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Tech^salvager
09-18-2004, 03:43 PM
As the title mentions, I have been going over this and have brought a coule of ideas allready. For some info go to here http://www.skyos.org/board/viewtopic.php?t=18881. Now we have been looking for a engine to base the game off of we have looked at the cube engine and the Irrlicht engine if anyone would know amy other engines that may would you please post them on here thanks. Also as of current the project includes just two people really
1-leader-semi coder
1-person who might try a shot at developing levels
1-storyliner-music dev
This project will take along time before any thing comes out playable since I'm just a beginner programmer, noe if any one would like to join up and help or give ideas thats cool. Though we really need someone who knows how to code better then me, or anyone who knows how to moddle.
Thanks for attention
Tech^:t
maje87c
09-18-2004, 04:45 PM
the linux community tried this once. Look up "high risk."
Go for it, my prediction is that it will die if you don't start making it IMMEDIATELY.
Tech^salvager
09-18-2004, 05:10 PM
I checked it out. Seems it went down due to no artists.
Tech^ oh and here is the Irrlicht engine http://irrlicht.sourceforge.net/
BadBadNeil
09-18-2004, 05:24 PM
You probably need a lot, an artist for renderings and storyboards and to do texture mapping, an editor to work out the script and storyline, probably a modeler and animator unless you are one of the lucky few to get someone that can model, texture map, and animate really well. Don't forget lighting which if not done right will ruin a game, not to mention like you said someone to develop levels with experience in creating good flows and a couple experienced programmers to make it all work. Its quite an undertaking to say the least.
RamonGTP
09-18-2004, 06:23 PM
Lets not forget good map designers ;)
Tech^salvager
09-18-2004, 07:04 PM
Originally posted by RamonGTP
Lets not forget good map designers ;)
Hmm do you know how to create maps RamonGTP?
RamonGTP
09-18-2004, 08:21 PM
lol, i know nothing in the relm of programming. My knowledge is limited to making VERY simple .bat files. I was just trying to help you cover all the bases.
Vitalka
09-18-2004, 11:42 PM
Why not just creat a mode for some game?
Tech^salvager
09-19-2004, 01:19 AM
Well as of right now I am focusing on coding and learning about it
Thanks for support though
Tech^
stalkersoftware
09-19-2004, 02:15 AM
Have you looked at SpeedTreeRT v1.7 ? Their engine is pretty good.
Beeblequix
09-19-2004, 03:49 AM
www.planetdeusex.com/tnm
We rock.
Building a game is HARD WORK. I've poured in over 1.5 years into our project. It will totally kick A, and though the Deus Ex community is small our fans are excited to see it. My own levels are way better than the original Deus Ex. We've made killer progress this summer and realisticly speaking we may release in a few months. Anyone check out our promo video? lol. We improved so much of that already it's obsolete.
Free game engines abound. Even the Quake III engine is free to use (all hail Lord Carmak). And there are others too which sport fancy shmancy DX8.1 (Nebula is one) which are FREE engines. Yay!
I can only state that my level design experience is heavy in the Unreal engine realm. The new engine costs a mere $350,000 USD. :| I really like the Lithtech engine (NOLF modding was a tenth as hard as the unreal engine); the Serious engine is absolutely gorgeous and craves pure power; QIII engine modding is a 'caulking' experience.
So you have two of ya. Well, you need a good coder, a writer, a texture artist, a modeler, several level designers :) , a sound guy, a music guy, an FTP site for seamless passing of files between team members. Our team has sported about 40ish members, many transient. Pain in the neck, but eventually we'll be [not rich] and famous for raising the bar.
Any of this helpful?
ß
iceblue
09-19-2004, 05:21 AM
I once mapped for a QII-based game but only for a while since it was just too hard to work with a PIII (compiling in particular). :(
Good luck.
Tech^salvager
09-19-2004, 09:17 AM
Originally posted by stalkersoftware
Have you looked at SpeedTreeRT v1.7 ? Their engine is pretty good. Do you have a link to that? I can't seem to find it.
Tech^salvager
09-19-2004, 09:27 AM
Originally posted by Beeblequix
[url]Any of this helpful?
ß
Does Quake3 engine use opengl?
Also just to state this again I can't use directx sence I will want to port it to Skyos.
Tech^salvager
09-19-2004, 09:01 PM
News Update
Ok we have decided to go with the Irrlicht engine to base the game on. I an going to be working on the part of the FP view and being able to load that up into a .exe which will probably take a week or two to finsih becasue my main system is not here. We need to decide on a GUI to use so let the Ideaas flow in.
Bass can you do Textures? Have done modeling before? I am not going to make fun of anybody who has never worked on any of this type of stuff so don't worry Bass if you haven't. Just bring up ideas of what you could do also if you can meet us on irc.skyos.net to dissucs stuff ok
Thanks for your attention every body.
Also Strestout may make some music up for the game in a couple of weeks.
The team as of now
Tech^salvager-leader-semi coder
Nuclear.bomber-modeler
Strestout-Storyliner (after most ideas are there) may be making up some music.
Bass is TBA later
Thank you team for helping out on project WBD.
fishybawb
09-20-2004, 06:29 AM
Good luck, it really can't be overstated how hard game coding can be - at least you've taken the smart option of using an existing engine rather than leaping in and trying to code an engine from scratch. I've been working on my own engine for the last year on and off - luckily I never had any intention of making a full game with it, because it's still barely useable! Anyway, it sounds like you have some good ideas, let me know if you need any coding help :t
Tech^salvager
09-20-2004, 12:01 PM
Originally posted by fishybawb
Good luck, it really can't be overstated how hard game coding can be - at least you've taken the smart option of using an existing engine rather than leaping in and trying to code an engine from scratch. I've been working on my own engine for the last year on and off - luckily I never had any intention of making a full game with it, because it's still barely useable! Anyway, it sounds like you have some good ideas, let me know if you need any coding help :t
Thanks for the support fishybawb. I can't state how much you have been a help to me. Yeah we finally decided to go with the Irr engine since its seems well documented and it has tutorials for it also it has been used with Dev-C++.
Tech^
fishybawb
09-20-2004, 12:11 PM
I'm not familiar with that engine, but it looks pretty good from the SouceForge site... A couple of things to bear in mind - it doesn't appear to include any sound/physics support (arguably these shouldn't be part of the "engine" anyway), nor could I see networking in its features list, so it might be worth checking out some of your options early on to avoid completing a large section of the game and then realising you're going to have problems. There are articles on Irrlicht's site explaining how to set up physics libraries like ODE and Newton, so that should be OK. As for sound, something like OpenAL (http://www.openal.org/) would probably do the job, although it might be worth asking around to see if anyone's got any experience of integrating it with Irrlicht, or whether there are any better options. Networking (ideally cross-platform) is essential if you're going for a multiplayer mode. Again, there may well be a library available that would suit - Google provides a few options (http://www.google.com/search?q=networking+library&start=0&start=0&ie=utf-8&oe=utf-8&client=firefox-a&rls=org.mozilla:en-US:official) :)
Tech^salvager
09-20-2004, 12:41 PM
Well openAL looks allright but it doesn't have Skyos on there so I'm not sure about it. (Trying to keep it multiplatform so I can port over to skyos when I get on the beta team)
Now I know nothing about Network code so that will be a while before it goes in there seeing no other coder(s) has join up. yep I did notice that it didn't have sound. I'm not sure how I will do the sound in Skyos though.
Thanks for the help and tips.
Tech^
Kandar
09-20-2004, 12:45 PM
Have a look at the Unreal engine 3
Unreal engine 3 info (http://www.unrealtechnology.com/html/technology/ue30.shtml)
It a savage engine that wipes the floor with everything else i've seen.
fishybawb
09-20-2004, 12:50 PM
Pretty spendy. For someone's first game, I'd think it'd probably be a bit OTT. I agree though, it's very impressive :)
Kandar
09-20-2004, 12:56 PM
Expensive, but nice.
He can drool over it if nothing else.:D
Maybe oneday
Tech^salvager
09-20-2004, 12:58 PM
Originally posted by Kandar
Have a look at the Unreal engine 3
Unreal engine 3 info (http://www.unrealtechnology.com/html/technology/ue30.shtml)
It a savage engine that wipes the floor with everything else i've seen.
Agree very impressive
Though like I said it has to be openGL and keep multiplatform standards so I can port it over to Skyos.
fishybawb
09-20-2004, 01:05 PM
Oh, so you're going to be porting the whole Irrlicht engine too? That could be an interesting little project...
Tech^salvager
09-20-2004, 01:08 PM
As long as I don't dig a hole to big I will be fine. I know my limits right now so I will have to aim small at current.
Tech^salvager
09-20-2004, 11:45 PM
Ok I need some help ( imagine that ) well I have downloaded the source files and techdemo all-in-one download zipped file. Now heres where the problem(s) starts, I can compile the tutorials and excute them fine in the regular folders they come in, but If I try to compile them in another folder i get errors and i believe that is because the compiler does not know where to look for the source files. I am trying to figure out where to put what. So can someone help me out here thanks.
Thanks for your help
Tech^
stalkersoftware
09-21-2004, 01:56 AM
http://www.idvinc.com/
http://download.nvidia.com/downloads/SpeedTree/Pangaea_EngineOnly.exe
fishybawb
09-21-2004, 05:13 AM
Originally posted by Tech^salvager
Ok I need some help ( imagine that ) well I have downloaded the source files and techdemo all-in-one download zipped file. Now heres where the problem(s) starts, I can compile the tutorials and excute them fine in the regular folders they come in, but If I try to compile them in another folder i get errors and i believe that is because the compiler does not know where to look for the source files. I am trying to figure out where to put what. So can someone help me out here thanks.
Thanks for your help
Tech^
What compiler are you using?
Hexydes
09-21-2004, 05:19 AM
Ok, you know where I'm from Tech^ :)
Here is my list of engines, in no real particular order (though I really like the first two links):
http://www.tenebrae2.com
http://www.powerrender.com/prx/index.htm
http://www.cubeengine.com
http://irrlicht.sourceforge.net/index.html
http://www.fly3d.com.br
http://www.artificialstudios.com/
I don't know if this one is free or what. Worth looking into though.
http://www.cauldron.sk
Not a free engine as far as I know, but maybe you could swing a deal with them?
http://www.burut.ru
Same deal as above.
Ok, that's it for now I suppose. Remember that SkyOS does not have hardware 3D support *YET*, but its something we will be working on. :)
Tech^salvager
09-21-2004, 07:57 AM
The one and only Dev-C++
fishybawb
09-21-2004, 08:04 AM
Dev-C++ rules :cool:
I'm not too sure what you mean when you say "compile them in another folder"... Are you creating a new project and using the files from another one? If so, you'll need to set up the paths for all the include files/libraries (Project->Project Options). This might help:
http://irrlicht.sourceforge.net/tut001b.html
Tech^salvager
09-21-2004, 08:34 AM
@fishybawb: Ok I can't believe I didn't see that tutorial. Thanks
@hexydes: Ok thanks for the info, and yeah I know Skyos has no 3d support yet. Thats why I am deving on windows first.
Tech^salvager
09-22-2004, 01:26 AM
Update #2
Here is link on what we are currnetly working on.
http://www.skyos.org/board/viewtopic.php?t=18881&start=60
Third Post down is the update. Ok now we still need coders- mappers-modelers-artists to help. Everthing is going good so far but I expect bumps to be coming along soon, so help support us.
Now if you haven't heard id is releasaing the source code for Quake 3 this Xmas so we may move are stuff over to that enigne if seen fit. If you haven't allready seen The Thread for "Name are Game" then here is a link to it http://www.sysopt.com/forum/showthread.php?s=&threadid=170175 , please give an idea if you can.
Thanks for your attention.
Tech^
PM me for more info if you like to know more.
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