Hard Light Productions Forums
Off-Topic Discussion => General Discussion => Topic started by: Fineus on November 11, 2001, 05:55:00 am
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As the title says - how hard should it be to make a space combat game, assuming theres ten people who know their particular roles working on the game?
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Very hard.... you'd need to have 10 people with an intimate knowledge of the language, and of the proper design procedures, and also (probably) some assembly language debugging.
Also, you'd need to define interface classes for each of the individual classes (a contract), so each person would be able to work on matching object & method names / functions..... so you'd have to spend a while working on defining the problem analysis, as well.
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Fair enough, I'm just kicking some ideas around at the moment.
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depends what. for sounds, graphics and all, well, with the right people, not that hard I suppose. For all the programing stuff (physics, AI, 3D engine...), that requires much more work.
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I don't know, I'd say it's pretty easy. Look at IWar, nothing but a scripting language and a few graphic tools, and that turned out A-1 Supar (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Originally posted by WarpStar:
I don't know, I'd say it's pretty easy. Look at IWar, nothing but a scripting language and a few graphic tools, and that turned out A-1 Supar (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
err but look at FL
I havent heard anything about it in months, Im starting to think they layed of the thing
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Originally posted by Dr.Zer0:
err but look at FL
I havent heard anything about it in months, Im starting to think they layed of the thing
Never played FL (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
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that makes sense, since it's not out yet.
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I thought FreeLancer was already out???
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FL? naaaaaaaaah. Check the news:
http://www.lancersreactor.com/t/ ("http://www.lancersreactor.com/t/")
btw, FL will most likely not be interesting for us: you don't pilot the ship, you move the mouse, it's a point and click game (with a mouse no joystick support at all . great...
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Yeah. Great, isn't it?
BTW, I was not being sarcastic. I really do think it's a great idea.
[This message has been edited by Jabu (edited 11-11-2001).]
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Originally posted by venom2506:
FL? naaaaaaaaah. Check the news:
http://www.lancersreactor.com/t/ ("http://www.lancersreactor.com/t/")
btw, FL will most likely not be interesting for us: you don't pilot the ship, you move the mouse, it's a point and click game (with a mouse no joystick support at all . great...
Great Frollicking Lammas, no joystick or even piloting?????? How......strange.
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ANYWAY, If we can please get back ON topic.
Are you're thinking of doing what I think you are thinking of doing? If so then I think it's a great idea and all, but you have to realize the kind of work and commitment it would take to do such an undertaking. We're not talking about just generating some datafiles for a MOD, you and your team would also be responsible for authoring the software engines that will USE those hexfiles.
Just to get an idea of what is involved with this kind of project I'd take a look at the Descent 1 & 2 sourcecode and (more importantly, since it comes in a fully compilable form) the Half-life source code. Just to see what those who have come before you have done.
Another thing I'd do is maybe talk with the people doing the "Babylon 5: I've Found Her" freeware game. I'm sure that'd they would have far more insight into this kind of project than anyone at this forum anyway.
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as kazan already has an intemate knowlege of pof files he could no doubt code a basic program to have a 3d space sim, then i dont see why it should be to hard to advance from that, i am learning c++ at the momment so we could give it a try plenty of people to make graphics etc just need programmers
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Heh... Shrike, Styxx, should we tell him? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Originally posted by Setekh:
Heh... Shrike, Styxx, should we tell him? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
What, how hard it really is? Sure. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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(http://dynamic.gamespy.com/~freespace/ubb/noncgi/drevil.gif)
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Hello Mr. Subtlety, let me introduce to you a good friend of Setekh and Shrikes, Mr. Air Raid. I think you'll get along just fine.
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You think this is subtle? Geez, you should meet some of my friends.....
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No thanks (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
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Besides, it was Setekh who brought it up. I'm much more discrete than he is.
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Originally posted by The Avenger:
as kazan already has an intemate knowlege of pof files he could no doubt code a basic program to have a 3d space sim, then i dont see why it should be to hard to advance from that, i am learning c++ at the momment so we could give it a try plenty of people to make graphics etc just need programmers
nah, kazan knows nothing about 3D, I already talked about that with him when I asked him if he could add a 3D viewport like the one of modelview, in PCS.
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Actually, it can be easier than any of you might think (except for Shrike and Steak, maybe). All you really need, besides talented people on all areas involved, is time. And that, my friends, is the most valuable commodity on our short lifes. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Now, for a quick lesson on game development:
1. Build an idea. No point in programming if you don't know what you're programming for. Making a good story and tech background is half the way into making a game, specially if you're talking about a space sim.
2. Detail out any and all playing possibilities. You must think of everything the player will be able to do, and all this before starting the programming stuff. Here you must define any language/script/data format that will be used by the game for models, sounds, graphics, missions, universe descriptions, etc. Implementing changes on the engine later is really expensive.
3. Team integration: a good team is one where everyone knows what the others want. To accomplish this, one should take the team out to party as soon and as often as possible. Believe me, it will save you work.
4. Now the hard work begins: defining the interfaces, building the engine core (file readers, memory managers, etc.), starting work on graphics, models, and sound, write the scripts for the universe/missions/whatever. This stage will take a lot of time, and it must be done very carefully. Mistakes here will reflect badly in the end.
5. The cool part. Programming the 3D/sound/gameplay engine and putting all stuff you already have into the game to see what happens. This stage will require a lot of prototyping, the 'make it and see what happens' type of stuff. But it's hella fun. It's probably here that we'll start our work on auxiliary graphics/sounds (i.e. cutscenes and the like).
6. Now the thing begins to take shape. The engine is practically done, needing only a few tweaks. This is the time for the story people to put things together into the script/missions that will properly define the game. A bit of messing with the engine will obviously be needed, but if you planned it right not as much. Bugfixes mostly.
7. The testing. Now you probably have a working product and must make sure the thing will perform the way you want. You, your friends, your mother, your dog and a lot of people you find online will now play the thing till you can't stand it anymore. A few bugfixes on the engine, datafiles or anything else will be needed here. Again, if you planned everything right and followed the previous steps correctly you probably won't have much trouble here.
8. VoilĂ , you have a game.
Now, go find the people you need and start working on it dammit! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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styxx do u have these skills that u mention? programming wise, we have enough graphic people and moddelers it is just hard core programmers that i think we need, and for one i am up for it! if it would ever happen
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I have a concept - vague ideas and some epic wishes, but nothing 100% concrete yet. However, if enough people are interested (so far, myself - jonskowitz and TA) then maybe this could be more than a concept.
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Originally posted by Thunder:
I have a concept - vague ideas and some epic wishes, but nothing 100% concrete yet. However, if enough people are interested (so far, myself - jonskowitz and TA) then maybe this could be more than a concept.
Are you planning on building it off an existing game engine?
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i think not, as they are already copyrighted
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Well, you could always liscense it(or use a very versatile engine (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) )
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Originally posted by Thunder:
I have a concept - vague ideas and some epic wishes, but nothing 100% concrete yet. However, if enough people are interested (so far, myself - jonskowitz and TA) then maybe this could be more than a concept.
Well, good luck! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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i would like to help 2..maby some weapon effects and maeking them.
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we should find out who is interested in doing this, i have started to learn how to do openGL with c/c++ hopefully styxx can help me out if i get stuck, but i cannot do all the programming by myself, other people will need to lend a hand, possibly kazan if he is still with us coudl do some networking config and setting up a server for a sort of squadwar type thing, i'm sure that would go down well, i am not sure but i get the sence that if no-one is gonna make a fs3 (sorry (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) ) for us, then we might aswell do it ourselfs?
If u want to do it, count me in!
Whoever wants to do it then put your name down here, were gonna need people from all areas of the modding community. Then if there is enough people then we can go ahead and design one
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I am in if it's gonna happen, but not for programming stuff i can do effects and design weapons... But did you count in that we maby need our own model file type, animation file type, progs for mission building, model file converter prog etc?
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Count me in for all your spelling/grammar checking needs! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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[This message has been edited by sandwich (edited 11-12-2001).]
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can u tell me what u can do sandwich?
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^
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Above post clarified. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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America, stand assured that Israel truly understands what you are going through.
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://www.geocities.com/sandvich/index.html"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
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no weapon inventing or anything?, u are an military guy afterall
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i'll do something. prolly programming since i'm starting to learn OGL in C++ right now.
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cool same here, we should talk, now what about modelers? anyone interested?
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I have absolutely no real skills. Not that I'd have the time to work on anything for the next 3 years...
I may ask some of your help for my C++ final project in a few months, though (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
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o gee thanks! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/rolleyes.gif)
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Originally posted by The Avenger:
cool same here, we should talk, now what about modelers? anyone interested?
I am learning lightwave right now.
I should be able to some seriuos stuff.
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i'm thinking venom with is nifty skillz
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Id be interested - (hopes better modelers arn't hehe)
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anything is welcome at the momment even sandwich's spell checking, once we have a crew established we can delegate tasks and assign people to different tasks, so lets wait and see
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If you're going to do this, you might want to use standard model types. I'm sure it would be easier for you guys if you just used Lightwave objects or .cob's instead of inventing your own, although I'm sure it would work, just take longer.
It looks like an ambitious project guys. Once you have a website, I'll check it out to see how it's going.
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use 3ds files. lots of progs can read them.
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Originally posted by venom2506:
use 3ds files. lots of progs can read them.
Arent the all the model formats copyrighted by the programmers? wouldend that be illgal to use them in a game? all the games i have have there own model formats.
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you might want to invent your own file format for custom things like squad logos and dockports.
edit: but i'm pretty sure people wont mind if you're not making a profit.
edit 2:hmm thunder, i was digging around the VBB and they seem to still have this topic (not tas)
http://vbb.volition-inc.com/ubb/Forum1/HTML/008255.html ("http://vbb.volition-inc.com/ubb/Forum1/HTML/008255.html")
[This message has been edited by PhReAk (edited 11-12-2001).]
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*chukle*
Ohh I have a concept, one that works very well, the only problem is that even a team of pretty good coders is having a problem with getting everything to work together (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Ace
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Originally posted by PhReAk:
you might want to invent your own file format for custom things like squad logos and dockports.
edit: but i'm pretty sure people wont mind if you're not making a profit.
edit 2:hmm thunder, i was digging around the VBB and they seem to still have this topic (not tas)
http://vbb.volition-inc.com/ubb/Forum1/HTML/008255.html ("http://vbb.volition-inc.com/ubb/Forum1/HTML/008255.html")
[This message has been edited by PhReAk (edited 11-12-2001).]
Ah yes, I remember CL (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Well, I'm interested... I have a several skills which I could use to help this project out... I could write mission outlines/stories and script them, I could model some things or possibly work out interface designs, or given enough time to properly learn the languages (I only have a rough understanding of C/C++ with some knowledge of the DirectX 7 API), I could help in the actual programming of the thing.
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Originally posted by Ace:
*chukle*
Ohh I have a concept, one that works very well, the only problem is that even a team of pretty good coders is having a problem with getting everything to work together (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Don't we know it... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
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Originally posted by Setekh:
Don't we know it... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
Hey, Setekh, do you still have any of the CL stuff?
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If you mean Cold Legacy, I have everything we ever did backed up on HD.
I'd just like to point out that my idea at this point is only a concept. Even if it does get past that stage it'll be several months before I announce it and look to take things to the next step. So whilst everyones optimism and offers to help are appreciated - they're not going to bring this around right now, I have other things to worry about (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Originally posted by Thunder:
If you mean Cold Legacy, I have everything we ever did backed up on HD.
I'd just like to point out that my idea at this point is only a concept. Even if it does get past that stage it'll be several months before I announce it and look to take things to the next step. So whilst everyones optimism and offers to help are appreciated - they're not going to bring this around right now, I have other things to worry about (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Thunder, did you get my email?
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Yep, I just don't have time to reply right now - I've got college in about 20 minutes and still need a shower. I'll reply when I get back at around 11:30(GMT).
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Originally posted by Thunder:
Yep, I just don't have time to reply right now - I've got college in about 20 minutes and still need a shower. I'll reply when I get back at around 11:30(GMT).
Cool, and no problem. I understand college, good luck (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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If people interested would kindly email me @ [email protected] with the subject INTERESTED IN HELPING then if and when it gets underway i can email u all with further info ok?
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I can make models & some interface artwork if need be... unfortunately I've only just started learning C - and it's the base operation rather than the actual language - so I can't help in any coding.
If you decide to go ahead I can try and get some people from my Uni (Computer Science department), although I wouldn't hold your breath on it (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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By Steak on the Cold Legacy thread:
Cool! Blackblade and Styxx, have you guys got icq?
Damn, that's old! Ah, the memories... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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what was cold legacy?
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It was a community wide project attempted about a year and a half ago. Thunder still has the project files if you're interested.
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I am very interested count me in if we eventualy continue this project, i got tons of ideas in my head i'll write them down and send them to you Thunder...
And i am learning lightwave now so in a few months i'll proberly masterd Lightwave pretty good.
That thread is indeed old gonna read it today (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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what was actually made for cold legacy? graphics? program files? and partial engine?
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I would like to help with any story or mission scripts as well as some mission designing.
I'm only just starting to learn programming (and its visual basic anyway) so I couldn't help much in that respect.
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Burn Baby Burn!
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I can do concept art, storyboarding, physics validation, texturing, cutscene art, 3D models, and other graphic-related widgets.
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ok cool email me with what u would be able to do so i can produce a spreadsheet of who would like to help and what they can do then i can see what we need to fill in and if anyone wants to fill in them gaps
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Originally posted by The Avenger:
what was actually made for cold legacy? graphics? program files? and partial engine?
Well, if I remember correctly, we did a partial storyline, tossed around some ideas and such. I don't know who was in charge of the models and missions but I think they got started as well.
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Can I have a look at the story details (even if they're just rough notes) and would anyone be interested if I had a go at coming up with my own story line or an addition to the one that exists?
Just asking cos I don't really know what's happening so far with the plot of the game but I like what's happening here so far.
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Burn Baby Burn!
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nothing is happening at the momment wildfire, we are just talking about it, thunder may have some idea about an actual game plan i am more focused on making the engine, as that needs to be done before any game design goes ahead. So far i have taken step one in an openGL tutorial and made a blank screen but hopefully my knowlege will grow quickly.
p.s could Thunder please email me about what u have in mind, or come on ICQ for an extended period of time, or if u are on and i am on then message me thanks
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anyone else interested i only have recieved 2 emails so far, surely there must be other people who want to participate?
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what engine are you going to use? cause that influences teh game hugely - and remember getting an engine free? thats going to be hard well i would assume it would be
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i play on making one, i am learning OpenGL now, so maybe in 20 years we might have a game (j/k) hopefully soon with the help of a book i could get something to gether then improve it from there
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Originally posted by The Avenger:
what was actually made for cold legacy? graphics? program files? and partial engine?
i made the beams. they came out pretty well for about 10 minutes of work
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I have the capacity to contribute absolutely nothing. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/mad.gif)
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I can make models, but texturing... that's a grey area (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Originally posted by Grey Wolf 2009:
I can make models, but texturing... that's a grey area (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Hmmmmm, no pun intended (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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if you are interested and still online goto dal.net on mirc and join channel #Black-Dust
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Avenger, if you're making a 3d engine, hats off to you. That's not an easy thing. It looks like this is off to a good start. Hmmmm, should I start drooling now or later (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
I might be able to pitch in every now and again with a concept pic or two. Some samples of my work can be found here ("http://www.subspacezero.com/wsamples.htm").
I'll also email you the link.
Good Luck with this (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
[This message has been edited by WarpStar (edited 11-13-2001).]
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Originally posted by The Avenger:
if you are interested and still online goto dal.net on mirc and join channel #Black-Dust
Which dalnet? theres about 15 of them...
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contact hose people (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
oups, forgot the link: http://www.angelfire.com/scifi/WingCommanderUnivers/main.htm ("http://www.angelfire.com/scifi/WingCommanderUnivers/main.htm")
[This message has been edited by venom2506 (edited 11-13-2001).]
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If there is any space at all for a modeler, will work for proper conversion software. Also, it's a long shot, but I *MIGHT* be able to interest some of the smart dudes at TMP in helping to program... very long shot, but they've been dealing with EarthC for a long time and it's essentially identical to C. Email me if you want a modeler, I have lots of tools I never could use in the DXF transfer or in FS (most of them take little notice of poly count) pleasepleasepleeease!
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Originally posted by The Avenger:
no weapon inventing or anything?, u are an military guy afterall
Hmm... true. I could do all sorts of stuff like that, yeah. To be brutally honest, I just don't want to come out and say I can do modeling (which I can) or mission creation (which I can) since they both require enormus amounts of time, which is something that ATM I don't know how much I'll have. So I'll keep my resume to spell-checking and brain-storming for now. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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America, stand assured that Israel truly understands what you are going through.
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://www.geocities.com/sandvich/index.html"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
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Originally posted by sandwich:
I just don't want to come out and say I can do modeling (which I can) [...] since they both require enormus amounts of time, which is something that ATM I don't know how much I'll have.
same here
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thorn, random dal net they are all connected to each other
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why when a topic attains about 40 -50 posts does no-one post in it,? is there a rule that i seem to be missing?
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What style of game did you have in mind Avenger? I got a few ideas if you want to here them...
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Burn Baby Burn!
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space sim, i think is what thunder was thinking and me to, it seems to be one of the easiest 3d genres to work on, as there is no walls to worry about and the ai cant get stuck really. Unless it is really dumb!
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you've never seen shivan ships stuck in a capship? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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I've draughted up some ideas for a possible game that combines both space sim and strategy. It is very rough and would need working on - but what the hell.
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Burn Baby Burn!
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I was iaming for the same as freespace but better and the posiblity to jump from system to system.
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(http://www.3dap.com/hlp/hosted/inferno/headz.gif)
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[email protected] Staff member of Inferno
Soc Inferno
Project Rebellion ("http://www.avengershome.co.uk/rebellionhtml/")
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iqc 102628858
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Originally posted by darkage:
I was iaming for the same as freespace but better and the posiblity to jump from system to system.
*cough*IW2*cough* (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Originally posted by WarpStar:
*cough*IW2*cough* (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
didn't even know it IW2 has that (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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[email protected] Staff member of Inferno
Soc Inferno
Project Rebellion ("http://www.avengershome.co.uk/rebellionhtml/")
Gost of the past ("http://www.gotp.f2s.com/")
the the mod place! ("http://www.themodplace.co.uk")
Join our forums at the modplace!
iqc 102628858
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Originally posted by darkage:
didn't even know it IW2 has that (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Yea, Capsule Space even looks like subspace sorta (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Damn, I can't get over that Headz thing (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)
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The universe is a big place and an even bigger mystery.
ICQ-117983680
Webmaster SubSpace Zero ("http://www.subspacezero.com")
Author of A Day in the Life of a Space Pirate
If you have a picture or mod you want hosted, just email me at [email protected] and I can post it on SubSpace Zero. We've got unlimited space(well, nearly (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) )
[This message has been edited by WarpStar (edited 11-14-2001).]
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it will use some of the principles of what iw2 has to offer and extend on them, but this openGL is harder than i thought i really need to learn c/c++ but that is just boring
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Avenger, did you get my email?
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yea
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Come to think of it - how hard would it be to create non-newtonian physics in IW2? That'd save the trouble of having to write a new engine...
Edit: Damn typos (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
[This message has been edited by Thunder (edited 11-15-2001).]
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?
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oh if you are interested, i have decided to put off making a new engine for the game, but dont fret i will not be using the freespace 2 engine so it will not be a mod and i will be using a massivly powerful one which is totally free, checkout http://www.themodplace.co.uk/blackdust ("http://www.themodplace.co.uk/blackdust") for the latest info
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Originally posted by Thunder:
Come to think of it - how hard would it be to create newtonian physics in IW2? That'd save the trouble of having to write a new engine...
Do you mean non-Newtonian?
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*cough*comeonICQ*cough*
thankyou
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steak i guess u did not listen or could not be bothered anyway, just thought you lot might like to know that i have found an engine to use, that i am allowed to modify the source on, so basically its free reign anyway it is called Genesis 3D so have a look on google if you are interested
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yes, there's a couple of other engines like that, dunno which one is the best one tho.
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Originally posted by venom2506:
yes, there's a couple of other engines like that, dunno which one is the best one tho.
IIRC, Blender can b used to make an engine / game - I think it's Python for scripting(?). www.blender.nl ("http://www.blender.nl")
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Originally posted by Thunder:
Come to think of it - how hard would it be to create non-newtonian physics in IW2? That'd save the trouble of having to write a new engine...
You just have to edit the Physics data for each ship, much like fs.
[This message has been edited by PhReAk (edited 11-15-2001).]
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Originally posted by venom2506:
nah, kazan knows nothing about 3D, I already talked about that with him when I asked him if he could add a 3D viewport like the one of modelview, in PCS.
at the moment im ignorant of how to program the 3d pipelines... time to learn (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Originally posted by Kazan:
time to learn (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
words I like to read (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Originally posted by The Avenger:
steak i guess u did not listen or could not be bothered anyway, just thought you lot might like to know that i have found an engine to use, that i am allowed to modify the source on, so basically its free reign anyway it is called Genesis 3D so have a look on google if you are interested
Nah, I'm just on the wrong computer (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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k
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Thunder, I have looked at ALOT of engines. Genesis 3D is decent, Crystal SPace is shwoing promise, Fly3D didn't suck (morfit kinda did), I personally dig (and own a license for) Torque.
If you want some advice or maybe even help with any proof of concept, you should still have my ICQ (37097749), AIM is ETGardner, email is [email protected] and you can find me on IRC at www.maxgaming.net:6667 ("http://www.maxgaming.net:6667") in the garagegames channel most nights as EdGardner.
I am making a small game for some gaming buddies of mine using torque and am involved in the maxgaming btech gimmick.
Look me up, mon amis.