Actual Game Developing
#1
Posted 27 February 2003 - 01:45 PM
Since this is a new forum (and looking very nice!), I was wondering how many visitors of this forum are actually in the process of creating a game? And if you are creating a game, are you doing so on your own or are you working in a team? And what kind of game are you making? Etc etc? Tell me/us, I think it's nice to know what people are working on (what's popular, what's not, etc). :)
Of course, I'll start: I'm creating an easy-to-use level editor with my team. When it is finished (if it ever will be), we might consider creating a fullblown RPG game using this editor. Take a look at:
Delgine Website
for more info! ;)
Bye,
Jeroen
#2
Posted 27 February 2003 - 10:58 PM
why I work solo:
I like the control I have over it's development - I get to say what gets included and what doesn't. granted, it's only me. I mentioned above that I'm doing this solo as of right now. one of my best friends is interested in helping me but he's trying to accomplish his own little project before he offers me any help. we share the same interests and have a similar thought-process so it would be cool to have him on the 'team'. it would be nice to have some help too.
what will I make of it:
the way the engine is designed, it's open for all types of games or simulation-type applications. as of this moment, the type of game I'll probably use my engine for is between FPS or RTS. I have ideas of making hybrids of both as well as other types of games.
I'm a full-time undergrad student so needless to say this isn't going to be completed anytime soon. I started the engine in february of 2002 which included mainly design. I'm constantly looking over code to see if I can simplify or clean it as best as I can.
good thread :yes:
#3
Posted 28 February 2003 - 02:07 AM
BTW, im currently working on things like a model loader, an advanced particle system, a terrain engine, they arent really part of a single game engine, but some time in the future i might put together a game engine using these parts and actually try to make a game.
#4
Posted 15 March 2003 - 07:31 AM
Just imagine what might happen if ID Soft were to go to the LinuX community and say - OK we release GPL based Quake III (alreayd Quake II is GPLed) and now on all the engines would be OSS. I can only imagine a great day going on.
However I still maintain that it would be great if GD Forum starts off development of @least ONE game - it must be written in OGL/DirectX whichever the group is ready to work on.
That way we as a forum would have contributed to the GD.
I see that don berto, apex are already working on something similar. However they are working away. I do respect your comments of FREEDOM to develop your game/system etc; dont you think it would be a great team if the two of you get together to create THE SPACE sim?
Who knows - you might make a descent decent...
Hope you take this positiely B)
#5
Posted 15 March 2003 - 08:22 AM
I'd be interested though, if it was possible.
He who knows not and knows that he knows not is ignorant. Teach him.
He who knows not and knows not that he knows not is a fool. Shun him.
#6
Posted 15 March 2003 - 04:15 PM
for the most part, I'm a very optimisitic kind of person - I'll give whatever it is I'm doing my best even when the majority has given up. however, because of this I can come off as a bit naive. take OpenCombat.org, a promising community that failed miserably. myself and this person from canada by the handle of zyklon were to only active developers out of 50+. our leader guy [the person who organized] wasn't very good at communication - and for good reason. He came to a point in his life where he couldn't afford to spend much time on 'hobbies'. the leader slowly dropped out of the picture and the project unofficially became mine and zyklons. however, he, too, fell out of the picture and then it was just me - the only one doing any real work. I then 'withdrew', and have been working by myself. I'm sort of discouraged working with people over distances now. in short, you're right and it's sad.
in response to cyrax's post:
that would be a great. I humored the idea of working with apex too. 2 heads are better than one. however, I think distance plays a big part. there might be ideas or what have you that is easier shared in person. I know teleconferencing can handle that now. which leads me to ask this: how many of us in this community have worked or is working with distant partners?
thanks.
#7
Posted 15 March 2003 - 05:28 PM
and that way we could stay full platform independent, too. no mather wich api.
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#8
Posted 16 March 2003 - 07:17 PM
Sorry to be pessimistic, and I'm quite happy to join a group effort, but perhaps we should learn from others mistakes?
He who knows not and knows that he knows not is ignorant. Teach him.
He who knows not and knows not that he knows not is a fool. Shun him.
#9
Posted 16 March 2003 - 09:04 PM
One major advantage is that each team member can focus on a specific aspect of the game which definitely reduces down development time.
#10
Posted 17 March 2003 - 06:01 AM
working with a team, though, you lose control. be it design or approach. there will be things that are generally wise to do and that everybody should do and that's fine. it's things like wanting a certain feature done a certain way and a fellow team member may have their own way of designing or implementing that feature which may not go well.
but that's why working with people you know* is key. if you know the person, you can kind of tell how they're going to develop it. better yet, you can let that person know how you want it done. all leading to what baldurk and davepermen are saying. communication and sharing of resources. divide and conquer BUT act as one entity.
:yes:
#11
Posted 25 March 2003 - 03:41 PM
#12
Posted 05 April 2003 - 09:28 AM
I think a group project would be fun, even if it didn't work out, you know?
#13
Posted 07 April 2003 - 10:40 AM
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
#14
Posted 07 April 2003 - 05:22 PM
He who knows not and knows that he knows not is ignorant. Teach him.
He who knows not and knows not that he knows not is a fool. Shun him.
#15
Posted 08 April 2003 - 09:38 AM
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
#16
Posted 08 April 2003 - 09:58 AM
#17
Posted 08 April 2003 - 03:30 PM
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.
#18
Posted 08 April 2003 - 05:09 PM
* 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.
He who knows not and knows that he knows not is ignorant. Teach him.
He who knows not and knows not that he knows not is a fool. Shun him.
#19
Posted 08 April 2003 - 10:23 PM
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
#20
Posted 09 April 2003 - 04:11 AM
...i like! I'm VERY interested in this development. keep the ideas flowing.
:yes:
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