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AuthorTopic: Games for A1 / AOS4  (Read 2513 times)

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Offline WarPiper

Re: Games for A1 / AOS4
« Reply #15 on: June 03, 2003, 09:05:56 PM »
@ mikeymike,
umm no, I am at class and all my functions are performed in caps right now, can you ever find it deep in your heart to forgive me.... GIVE ME A BRAKE!...
Quote
And I don't know about you, but when I walk, I move one foot at a time, I think you'll find that you do too


ok my mistake, I made a correction


There was a time I can remember computers were fun...I miss my A1200.
 

Offline PMC

Re: Games for A1 / AOS4
« Reply #16 on: June 03, 2003, 09:22:57 PM »
In order to make itself stand out against the competition - and like it or not there is competition as Amiga must appeal to new users outside the existing community - there must be something new.

You didn't see X-Box, PS2 or Gamecube all launch with a game catalogue that was already old hat on other platforms.  Amiga needs such a headline grabbing title.  It must be addictive, gorgeous to look at and polished in order to win over a cynical gaming audience.  Back in 1990 I bought my A500 after seeing stuff like Xenon II, Shadow of the Beast and Falcon.  There is no point in re-releasing stuff that I can buy for a PC at £9.99 in the bargain bin at Electronics Boutique.  

If you want my suggestion for a headline grabbing game then see my contribution to the "Ultimate Strategy Game" thread.

With OS4.0 and a comparatively limited amount of supported hardware, the Amiga has the potential to be a reasonably decent games platform.  After all, hopefully there will be no fannying around with too many third party drivers and/or processor configurations.  
Cecilia for President
 

Offline anarchic_teapot

Re: Games for A1 / AOS4
« Reply #17 on: June 03, 2003, 09:25:03 PM »
Quote
PMC wrote:

You didn't see X-Box, PS2 or Gamecube all launch with a game catalogue that was already old hat on other platforms.

Er, actually you did.
AT
 

Offline Dan

Re: Games for A1 / AOS4
« Reply #18 on: June 03, 2003, 11:19:41 PM »
I just want a decent version of Civilization.

Wouldn´t it be a lot better if we got new original games or even updated versions of the old ones, instead of just 3 year old pc portings.

maybe an AmigaOnly online rpg, a real  EOB style rpg?
Not fantasy adventures which is what is called rpgs on pc these days.
Apple did it right the first time, bring back the Newton!
 

Offline amiga_boy

Re: Games for A1 / AOS4
« Reply #19 on: June 04, 2003, 03:07:26 PM »
Lisa Simpson: Dad, it's very easy to criticise.
Homer Simpson: Fun too!

I wonder why I keep thinking of that episode when I read some of the posts in this thread. I noticed that those that criticsed did not have better suggestions to offer.

Nobody seems to have noticed that the game I mentioned first (SiN) is a PC port which is already several years old and getting older. The first game available for OS4 will be an old PC port. I didn't start this trend, it's already started. Don't shoot the messenger!

To answer my critics:

DaveP - think before you type
Warface - something is better than nothing
Hardboy - I do own plenty of games, but I want bigger and better titles to play
KennyR - I have a PC, read the entire thread before posting

The world is full of negative energy, and yours is surplus to requirements. Take it elsewhere.
\\"Eagles may soar, but weasels don\\\'t get sucked into jet engines.\\"
 

Offline SlimJim

Re: Games for A1 / AOS4
« Reply #20 on: June 04, 2003, 04:58:53 PM »
@amiga_boy
 
I believe we can all agree that if we could get the games in
your list ported to the Amiga, we would all be dancing of
joy. I think most here agree with you when saying
that we could really need some "up-to-date" games and
apps to get people interested in the Amiga. Infact, if you
want I could probably put together an even more
impressive list of "wanted" games that would bring even
MORE interest to the platform.
The problem is that this would be an exercise in futility -
something that has been done many times all over. Being a
niche market (a very niche market I might add) brings
several problems when wanting big-name games to the
platform. Licensing and the massive costs involved to get
them is but one of them. Hyperion can probably tell you a
lot better than I can about how they were treated when
probing for a port of Half-Life to Amiga. If I remember
correctly, not even when Hyperion offered to  absorb all the
risk, pay all expenses, do all the work and demand no
support whatsover were they even considered for a license
(correct me someone if I remember erroneously). A port to
AmigaOS was simply not wanted.
 
Now, we all hope this will change in the future, and
somewhere the improvement will have to come. But for
now, especially since the system is not out yet, we will
probably have to live with the slow trickle of games coming
our way. The best thing for now is to buy games like
Payback, CrossFire2 and Tales of Tamar. When developing
for AOS4 start in earnest within the community (with
releases of SDK:s etc), then we'll talk. For now, we are,
unfortunately, too early. It's a chicken and egg thing. We
need good games/apps for the upcoming OS, but we also
need the OS to be here in order to show (and convince
others) that there is actually something to run those apps
on...
.
SlimJim
 

Offline amiga_boy

Re: Games for A1 / AOS4
« Reply #21 on: June 04, 2003, 05:33:34 PM »
SlimJim,

I agree with most of your post, particularly the point about the economies of scale in the Amiga market.

However, if we are to rely on homegrown software to start with I would hope that those developers look to the current PC market to find their target, just as Paybacks' developers did. In that sense a wishlist is a good idea.

I know that a bedroom coder has no chance of knocking out a near perfect copy of Vice City or Metal Gear Solid, but Pacman and Defender and all those other types of game have been done to death. It's time to start "pushing the envelope", perhaps starting with a port of Duke Nukem now the source is available.

Most of the games I mentioned are part of a series that has expanded or have an active mod community which means that once the base game is ported there are many more opportunities available. Putting aside the diffuculties you mentioned, once you convert Half-Life you have the chance of Opposing Force, Blue Shift, Counter Strike, Gunman Chronicles etc.

As for the OS not yet being available, OS4 does not offer many more gaming APIs over 3.9, AFAIK only amigainput and Warp3D NOVA, so work really could be underway at the moment. If speed is an issue use Amithlon.

The Amiga story is one of dreams and financial loss, look at Jay Miners accounts ot the pre Commodore days. If they had been realistic the Amiga would never have made it to market.

If we all sit down and look at this realistically, well, there is no future for Amiga is there? The hardware is underspecced and overpriced, the software is late or non-existant, the competition has a strangle hold on the market that even govenrnment cannot release.

This is the reality. The truth is that Amiga is already dead. It will take a miracle to get Amigas on sale in high streets, to get big name developers to code for this platform. We can either face up to the truth, in which case we may as well give up now, or we can dream a little.

I'm going to dream, you do what you want.

Please, no more doom givers posting here. This topic is for dreamers only.
\\"Eagles may soar, but weasels don\\\'t get sucked into jet engines.\\"
 

Offline Themamboman

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Re: Games for A1 / AOS4
« Reply #22 on: June 04, 2003, 10:06:00 PM »
Lots of commercial games have been opened up recently.  How about Alien VS Predator?

Heck, even Descent II hasn't been ported yet.

 

Offline PMC

Re: Games for A1 / AOS4
« Reply #23 on: June 04, 2003, 11:53:18 PM »
"Please, no more doom givers here".

Sorry, hadn't intended to rain on the parade.  My dream is for Amiga to produce another "must have" title that the gaming community views with envy.  Games now are graphically and sonically much better than ever before, but I really miss the compelling game play element that seems to have been watered down over the years.

Last game I played and played that I couldn't put down?  For all it's faults it has to be Frontier.  Gimme a 24bit colour, hi-fi surround, gameplay enhanced version for the next gen Amiga and you've got me handing over my hard-earned!

Cecilia for President
 

Offline amiga_boy

Re: Games for A1 / AOS4
« Reply #24 on: June 05, 2003, 03:25:34 AM »
How about a souped up version of Seek And Destroy or Desert/Jungle Strike, with rotating 3D scenery as seen in Nuclear Strike. Although the missions basically involve going to point A and shooting some enemy, then go to point B and repeat, they were executed well enough to at least seem varied, such as escorting troops or destroying naval defences to allow troop landings.

If any coders are interested maybe the Warp3D voxel demo would be a good starting point, if the source code is available, or perhaps the Quake source.

Obviously using other peoples source code introduces licensing issues, so all the miserable gits who criticise anything in this topic can stop typing before they start.
\\"Eagles may soar, but weasels don\\\'t get sucked into jet engines.\\"
 

Offline DavidF215

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Re: Games for A1 / AOS4
« Reply #25 on: June 05, 2003, 06:55:07 AM »
In regards to new ideas for the AmigaOne (and the entire computer world in general):

1) 5.1, 7.1, dolby digital and maybe THX capabilities standard. Leave the old behind; don't even support the legacy.
2) Holographic, 3D monitor. CRT and LCD displays are ancient, old, boring technologies. Prototype holographic monitors exist. Enhance the technology for AmigaOne.
3) VR glasses, suit, guns/triggers for VR environment. Time to be more emersed into the VR 3D world than simply making another shooter game.
4) Neural Network built into the AmigaOS for superb AI in games, applications, OS self-learning.
5) A new programming language that produces tight code that needs little effort to produce. The time of long, laborious C/C++ coding should be over. This is the 21st century, time for computers to be able to need less coding to create applications.
6) A new genre of games is needed. RPG, RTSG, turn based games, Flight & car simulators, Tetris et al, etc. are all old. Need something new.
7) How about games that interact with each other using   messaging systems.
8) Games that can combine genres in multiplayer environments.
9) Games and applications that respond to voice input commands. For example, "Target nearest enemy." [Computer targets enemy]. "Fire missle" [computer fires missile]. Voice commands need to be a part of the core OS that all applications can utilize through either application add-ons or APIs. Voice technologies have been around for a long time. OS/2 Warp v4 had it. This technology needs to become a standard OS feature and/or add-on.
10) The mouse is old. The stylus is new (although it originated from the lightpen). The mouse is good for control in some games, but it's time for something new for general use. Being able to use a stylus/lightpen to click on an infantry unit in a RTS game is 21st century as apposed to the mouse move/click, which is 20th century.
11) A 3D game development kit. Maybe something similar to the Torgue Game engine (http://www.garagegames.com).
12) The Blitz3D programming language (or an equivalent) ported to AmigaOne.

Porting games is okay. But will it really help at this point? Would porting Half-Life (or whatever) to Amiga provide enough motivation for someone to purchase the AmigaOne over Windows XP or MacOS X? I think that this is beneficial only if there are several ports available and if the port comes to market soon after the original does.

Games, such as Quake 3 and Unreal Tournament, that have Linux clients should be porting to AmigaOne. Quality Open Source games and applications should be ported and modified to take advantage of AmigaOS features.

Amiga was revolutionary for its time. It brought multimedia to the personal computer. It's time to bring new technologies and better methods into the industry. Enhancing current techologies isn't good enough. Need true innovation and not more Microsoft style innovations (copycat). Bringing new innovations into the AmigaOne arena now will help to create a marketable image that portrays AmigaOne as a pioneer in new computer technologies. If AmigaOne doesn't do it, then Apple Macintosh (or some company) will.

People want solutions. AmigaOne must provide solutions.

Hope this was what you were looking for, amiga_boy.
AmigaOS enthusiast since 1993.
 

Offline jahc

Re: Games for A1 / AOS4
« Reply #26 on: June 05, 2003, 08:10:38 AM »
Quote
UMM, when I go and chuck a good $1200 to $1400 out on a new amiga system, the first thing I am going to do is run out and buy my very first game for it, PONG!


For those of you who dont know, warpiper owns an A4000/060 + gfx card, and because he has software issues he cant solve (despite people helping him in realtime on IRC) and the fact that most Amiga games dont take advantage of his high-end hardware, he posts crap like this every now and again.

@Warpiper

If you hate Amigas so much, just pack it away or sell it, and stop posting on Amiga forums. It's getting really old.
 

Offline Rudei

Re: Games for A1 / AOS4
« Reply #27 on: June 05, 2003, 08:36:25 AM »
Quote
How about a souped up version of Seek And Destroy


Now thats the best thing you`ve said all day!   :-)

Seek and Destroy, what a game!
1998 DC2
 

Offline SlimJim

Re: Games for A1 / AOS4
« Reply #28 on: June 05, 2003, 12:13:40 PM »
@amiga_boy
 
Trust me, if I wasn't a dreamer I wouldn't be here. But even
when dreaming, if you want those dreams to have any sort
of constructive quality, you need to base them in reality.
 
... But fair enough, if it is dreams you want, dreams you'll
get. My gaming-dream is a Frontier-like multiplayer
universe where players from all over the world could take
on any role they wanted. And now I'm talking full virtual
roleplaying - play as a character, capable of doing
practically anything. If you didn't want to be a
pilot/trader/pirate/military (the classic choices in a game
like Elite), you could choose to set up shop on one of the
space stations and run the game as a business simulator of
sorts. Dull, everyday jobs might be a little too much to ask
from a gaming community, but still, thieves,  clerks and
ship's crew might live on in their roles if they wanted to in a
sort of "The Sims" gameplay (only playing everything in a
3D world, first person view). Planetside players might get
into planning a colony or run a mine if that is the kind of
game they're interested in. Economy would eventualluy (as
the amount of players grew) more and more be released
from the clutches of a "virtual" engine tweaking the
stockmarket into something "real", actually varying
depending on real people's trading - an economics
experiment in large scale. Administration and police
enforcement are other roles one could try out. A set of
omnipotent AI:s (I.e. GameMasters) rule and decide
conflicts.
 
For the more traditional players (I suppose the more
peaceful roles better appeal to certain groups of players
than others) there must of course be conflict and spacial
battles raging. I envision rallying up with my pals in our little
pirate raiding party of swift ships, waving at each other and
talking over the comm, planning a raid on a trading
convoy led by that pesky guy from next door... More
importantly, when commanding your ship, you should
always have the possibility to get out of your chair and
walk around as a person (assuming you ship is big enough).
Of course it's convenient to have a "locked" view when
dogfighting etc, but still you should have that opportunity in
order to deepen the feeling of playing an individual role and
not just "be" a ship.

One of the most important aspect of this is personalisation.
There should everywhere be things you could buy (or
otherwise obtain) with very little actual game-play value -
decorative stuff, art, good-luck charms, an ivory desk for
your lounge. People owning a workshop in the game might
be able to create such items freely (in a raytracing-similar
program, that outputs a format useable in the game), to sell
for whatever price people are willing to pay. Other
"useless" locations, such as drinks, gifts and fancy
apartments in the "finer" spaceports are obvious features
along with bars and restaurangs. Just looking at present
online games gives a hint here.

 The virtual world can be made completely engrossing,
encompassing elements of your operating system. So you
would be doing your real world work on what looks like a
terminal from the game - and with your game persona
actually sitting at a terminal in the game (be it in their
quarters or at the controls of their ship)! Updates in the
game will be appearing discreetly at the bottom (coming to
think of it, the game world can become the new visual
interpretation of the internet itself ... but now we're
threading into Neuromancer territory).
 
... at any rate, I think that would be a "killer" game for the '
Amiga - or atleast AOS5+ running on next-gen super giga
processors...
;-)
.
SlimJim
 

Offline PMC

Re: Games for A1 / AOS4
« Reply #29 on: June 05, 2003, 01:16:00 PM »
Quote
My gaming-dream is a Frontier-like multiplayer


Now that's what I've been dreaming about for months!  The concept of an open ended game set in a huge universe isn't new - as seen before in Elite, Frontier, and even Hunter to a certain extent.  However this concept has been neglected in the last few years in preference to eye candy and a relatively restrictive arena.  That is one of the things that bothers me about my PS2, great graphics but the gameplay takes place in a predefined arena.  

The idea of a RPG based Frontier sequel is currently being developed by David Braben; Frontier's original author.  However, I'd personally trade a little character detail for more game depth - ie more ships, races, more inhabited systems and even the interaction between several different governments.  

Now excuse my ignorance here, for my programming knowledge is next to zilch, but the original Elite possessed some trick code to generate the unique star system names (all seven million of them), without clogging up the available resources of a 48k Spectrum.  The star systems, government types, trade prices, location etc were all unique and fixed - i.e. you could come back to the same location each time you played the game.  Couldn't this concept be stretched to allow many different ships/weapons/governments/weather conditions etc?  This way the code isn't too bloated, but the game allows plenty of scope for exploration etc.

I'd be interested to hear your thoughts - and do remember, this is simply an exercise in fantasy so don't be too hard on me!
Cecilia for President