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Community Game.
Topic Started: May 18 2008, 01:58 AM (3,761 Views)
Zedman3d
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I think its time for a community game. Anyone else agree?

I was thinking along the lines of an online game but not a big advanced one, something simple. Maybe a 3D version of this game: http://www.owensworld.com/flashgames/play-662.htm

I could be in charge of modeling the city and texturing and such, maybe with Bami's help since thats what gave me the idea (his renders). I have this done so far:

http://filebeam.com/88cf134a1308345a8006a7f649d36ed7.jpg

This is pretty much my vision but im open to ideas because yeah its a community game. :P

What do you think?
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Eanbro: My problem with C++ is that not everything is included to start making projects with it.
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Dr.B: Your problem with C++ is that you want it to be like Game Maker...
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Zedman3d
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Having split-screen for free-for-all (non-turn based) will be impossible for those equipped without a game-controller (since to balance the game, mouse control will have to be eliminated, making the following problem even worse: Most keyboards can have a maximum of 3-4 keys pressed simultaneously!)


None of the game modes will be split screen. So yeah, there shouldnt be any split screen in this game at all. Free for all will have to be LAN/Online only and TurnBased is just one screen.

As for the aiming, Free for all will be straight aiming and turned based will have the dip with shot strength etc.

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Eanbro: My problem with C++ is that not everything is included to start making projects with it.
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Dr.B: Your problem with C++ is that you want it to be like Game Maker...
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Dead1yM00
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Eanbro
May 27 2008, 04:22 PM
Andrew75's camera method should be used, but I must clarify this: Should the crosshair be based on the actual trajectory of the shot with environmental factors taken into account (gravity, air-resistance?) I do not think so because this will make placement of shot's far too easy.


i agree. but im still trying to understand exactly how this crosshair works, is it a sprite drawn in the center of the screen that shows what your facing (like in a FPS) or is it 3d and shows where it will go (like a 3d line showing the trajectory)?
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Zedman3d
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The freeforall will be something like the 2d aim but the turnbased will have like the strength of the shot and such.
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Eanbro: My problem with C++ is that not everything is included to start making projects with it.
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Dr.B: Your problem with C++ is that you want it to be like Game Maker...
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Eansis
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The first thing that should be done is to have a basic vehicle-terrain response template. And one that is obviously better than NEEDhelpsorta's :P

Also, the tank is rigged improperly. I will rig my tank with Milkshape, but we cannot use Milkshape for rigging in the final release as U3d has some bugs with it.
VOTE FOR BUDDY ROEMER HE'S A STRAIGHTFORWARD, DOWN TO EARTH AMERICAN GUY WHO ISN'T PART OF THE BIGBROTHER CONSPIRACY

Til'c
 
Things will not calm down Daniel Jackson. They will infact calm up.
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silverfire56
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Eanbro
May 28 2008, 11:22 PM
The first thing that should be done is to have a basic vehicle-terrain response template.

No... the first thing to do is the design template because i guarantee that everyone on this project has a different idea of what this game is and its future, so sync your minds and allow no contractions. use a design document

This is a document lining out the type of game and how its played ( to the point where you can play it on paper! ) , the style of the graphics and what is required, the modes of play and the way they work, the objects in the game ( eg. the tank, the opposing tank, the level, the camera ect. ) and how they should work
Everything!
Its the instruction of making the game, once this is done hand out parts of this project ( eg modeling ) and than this project can start, when giving out parts make a deadline.

i recommend we all get together some time (IRC, msn or vent (i have a vent server)) and talk about this game me and Dead1yM00 are on the +10 Hour timezone
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Andrew75
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Why use bones in the tank?
i think just keeping the parts separate and link them inside of game maker with code,
like in Mysterie XYZ's Robomoter example would probably work.

Also the camera system idea i have is based heavily his example.
and isn't there a way for the physic's to work together up a model link hierarchy?

like whatever happens to the base of the tank over terrain its passed up the line of parts
(for example the tanks base and (maybe threads) passes the position and rotation info up to the gun turret ,
and the turret passes the info up to the barrel, and the barrel passes the info up to the camera rails which
passes the info to the camera and the camera look at point
( the camera having a little bit of extra different code telling it to move forwards towards the barrel upon collision with the ground on the canon's y Axis.)

anyways when i set up the animation in 3D studio i did it in this manor,
if i moved the base of the tank the whole tank came along for the ride ,
when i rotated the turret the barrel rotated along with the whole camera rig,

http://www.youtube.com/watch?v=oHuwYoWmlzo
maybe instead of the tank doing anything with physics on its death-bead,,,
how about a predefined 3D explosion with small pieces flying out hahah, . maybe the pieces having physics

also tank fireing gun, nice dust effect,
http://www.youtube.com/watch?v=6Bx0bM4S7R8&feature=related
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Eansis
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Using bones is much simpler and easier, and U3d as bone manipulation and bone matrix functions. And with the new function, GetIntersectedMaterialIndex(), we can even compute the damage done to the tank depending on what location the shot collided with.
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Til'c
 
Things will not calm down Daniel Jackson. They will infact calm up.
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Bami
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gah, this is overly complicated.

I'll just start my own game, lets see which one is better >: (.
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Despellanion
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Bami
May 28 2008, 05:26 PM
gah, this is overly complicated.

I'll just start my own game, lets see which one is better >: (.

That's what I said from the beginning. I don't want to be a party pooper but community games are never fun and always way too complicated :P
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Andrew75
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Lol yeah pretty complacated, but working in a team is always complacated especially in the planing prosesses,
but hopfully a design document can be finished soon so we can get some order,
hahah
p.s. i think we should do some proof of concept demos for some of the play machanics after the designs document is done,
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Zedman3d
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Okay, im going to do the document this weekend. Ive been very busy.

What im going to do is choose the people to fill the jobs and we will make the game together. Not openly like this in a cluttered topic of people with too many randomz ideas.
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Eanbro: My problem with C++ is that not everything is included to start making projects with it.
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Dr.B: Your problem with C++ is that you want it to be like Game Maker...
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Reikyrr
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You can make requests of models and such...
~Inspirational quote~
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Zedman3d
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roelor
May 29 2008, 04:45 PM
You can make requests of models and such...
For sure.
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Eanbro: My problem with C++ is that not everything is included to start making projects with it.
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Dr.B: Your problem with C++ is that you want it to be like Game Maker...
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luenardi
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No it's just badly orginized...
i have seen many forum project succseed...
Duke 3d HD project
Doom H-res pack
Ss2 DEF pack ONE..
and Postal 2 a postal christmass

It can be done. but it must be orginzed and shared....
Edited by luenardi, May 30 2008, 06:57 PM.
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Zedman3d
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Okay ive half done the design doc. Ive never made one before so its not the best but it clears some stuff up.

Near Complete Design doc: http://filebeam.com/ab6917f8be46bfaf045b1020a69ce400
Edited by Zedman3d, May 31 2008, 02:07 AM.
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Eanbro: My problem with C++ is that not everything is included to start making projects with it.
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