound effects. Scratch Resources and JewelBeat (www.jewelbeat.com) both have excellent music loops. As for SFX, PartnersInRhyme, SoundBible, and a few other websites have always provided the effects I've needed for my projects.
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cool! except, we will not be using scratch-sounds/music unless absolutely necessary. I want this to sound (as well as look) as original and unique as possible, so sounds can come from anywhere except from the scratch folders. I hope you don't mind, but too many projects use the existing sounds/sprites and backgrounds from the folder, but I want this to be different. Also, yep that's fine if you haven't done too much.
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No, not the default Scratch sounds, Scratch Resources. But still, we'll probably be getting the sounds from outside sources anyway.
Shared the menu on TEST-DewleafWolf!
Go check it out...
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cool! i can now start implementing the stuff. (The way I use such a long sophisticated word and then use "stuff" next to it.)
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