In response to Actual Game Developing
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158 Apr 09, 2003 at 06:51

very nice ideas. sounds fun and interesting too.
We’ll have to start, as you mentioned, in small parts. The whole thing needs planning:

Gotta start with a scope: How much does one want to do?
Package evaluation: Use an existing engine? Write one from scratch? (very important to decide) Hybrid? What gets us a game that we WANT to play in the shortest amount of time? What kind of user supported dev do we want? IS everything in code? Are the levels done in Max? Do we want to write our own editor? Do we want to go with an existing model format? How fast do we want it? How fast do we think we could do it? You get the picture, half of the work is figuring out what the right questions are.

Then you move into some kind of design phase: Now you know what you want to do, and possibly what tools, possibly the timeframe. Now you do technical design and game design. That encompasses alot. Need to figure out what the game is about, what kind of game play. That “functional design” needs to be mirrored in the technical design. Are we going to use OpenGL or DirectX? If you have a new model format, what are it’s specs? What kind of information does another programmer need to know about it to write an exporter? The level editor, what kind of files does it save, etc? The scripting (if any) support, does that engine need to be developed from scratch? What C++ functions do we want to expose to scripting? How much control do we want to allow the script engine? Netplay? TCP? UDP? Session state of the clients tracked at the client, on the server? Both? Do we have coding guidelines, will comments be handled in the same way throughout. Will someone review the code before comitting it ot a build? Source control? HOW will builds get done? Are there Acceptance criteria for modules? Basically, you take any lists you determined in a scoping excercise and you describe in detail those elements, every element you can think of, writing psuedo code to describe the process if needed. Do flow charts. Mockup GUI in photoshop, POC models in 3ds or whatever, probably concept art for future models

Then, and only then, do we start real coding. Sure, during scope and design, one probably write test harnesses and POC’s, psuedo code, mockup or even partially functional screens. Now you are in the Development phase. One does all the REALLY hard parts in Design, now one implements it. Code the engine (or modify it). Build the models and levels for testing, and placeholder while the artists go out and do real models, build the guis in layered photoshop so the programmer just has to cut and paste elements, follow the flowcharts. Implementing is the easy part if you’ve done the homework. You’ll probably revisit the design several times. Count on it. Count on it changing some too. Somethings that look great on paper just end up taking 5 times as long as they need to and either need yanked, or redesigned.

Then, testing. Both ongoing unit testing by individual programmers of there individual modules while coding them, and system testing, where you start stringing modules together. Bug reporting, priority. Fixing. Some of this can be going on while other parts are still being coded. Say you finish the SP experience you can test that, the model importing and the map making while still working on the net stuff. Eventually, you’ll have something you can public alpha, then beta, then….

Finally, release, and expect to need to patch as a whole NEW group of people encounter your code.

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101 Apr 09, 2003 at 05:25

thats supposed to mean exactly what you hear in every other thread if you push in to flame (wich i ment you all where). don’t read it! :D

there’s no none, because if you haven’t used ds yet, why shall you poll for what you used it? :D

but okay.. i got it wrong (just read the m$flaming thread before that one..) btw, none would not mean i have not used ds yet, but i haven’t used it for any of these choises yet. nothing would mean i haven’t used ds at all yet:D none (of the above) nothing (at all) :D i’m nitpicking. its so early here.. wanna continue sleeping, but have to work yet:( In response to Actual Game Developing 0 101 Apr 09, 2003 at 04:11 played earth and beyond? sounds similar …i like! I’m VERY interested in this development. keep the ideas flowing. :yes: In response to Actual Game Developing 0 101 Apr 08, 2003 at 22:23 Yeah a big game would be cool. I was thinking action is cool but I want to be doing it for a reason, not just lets blast some stuff and buy the way there is some plot too. Maybe you should start with an inherited ship that can go not very far. You could use the ship for a couple of things cargo firstly you could buy a mining thing so you could mine minerals and sell them. You could buy a better gun and rent yourself out as a protector of local cargo shipments. You could become a trtader going between markets. Then as you progress you can specialise and get better equipment or become an alrounder. So in the end you could run a protection buisness that protects trade routes or mines. You could become a mining buisness which has to hire protection and traders to take stuff to market. You could become a trader who takes stuff from market to market making money. Or you could generalise yourself. I would also like a way in which you could be corrupt, stelling money from others stelling the stuff you are trying to protect, killing mining places. Of course there are consequences (word get round, etc.). This would make the game play quite deep, I think (not sure though). And as you get better you get access to better ships that first allow you to travel outside your vicinity then off world to the local solar system then to other solar systems. You could win when you become of of the top 5% of people in the universe in monetry propety. Sounds like it is a bit ambitious esp. because Tertris is the best thing I have programmed to this point and I didn’t finish that. I guess this could be done in stages though. It is always fun to dream. Hmm, maybe we should have a think and cobble together some stuff we might need, fringe In response to Actual Game Developing 0 101 Apr 08, 2003 at 17:09 the two things I would like to see in, just because I like them: * The ability to dip in and out without learning much more than the controls. This means an action oriented game unfortunately, but that’s just my preference. * A large world. Not necessarily comples, but e.g instead of 2 or 3 different worlds, have 30 or 40 worlds that are similar. In response to Actual Game Developing 0 101 Apr 08, 2003 at 15:30 i’d be interested in joining a group project, too. allthough i have to admit that i have no real idea for a game. fringes idea sounds nice though. i just finished school last week so i should have plenty of time in the near future to contribute to such a project. 0 101 Apr 08, 2003 at 12:58 @davepermen if you don’t mind, you can use the none-mode: don’t move in here! biggrin.gif what’s that suppose to mean? :wtf: @davepermen no, really, i really dislike the m$==bull*beep* ignorance of some in here. thats childish.

easy partner! nobody on this thread said anything about m$being bull*beep* I was just curious why there wasn’t a none option. I’d actually LIKE to try out the DirectX package - just for experience sake. 0 101 Apr 08, 2003 at 10:48 if you don’t mind, you can use the none-mode: don’t move in here! :D no, really, i really dislike the m$==bull*beep* ignorance of some in here. thats childish.

well, its not my player, my friend coded it. and its part of the aegis sound system (*beep*:D), so its not really free to use..

but on the other side, it has some great features. it doesn’t care from where to open a file, hd, network, ram, internet, and can play them all (if the stream source is fast enough.. wich is the case for about all modem connections for .ogg files, for example)..

its really funny:D

In response to Actual Game Developing
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101 Apr 08, 2003 at 09:58

I think what everyone loved about elite was the ability to land on planets. But I suppose this is too much to take on in a 1st group project?

In response to Actual Game Developing
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101 Apr 08, 2003 at 09:38

Ideas are hard :confused:

I like the idea of a ship based game (ships are easy to draw). I am a bit tired of just shotting things though maybe we could makeit resource collecting or trade orientated. For instance you own a minning ship you start bvy collecting resources and taking them toi the local “market” through enimies or tricky tunnels or something. You can upgrade yourminning efforts with automated robots and you can seek out new minning areas but you have to protect yourold areas from theives with robot dronesorusing your guns on your own ship. Don’t know really sort of an elite clone-ish Iguess,

fringe

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101 Apr 08, 2003 at 09:08

exactly!

In response to GL terrain demo preview.
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101 Apr 08, 2003 at 00:55

very nice! thanks for sharing - i myself am actually working on an LOD scheme for my terrain. it’s nice to know somebody else is working on a similar project.

keep up the great work.

:yes:

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101 Apr 08, 2003 at 00:50

oh shucks, no “none” option?

hehehe

:yes:

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101 Apr 07, 2003 at 23:17

Yo davepermen!

Check out mine that I made a couple of months ago. http://virtualbus.8m.com

Tell me what you think.

Ciao

In response to Actual Game Developing
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101 Apr 07, 2003 at 17:22

just a thought to get some brain-cells firing, I’d be interested in doing a game that is like a space-sim, but with a different slant. I’m thinking of a game where you control a ship, either 3rd or 1st person, but not in space, on a planets surface, perhaps even inside somewhere (like descent).

In response to GL terrain demo preview.
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101 Apr 07, 2003 at 14:00

what do you use to load the maps?? Are they some kinda bsp or just plain text maps?
you have infact done a good job. Just be careful that it doesnt end up being “just another demo”.
Create a small work outta it. Like fly thrus etc;
Also try to allow users to interact WITH phyziks.
You will surely be able to do well thereon.
Also write down how u did it…

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101 Apr 07, 2003 at 13:51

Works either on OGL/DX whichever is available (you can also select).
Works on HW that supports DX9.0 or OGL 1.4 (onwards). So will work on ATI tooo.
I wud give it thumbs up… pretty neat API.
Tho has its own set of problems - not really evolved.

In response to Actual Game Developing
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101 Apr 07, 2003 at 10:40

I am still learning bits of openGL but am lacking devotion at the moment. I got a bit sidetracked by Jedi Knight.
I would love to get involved in a project, I don’t mind doing grunt work as long as there are long time limits. It would give me lots of incentive to so more learning etc.
Anyway if a new project starts I would like to be involved

fringe

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101 Apr 05, 2003 at 21:18

mp3,ogg, wav, etc player..

In response to fast* internet connection
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101 Apr 05, 2003 at 16:51

Portugal

In response to Actual Game Developing
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101 Apr 05, 2003 at 09:28

I’m writing a SpaceSim game at the moment too. Seems to be quite a fashionable thing to be doing?!?

I think a group project would be fun, even if it didn’t work out, you know?

In response to fast* internet connection
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101 Apr 05, 2003 at 07:51

Force_of_will: where are you?

btw, this is my 301st post! yaay!

In response to fast* internet connection
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101 Apr 04, 2003 at 20:29

Fast ohh i wish i had the chance but i seem to live in some warp zone that only have the right to phone(wich doesn’t suport ADSL) mail, and electricity.

it is kind of ironic they speak of globalization
and that the problem is the people that can’t aford it
well i’m not rich but i can afford it .

well lol this realeases some angry :)

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101 Apr 03, 2003 at 17:18

I just started to learn DirectSound and DirectMusic for future using in my games. Actually, I’m a OpenGL programmer, but I want to learn DirectSound, DirectMusic and DirectPlay (and maybe in the future - DirectDraw)

In response to OpenGL Extension
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101 Apr 02, 2003 at 21:37

sweet! I [impatiently ;) ] await its deliverance!

:yes:

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