STEAM GROUP
Project Coalesce PCDTG
STEAM GROUP
Project Coalesce PCDTG
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IN-GAME
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ONLINE
Founded
19 August, 2013
75 Comments
@n@rc0 19 Jan, 2014 @ 3:01pm 
This group seems preety organized. Good to see :D
AmayirotAkago 6 Jan, 2014 @ 2:14am 
Just a little something I happened to come across way back when ;)
Glitch 5 Jan, 2014 @ 7:40am 
Nice review Akago, where do you find games like that?
AmayirotAkago 3 Jan, 2014 @ 11:56am 
Made a video review of an old game called Dreamweb, thought I'd throw it in here in case anybody's interested in seeing it. http://www.youtube.com/watch?v=gJEhvwayCG8
󠀡󠀡 ⁧⁧:3pacalypse :TheD 31 Dec, 2013 @ 9:27pm 
Happy new years!
Littlenorwegians 26 Oct, 2013 @ 3:15pm 
Hiya, guys. I'm kinda back, but in a different role. Uni life keeps me busy, but after much thought it seems like I have some time and that this new role as a technical artist/helper won't result in burn-out.

What I want to do is help the project. Give a few tips there. Tweak an asset there. Do research on this. Do a bit of script for that. Help with testing. And pitch ideas/participate in the creative process. I want to help, is the short version of it.

I gotta apologize for this wonkiness. Life. What can I say.
Glitch 14 Oct, 2013 @ 8:26am 
Thanks for letting us know Voodoo Picke. Yeah we've been making some signifigant progress, the development process is finally beginning to smooth out for Project Coalesce.
Voodoo Pickle 14 Oct, 2013 @ 8:25am 
Sorry guys, I've been getting my internet working at my new place and it's turned into quite an ordeal. I should have it working and be back in this either tomorrow or the day after. You guys have been busy and it looks like I got a lot to catch up on with the Alpha build and meetings. It's looking great!
Glitch 4 Sep, 2013 @ 1:31pm 
Mesozoic Mystery 3 Sep, 2013 @ 7:27am 
Just wondering when the next meeting is and what platform it will be done on.
shmores 30 Aug, 2013 @ 9:15pm 
It was mentioned there'd be a meeting tomorrow. What time?
Voodoo Pickle 30 Aug, 2013 @ 7:18pm 
I'm still doodling various things but I have yet to hit anything I really like. Once we have the story down I can start zero-ing on a more precise design. These are just various doodles I've done the past couple of days to get some ideas down. These are in no way final ideas, they are more just thought experiments. Let me know if there's anything inparticular that draws your attention and in the same manner if there is anything that makes you want to heave a little inside lol.
Random_Doodling [www.flickr.com]

And on a side note, is it just me or does Flickr change the colors on images?
Voodoo Pickle 30 Aug, 2013 @ 6:45pm 
Really good for five days, I can tell you've been busy. Great job!
Littlenorwegians 30 Aug, 2013 @ 3:37pm 
Aye, Vermacian. I had the concept itself lying around for a long while. After playing Cookie Clicker, I discovered what I wanted to do. It's not a carbon copy of it and I'm kinda glad with my results after 5 days of work. :)

I will update it further too.

Thanks, mate. Appreciate it.
FØØØØLIP 30 Aug, 2013 @ 2:04pm 
Ha, that reminds me of the cookie clickers. orteil.dashnet.org/cookieclicker/
Man great job!
Littlenorwegians 30 Aug, 2013 @ 8:03am 
I got a creative desire these past 5 days. If you want to test out the alpha and just see a bit of what I can do, in a short while, have a look. :)
https://dl.dropboxusercontent.com/u/11238180/Raccountant/Raccountant.html
Glitch 28 Aug, 2013 @ 9:31pm 
This is rather interesting game called The Note; not a horror game, free to play. 108MB
http://motamot.co/thenote/
Littlenorwegians 27 Aug, 2013 @ 6:31am 
I gotta add, my Steam account is kinda shared between me and 2 other people. So trying to reach me via my steam account can be really awkward.

I typically work via forum or text chat via skype. Just so you know.
UltraWellington 24 Aug, 2013 @ 9:14pm 
Remember to vote on the art style
FØØØØLIP 24 Aug, 2013 @ 9:24am 
http://www.youtube.com/watch?v=t4AVkvu5WZQ
Heres 3 prefabs.
First one that is a basic platform that you can change the height on.
Second one you can make an elevator with that you can choose how fast and min,max height.
Third one that is a staircase where you can easily choose how many steps you want it to have.
Littlenorwegians 23 Aug, 2013 @ 3:02pm 
Righto. Just keep in mind, I don't think anything settled at all so you should be free to create entirely unique concepts. Unless you do think there's something to the basic concepts I've used that you want to expand on.

Meeting of some kind would be good.


Looking forward to what you make, mate. I might get in a pic during the weekend, but right now I'm curious to see what you guys make.
Voodoo Pickle 23 Aug, 2013 @ 2:19pm 
Littlenorwegians, I'll have some stuff up this during or after this weekend. I've been watching what you've been posting and I'll try to adjust my concepts to fit. But we need to get together sometime next week with the other artists on staff and let everyone have a critique fest. For now though keep getting ideas and styles down and compiling them, the harder we hit this in the beginning the easier it will be to get over the production wall when we hit it.
FØØØØLIP 23 Aug, 2013 @ 2:15pm 
Ive been teaching myself unity all day. Just created a "pickn' stick" game
Glitch 23 Aug, 2013 @ 1:32pm 
I'd suggest getting your ideas organized and pitching them to the team over time. Maybe a discussion every day or two, just to keep the group focused on one at a time. Many of us have multiple roles, I don't see the harm in allowing yourself to take on a few more.
Littlenorwegians 23 Aug, 2013 @ 1:27pm 
I've sorta pitched my ideas and I'm almost scared that I'm going overboard and I really want to make room for input from everyone. We have over 5 other artists, just about and I'd love to hear from them.

Last thing I wanna do is just dump my stuff in, not allowing others to get their voices heard.


I have some ideas on the other topics, but I'm also not sure if it's my place to muddle with the story and gameplay aspect since others have that as a core duty.
Voodoo Pickle 23 Aug, 2013 @ 1:21pm 
Absolutely, I've been pretty busy today with other stuff but I opened my schedule up and set aside about 5 hours tonight to work on stuff for this. I'll keep updates flowing in as I'm working.
Glitch 23 Aug, 2013 @ 1:18pm 
Are we waiting on some more art? There are plenty more topics to discuss at this point, development, design, sound, character movement, gameplay, etc. Let's not allow this project to die down, keep the enthusiasm high and express your thoughts!
Voodoo Pickle 23 Aug, 2013 @ 10:56am 
Lol this is the quietest I've seen the group all week.
jane paradiso 22 Aug, 2013 @ 5:14pm 
Hello I'm Thomas and I like the direction this project is going. I would like to become a part of it, and offer my expertise in exchange for experience. I mainly specialize in C++ client programming, graphics, dabble in Python scripting, and am a big PC hardware enthusiast. I also play around with art, gaming(of course), math, and loooootttttssss of game design and exploring what makes people tick when playing a game. I would love to offer my help and join Project Coalesce
phil fish 22 Aug, 2013 @ 3:14pm 
Hey add me to the group yo!
FØØØØLIP 22 Aug, 2013 @ 8:52am 
Rotating cube wohoo! Well its a start
FØØØØLIP 22 Aug, 2013 @ 8:21am 
Oh. It seems like i can use java script and csharp to make scripts.
Voodoo Pickle 22 Aug, 2013 @ 7:15am 
Yeah I wouldn't recommend closing the doors until we get a playable level done. At that point it might be more harm than good to bring in new people. Also it would be nice to get at least two people in every position.
Glitch 21 Aug, 2013 @ 4:27pm 
There are numerous variables we cannot account for. Not every member will participate, the more we have willing to do so the better. Although it seems that the rate at which we acquire new members has steadied to a near halt, we shouldn't close our doors just yet.
Bluebeak 21 Aug, 2013 @ 3:20pm 
Well we'd also have to account for team members dropping out eventually.
Voodoo Pickle 21 Aug, 2013 @ 7:58am 
For me I'm willing and able to stay up late to meet with people from different timezones on Friday and some saturdays. Other than that we'll most likely have to communicate through messages and forums. As for the language barrier Antipov_Kostia just ask about anything you don't understand and we'll try to make it more clear for you. I don't know any Russian myself, but I think it's incredible that you know as much English as you do.
Littlenorwegians 21 Aug, 2013 @ 7:51am 
21 Members, hooray. :D

We'll have to cap ourselves somewhere, though. Once areas of expertise are filled and all that.
Not to be exclusionary, of course.
Bluebeak 20 Aug, 2013 @ 9:07pm 
There's also differences in timezones to consider, if we want to speak to a specific invidual it isn't exactly conveniant to message them at 3AM
Prosta4ok 20 Aug, 2013 @ 8:48pm 
But what about those who have little understanding of English as they speak?
Voodoo Pickle 20 Aug, 2013 @ 7:22pm 
In response to Prophet of Your Pants, I think that's a great idea. I use mumble quite a bit and it's a great piece of software. And yes Wizard, I agree communication is key. I'm just excited to be part of a team making a game.
Bluebeak 20 Aug, 2013 @ 5:15pm 
With regard to Glitch's statement. Imagine if you came up with a story like "The game is about a boy named Billy who attacks people with a soccer ball", and then individual team members decide "Well I wanna make a first person shooter" and someone else goes "And I want it to have a minecraft aesthetic"

Things begin to clash and vary wildly when you don't have a central base you can build off of. If you have a central good idea everyone agrees with it works out best in the end. Especially with multi person projects, communication is key.
Shepard 20 Aug, 2013 @ 4:42pm 
If a department wants voice chat- I think we can do a Mumble/Teamspeak server that has rooms for each department (programming, art, design). We can hop into any department's room and ask them a question quick and easy. Just my input on the communication dilemma for those that aren't fully on board with Steam text chat.
Littlenorwegians 20 Aug, 2013 @ 11:57am 
I fully agree.
These things develop. Many will tell you that a project was first intended as 'X' and then ended up as 'Y'. Not that establishing a sort of theme or having some idea hurts, but you know. Let's just be aware that this happens.

I expect either way a lot of the artists (like me) and writers will be making "drafts" and "tests" as we go along. Programmers too, will have "white box rooms" to test the agreed upon mechanics.

We have a sort of luxury here, not being tied to any deadlines besides those we give ourselves. So, I just suggest to keep it organic and apply changes when needed. I see no need to set ourselves in stone except for the core game idea (Game genre, that kinda deal)
Glitch 20 Aug, 2013 @ 11:42am 
Once we've accepted a proposed concept, we'll devise the game's mechanics. Now that you've mentioned it, yes that makes far more sense. Creating the game from the narrative up can make things a bit complicated if you haven't already agreed of the mechanics, something that is continually changed throughout the game development process.
Voodoo Pickle 20 Aug, 2013 @ 11:10am 
I agree Vermacian55. Starting with art and marketing in a video game project is like starting a sandwich by grabbing the mayo before you buy the bread.
FØØØØLIP 20 Aug, 2013 @ 10:55am 
Also just to get it out there. Story and marketing are things that i dont think we should worry about at this moment.
The story should be made when we got all the mechanics in the game. Trying to make mechanics fit to an already made story can completely ruin the mechanics.

Marketing. I believe this should be waited with until we actually got somewhat a game.
Voodoo Pickle 20 Aug, 2013 @ 10:26am 
I agree Littlenorwegians, well said. And thanks Glitch you're doing a good job helming everything.
Littlenorwegians 20 Aug, 2013 @ 10:21am 
I think, and this is just me, that the forum is great and organized.
I do think, though, that some direct methods of chatting would also be great. It's OK to be able to grab someone and go "What does this code mean?", "Can I remove this?" and so on.

But so far, forum is a great start. It's organized. Keeps the history. Everyone can see it. And it's very good for people across different time zones. We'll see as it develops, eh?
This works now. And we'll react according to need.