finishing an fps game in a week in c++
Started by rouncer, Jun 10 2012 12:10 PM
10 replies to this topic
#1
Posted 10 June 2012 - 12:10 PM
So, to get the game finished in a week... start off with a landscape.
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.
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.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.
#2
Posted 10 June 2012 - 02:48 PM
Quote
Making games isnt that hard really
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.
C++ addict
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Currently working on: the 3D engine for Tomb Raider.
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Currently working on: the 3D engine for Tomb Raider.
#3
Posted 10 June 2012 - 03:01 PM
well, ive got to put my actions where my mouth is, and actually finish a small something...
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.
#4
Posted 10 June 2012 - 03:02 PM
I kind of live in the slow lane. In a week, I might write a few paragraphs of code, or possibly do one small model.
Currently using Blender and Unity.
#5
Posted 10 June 2012 - 05:29 PM
7 days for all that is pushing the limits. One mistake and it's game-over 
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.
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.
http://www.nutty.ca - Being a nut has its advantages.
#6
Posted 10 June 2012 - 11:32 PM
It is possible, though it really depends on what you start building...
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).
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).
My blog about game development (and not just game development) - http://gameprogramme...y.blogspot.com/
If you don't know how to speed up application, go "roarrrrrr!", hit the compiler with the club and use -O3 :D
If you don't know how to speed up application, go "roarrrrrr!", hit the compiler with the club and use -O3 :D
#7
Posted 11 June 2012 - 05:22 PM
Are we going to get updates on your progress, Rouncer?
Currently using Blender and Unity.
#8
Posted 11 June 2012 - 08:07 PM
rouncer, on 10 June 2012 - 12:10 PM, said:
Do you guys think this is unreasonable? Making games isnt that hard really.
Well, depends on what you mean by "game". Ludum Dare is a 48-hour competition, but you don't end up with Skyrim.
Hyperbole is, like, the absolute best, most wonderful thing ever! However, you'd be an idiot to not think dogmatism is always bad.
#9
Posted 12 June 2012 - 08:52 AM
I was a judge at a hackathon not long ago. There were about 25 teams turned up for the 24 hour hack.
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.
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.
#10
Posted 12 June 2012 - 09:17 AM
fireside, on 11 June 2012 - 05:22 PM, said:
Are we going to get updates on your progress, Rouncer?
Im sorta up to day 2
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.
#11
Posted 12 June 2012 - 04:37 PM
i got the filters, musicdsp.org...
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.
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