finishing an fps game in a week in c++
Posted 10 June 2012 - 12:10 PM
Once youve got the camera walking on the surface, thats step 1. and day 1 finished.
Then, write an obj importer, import objs, normal map and reduce them if they are hipoly, and write the skeletal
animation, day 2.
then write collision detection for the thing objects, and start building the world ontop of the landscape, now you should
have guys walking around and swishing their swords, day 3.
In 3 days you can have a landscape, things on the landscape and people running
around fighting each other in 3 or 4 days.
then spend the next 2 days on ai and game testing.
thats 6 days, and the 7th day you are ready to add networking.
Do you guys think this is unreasonable? Making games isnt that hard really.
Posted 10 June 2012 - 02:48 PM
Nobody says it's hard. But it's a lot of work though to create a game rich in content, and not some game with programmer-art and generated content.
Currently working on: the 3D engine for Tomb Raider.
Posted 10 June 2012 - 03:01 PM
Posted 10 June 2012 - 03:02 PM
Posted 10 June 2012 - 05:29 PM
A simple game in 7 days I would say is more realistic. Top-down 2D shooter with state of the art programmer art, for sure can be done. Just look at Klooniegames for inspiration.
Posted 10 June 2012 - 11:32 PM
F.e. we could make a playable demo of our game in-development in 7 days (gfx, and generally any "resource files" would be really crap, but don't take this into account) - but upon technology that has been in-development for more than 4 years.
Of course it's possible to make whole 3d fps game from scratch in 7 days - in good team, when not doing too much mistakes. I once did participate in local 12h contest making Scorched earth clone with pretty nice graphics (can post screenshot if u wish - or even whole game).
If you don't know how to speed up application, go "roarrrrrr!", hit the compiler with the club and use -O3 :D
Posted 11 June 2012 - 05:22 PM
Posted 11 June 2012 - 08:07 PM
Well, depends on what you mean by "game". Ludum Dare is a 48-hour competition, but you don't end up with Skyrim.
Posted 12 June 2012 - 08:52 AM
About 15 of them ended up with a game.
The games all had one part of a "real" game done properly, and the other parts where just basic hacks.
It depended on what the team had focused on.
So you had some teams with excellent network code, some with a nice rendering engine, some with nice input technologies, some with nice gameplay, but none of them had all of the above.
So if they can do that in 24 hours, you need to work out how many hours you will be putting into the challenge and do the same thing. Get the bit that really interests you done well, and throw in the rest.
Posted 12 June 2012 - 09:17 AM
Im sorta up to day 2 but im not working as hard as I could, im actually looking at this music program ive got going at the moment, which I got together in about 4-5 days, I sorta do work in bursts, then I take breaks. What I need now is some iir filters in code so I can plug them in, can anyone point me to where some code is for filters?
Posted 12 June 2012 - 04:37 PM
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