Actual Game Developing
#41
Posted 11 April 2003 - 08:50 AM
I could be on most the time at a weekend but evenings are best, and most evenings 8pm+ on weekdays (its free for me then). Should we also have a think about what questions we will be talking about and answering,
fringe
#42
Posted 11 April 2003 - 01:09 PM
#43
Posted 11 April 2003 - 05:10 PM
back on topic, I'll layout a few things I think we should discuss.
- language (C, C++, D etc.)
- Pre-made engine, custom built engine
- game genre
- goals (e.g, will there be a story/some background/anything more than action)
- etc, I'm sure we'll think of more
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.
#44
Posted 11 April 2003 - 10:52 PM
baldurk said:
Perhaps something to be discussing is, as well as _what_ we're going to do, _how_ we're going to do it. I think without proper team management being organised from the start we might as well give up now! And no, that wasn't the sound of me volunteering ;)
#45
Posted 11 April 2003 - 11:11 PM
meeting in the channel is good idea, this would give more opportunity to talk.
As fringe suggested, I suggest we start off with a small project that can take 2-3 months max. Then, when we get comfortable with each other, we can start with the big main game project. What does everyone think of that? It can be either a 2D or 3D game; it doesn't matter.
#46
Posted 11 April 2003 - 11:21 PM
I think a project of 3 months max is a great idea. Anything bigger, as a virgin group, would be crazy.
I don't know anything about writing 2D games, but I'd guess this is what we should think about as surely they're simpler than 3D games by definition (hey! you've got a whole extra dimension in there!!). This can, obviously, be a topic for IRC.
Off topic here, sorry: But I've just got back from go-karting, what a buzz! I pushed my team up 3 places from bottom with a sneaky maneouvre on the second to last corner! And man, did the power steering on my car feel light on the way home after driving those little things round!
#47
Posted 11 April 2003 - 11:24 PM
Because, I am thinking, the mini-project could perhaps use the same (perhaps 3D) engine as the mega-project. This way we all get experienced with the big game engine, while still only working on a little project.
Sorry if this idea was already mentioned by someone before, I have a feeling it may have been.
#48
Posted 12 April 2003 - 08:38 AM
If an engine is goint to be built, then we'll have to decide on how the engine should be designed and structured. Maybe we can host it on sourceforge or something... the details can be discussed in chatting.
Also, to finalize the chatting time, how about this date: April 28, 2002 7 PM EST? Is that good for everyone? The reason why its almost two weeks from now, is that a couple of people mentioned to me that they are busy in the coming 2 weeks due to exams and other stuff.
#49
Posted 12 April 2003 - 09:43 AM
A friday or a saturday would be ideal if its going to be early in the morning.
Otherwise, can you just save the chat and email it to me so I know what happened!?
#50
Posted 12 April 2003 - 11:06 AM
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.
#51
Posted 14 April 2003 - 09:53 AM
I think I am ready with the list already:
Q2
DukeNukem 3D
Coin
FreeSpace
#52
Posted 14 April 2003 - 06:34 PM
er'body else: as far as time, yeah - my finals begin around the 5th of may so if it's cool to postpone til late may?...
I like Cyrax's suggested list. out of all, i STRONGLY vote for FREESPACE
:yes:
#53
Posted 14 April 2003 - 06:41 PM
Just a thought...
#54
Posted 14 April 2003 - 11:47 PM
yeah that sux how they do their own graphics*. I know you and I share a love for space sims... can we use the freespace engine and replace the graphics code? how about we "shadow" their graphics code to use DX/OGL? any suggestions?
:yes:
#55
Posted 16 April 2003 - 10:48 AM
Freespace - yes I did notice they use 2D rendering, its alright.
My targets right now are to get SOMETHING @least on the working. Its simple, we plan tooo much and end up with nothing (yet) ready :sigh:
Once we get some demo or SOMETHING @least ready, we would see more ppl enthu about the project and contributing.
We have not YET decided upon the game genre and the API.
Any suggestions wrt Genere - I suggest a Space sim. Reasons: There are @least 3 team members who've already worked in something similar.
Space Sims are easy to build (relatively).
#56
Posted 16 April 2003 - 11:40 AM
:yes:
#57
Posted 16 April 2003 - 11:46 AM
Also, I'd like to see us using openGL for sure.
And, if we want to do a small project first, how about something like the original asteroids?
#58
Posted 16 April 2003 - 03:22 PM
somthing similar might be nice for a first project
#59
Posted 16 April 2003 - 05:18 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.
#60
Posted 16 April 2003 - 06:53 PM
I'm not against the idea of having a base code and then a separate win32 and a linux code that will both use the base code but I'd rather use SDL.
just a thought.
:yes:
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