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 Mordheim videogame total conversion project

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iamacyborg



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PostSubject: Mordheim videogame total conversion project   Wed 19 Jan 2011 - 18:28

Hey folks,

I'm new here, so I'd like to say hello to the community here first of all.

Anyway, I've been thinking about this for a long time, but now's the perfect time for me to try to do this. Basically, I want to create a total conversion for a game based on Mordheim. I'm thinking Neverwinter Nights 2 would be perfect for this, as the gameplay is relatively close, and can be modified quite easily to more closely match that of Mordheim, but I'm open to other suggestions for the base game to modify.
My current aim is to get a design document clearly outlining my own expectations for the way this game would work, with regards to gameplay, aesthetics, etc, but I've not finished typing it up yet.

The project would not be a conversion of tabletop rules to the computer, personally I think that would be uninteresting, and nor would it be a multiplayer game. It'd be a pure singleplayer experience, similar in scope to games like Planescape: Torment and Morrowind.

I just wanted to come here to scope out what the Mordheim community would think about such a project, and whether any members here would be interested in contributing, in terms of 3D modelling, scripting or writing dialogue for the game.

So, questions? Thoughts?

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FKSN
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PostSubject: Re: Mordheim videogame total conversion project   Wed 19 Jan 2011 - 19:16

There is no question in my mind that you will be shot down by GW's lawyers once you've invested a hefty amount of time in the project and almost have something presentable to show off.

If you file off the serial numbers as it were, and do something in the spirit of mordheim but without the GW IP I'd be happy to help you out with some concept art and 3d content.

I'm definately interested in hearing more details once you have them to give.
What's your previous experience with game design and modding btw?
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iamacyborg



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PostSubject: Re: Mordheim videogame total conversion project   Wed 19 Jan 2011 - 19:38

I called up GW's legal department on Monday, and have read the legal section on the GW site with regards to the use of their IP on game projects and from the look of it, unless we try to make money from the game, or use the IP in a way that implies ownership, we should be okay.

The other scenario for it being shut down is that they've already licensed the IP out to someone else.

I've also emailed the GW legal department just to get a few things clarified with regards to mod titles, domain names, etc.

I don't seem them shutting the project down "for the hell of it", if we're careful to properly credit the IP.

This is the section on the GW site about using the IP for games.

Quote :
We want people to express their enjoyment of our games with as little interference from us as possible, as long as they behave reasonably with our IP and follow any reasonable requests that we may make. We are not inherently opposed to hobbyists creating games or mods using our IP, in fact we are flattered that people want to spend so much time creating games and mods in the GW universes.

If you want to make a game, TC or a mod using our IP you must adhere to the following (in addition to the general principles as outlined above):

Any game or mod must be a "total conversion." In other words, you must not use our intellectual property (logos, images, names etc.) in relation to the worlds, names, logos, or images of any other company. For example, you cannot place our Space Marines in a Disney total conversion using the Unreal engine, but you could make a TC solely using Space Marines with the Unreal engine. This is, of course, assuming that you have permission to use the Unreal engine.

Please bear in mind that we may require you to remove the game or mod from any public forum at any time so that we can comply with any licenses that we may have with computer game publishers/developers. Be aware that we may even have to insist that the mod be destroyed. Please take very careful note of this statement, as we would not want you to feel unfairly treated at a later date.

The game or mod must be strictly non-commercial - this includes any web site that the mod or game is hosted on. You also cannot pay a printing company to publilsh copies of it onto CD. It may also mean that you cannot get sponsorship.

It must be made clear on any readme files, splash/intro screens and accompanying material that the game or mod is unofficial and the origins of the intellectual property must be made obvious (e.g., your mod might say "Battletoes a total conversion for XXXX (insert game name) using intellectual property owned by Games Workshop. Used without permission...etc." See the relevant disclaimer on the following page.).

The game or mod must not devalue any Games Workshop product in any way.

Any distribution (zipped or otherwise) of the whole, or any part, of the mod or game must be accompanied with the appropriate disclaimers and must also follow these guidelines.

The functionality, atmosphere, and parameters of any mod or game must be consistent with the relevant IP.
Skins

Unfortunately, GW cannot allow thirds parties to use our IP without properly crediting our ownership. It is not possible to credit

I can see where you're standing from of course, but I think it'd be preferential to carry on with it as a Mordheim project, and if we do receive a takedown notice, change the game enough that we can carry on with the modification we've made.

If anyone remembers Wolfenburg, the Warhammer MUD and remembers it being shut down, they'll know that the changes to the game itself were relatively minor (though the game lost it's appeal once it was no longer affiliated with Warhammer).

This is how OGC describes the game once they no longer had rights to the license:

Quote :
In the medieval fantasy world of Kingdom of Heroes, the kingdom -- and one of her key cities, Wolfhold -- is constantly under threat from the forces of Havoc. New adventures are always welcomed, the city in need of replacements for those who fall in battle. From brave knights to cunning rogues, aloof elves to rugged dwarves, there is a home for everyone in Wolfhold. Some train in the art of combat, others hone their magical skills; all defend Wolfhold against the abominations that seek to destroy the civilised world. Add to the story of the Kingdom, and become a hero in this text-based world of roleplay.


Concept art and 3D models would be great, I intend to start looking for interested parties within the NWN2 modding community, so being able to show them artwork would be a very good way to help them understand the setting.

As to my background in modding. There isn't really any yet. I'm a student reading a degree in digital art, and as part of that, I've done some 3D modelling, texturing, etc, and have played with Unity and the UDK, though without producing anything I'd want to show on a CV.
I also run a fan site for an online multiplayer game called Love, which is by this genius coder guy called Eskil Steenberg, who's from Sweden. So I'm also really interested in this project as a community management thing, as that is where I'd love to be in a few years.
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PostSubject: Re: Mordheim videogame total conversion project   Fri 21 Jan 2011 - 11:06

iamacyborg wrote:
The project would not be a conversion of tabletop rules to the computer, personally I think that would be uninteresting.

Personally, I have to disagree. I still remember "X-Com" "X-Com 2" being awesome games, and those were turn-based "table-top" strategy games involving a small number of characters.

Still, I'm not the most prolific gamer in the world, so anything I say should be taken with a grain of salt.
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iamacyborg



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PostSubject: Re: Mordheim videogame total conversion project   Fri 21 Jan 2011 - 18:38

StyrofoamKing wrote:
iamacyborg wrote:
The project would not be a conversion of tabletop rules to the computer, personally I think that would be uninteresting.

Personally, I have to disagree. I still remember "X-Com" "X-Com 2" being awesome games, and those were turn-based "table-top" strategy games involving a small number of characters.

Still, I'm not the most prolific gamer in the world, so anything I say should be taken with a grain of salt.

I'm not saying turn based games are bad, because they're not, I still love playing Alpha Centauri, for example, though I never got into turned based games like X-Com. I'm just saying that I don't think a direct conversion of Mordheim's rules to a computer based RPG would be particularly interesting, and I'm sure that GW would be quick to shut down any project that was a direct rule conversion.

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PostSubject: Re: Mordheim videogame total conversion project   Fri 21 Jan 2011 - 22:18

A recent freeware Space Hulk game was shot down - they had to 'rebrand' it as it were.
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Ren
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PostSubject: Re: Mordheim videogame total conversion project   Tue 10 Jan 2012 - 9:37

Problem is that it is not stand alone, you always need the NWN game.
Second, you depend on GW.
Why not making a stand alone version with onw graphics and adapt mordheim's
rules. Then you own the game.
Ren
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