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Work in Progress / [LOCKED] Revenge - GTA Style Game

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GamerDude
User Banned
Posted: 26th Jun 2009 12:00
Can a mod please delete this this thread FULLY. All this thread is getting is bad crit and bad feedback.

I am setting up a site that would be: [href=revengegame.webs.com]Revenge Site[/href], but it isn't up yet. The site will use HTML so give it some time before you go there because you won't see the actual site. Just a blanc page.
the site that ETCG has made me will be linked from the main site.

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Seppuku Arts
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Posted: 26th Jun 2009 12:14 Edited at: 26th Jun 2009 13:34
Quote: "If you don't have any constructive feedback, DON'T POST!

"


You've gotten CONSTRUCTIVE FEEDBACK, go back and read over and look at the CONSTRUCTIVE CRITICISM explaining why this project is OVERLY AMBITIOUS and an UNREALISTIC GOAL. I am a little offended that you completely ignored my previous post, which was CONSTRUCTIVE CRITICISM.

500+ Cars
4 hours to model each car realistically
2,000+ hours

Is that realistic?

100+ weapons
2 hours to model each weapon
200+ hours

You're spending 2,200 hours just on the modelling. If my maths is correct that's 91 full days straight, without breaks or sleep.

I'll add that you may get into trouble for using real car names, I believe for real-world cars to be used, you need to pay the manufacturers or get permission from them. GTA avoided it by have made up cars based on the real ones.

Other CONSTRUCTIVE CRITICISM

The WIP section is for WORKS IN PROGRESSES ONLY, this shows no progress and that is against the rules of this board, hence you should have posted in GAME DESIGN THEORY. And mods normally lock these for that reason.


Also IT IS POSSIBLE TO MAKE A DECENT GTA CLONE IN DBP, IT'S JUST YOUR CURRENT PLAN IS UNREALISTIC.



I'm sorry to have put a lot in bold, but maybe that's the only way you'll listen to the constructive criticism you've been given, you've interpreted everyone as being negative nancies, but they're not, they know what they're talking about.

Now please don't dictate what people post, they're actually trying to give you ADVICE, not shoot you down in a burning flames, lets put it this way, this project would be difficult to achieve even for Rockstar and they're have a massive team of paid professionals. We just want you to look at things REALISTICALLY so that your project doesn't crash and burn and so that you can have an end result you can be pleased about. If that's not constructive criticism, then I don't know what is.

AFishStudios
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Posted: 26th Jun 2009 12:32
aaawww your giving up on this thread. Unfortunately I didn't see what you posted as it's deleted but what I have read from the comments and some of your replies, the game is quite ambitious. I'm going to give you an awesome high five for your motivation but that car list it’s massive. I'm not sure if that's just a list of possible cars that may come in the game, meaning like 10 or so. Plus have you ever (please don't take this the wrong way) worked on a big game or just a game before. It's labor intensive! Not to mention how many times you have to re-do stuff because it doesn’t work or doesn't work as it should have (talking about art assets). Majorly, if you can pull yourself 30+ people that are motivated as you are then I guess, I see a release . If you're making people work for free the motivation to stay is very hard. So if you have a particular art style and this person who is the lead decided to drop out, the artwork may change and things might not look as good as it was previously, but who knows it might be better!

There are soo many things to do when making a game I feel (you don't have to agree) that you might have to scale down, and if you manage to get that done without problems expand. It's better to have a small scope so once that's achieved and out of the way you can expand more to it, making it better.

These are just my opinions from what I've learn't. I'm no dictator or some fool to boss you around, it's up to you if you want to take my advice or not. Just have a small scope to begin with then move on from that, just make sure that your small scope is an actual game and not some milestone in the game making process.

Cheers!
Seppuku Arts
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Posted: 26th Jun 2009 13:48
The thing is, although the project is ambitious, it's not a realistic goal. Keep the same project, just put it within a realistic grasp. I really don't think GamerDude has through this through very well - ambition is great, it keeps you motivated and you will work hard, but ambition can blind you too, and it seems an ambitious idea has fueled GamerDude's intentions, but he doesn't seem to realise how unrealistic the goal is for him. I think he should listen to people rather than shouting at them for giving him advice. It's understandable why people are getting annoyed too.

GamerDude has 2 choices:

1- Listen to people and direct his ambition to a goal he'll achieve and to have a good project to call his own.

2- Ignore people and listen to his ambition, work to an unrealistic goal and have his project fail, have hours wasted, have his morale beaten and to feel like he's failed and regret that he didn't listen. Thus learning things the hard way.

AndrewT
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Posted: 26th Jun 2009 16:29 Edited at: 26th Jun 2009 16:29
Quote: "Well, AndrewT, in case you've never used DarkBASIC before, he does have a few things performance-wise going for him. For example, because of VFC and draw distances, less than half of the area will be rendered at any given time, so that doubles the FPS."


Have you ever used DBP before? Drawing only half of a massive city doesn't mean half the FPS. The entire city is still being stored in memory. And DBP's frustum culling is flawed, sorry.

Quote: "Plus, static objects render many times faster than dynamic objects, which takes care of LOD without any visual loss of quality, and DarkBASIC allows you to switch objects between dynamic and static at will."


Many times faster is not fast enough. Just the fact that the entire world is loaded into memory will slow the game enough. GamerDude will need some kind of dynamic streaming system.

Quote: "As for AI, since it's only small numbers, how much lag do you seriously expect out of that?"


That depends. You'll need at least one or two dozen civilians on the sidewalks at any given time, that combined with the cars on the road could get pretty slow.

Quote: "The only thing I agree with you on is fluid simulation. You're right, it's not practical. However, if GamerDude were willing to compromise fluid simulations for particle effects, which may be what he's talking about, it wouldn't be an issue at all. To sum it up, I don't think we'd be seeing performance issues even on a laptop, it's all a matter of hard work and raw skill."


It's partly a matter of hard work and skill. Regardless of how well he codes this, 500 vehicles and 100 weapons loaded into memory at one time, combined with a massive map will slow down the game even on high-end gaming PCs.

Quote: "No working EXEs or plugins will be supplied. But all this will be done later."


I'm sure it will.

i like orange
Butter fingers
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Posted: 26th Jun 2009 16:38
I'm going to say my (non flaming) 2 cents.

I don't see why any of what is being proposed isn't possible. It's just never going to be as detailed as a game like GTA, thats all.

Constantly updating and intelligent civilians can be done quite convincingly with say 30 civs. Anything less and the world looks a little bare.

I'm not sure about the level size being an issue. I've found that (as lng as your code is tight and efficient) worlds up to about 40K don't have too much of an effect on the FPS. If the city was a very basic layout... say, just using cube primitives to do the buidlings you could probably get away with it.

It will totally have to lack detail, because there is no way that DB will handle all that stuff like dumpsters, phoneboxes etc. Although you could I supposed save the positions of all the street furnature into memory and only display the ones nearest the player.

I don't know. I think it's pointless to make games that emulate GTA. GTA is such a benchmark of quality in a sandbox game that unfortunately you can't possibly home to create something even half as good in DB.... believe me I've tried!

I want robotic legs.
BMacZero
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Posted: 26th Jun 2009 16:43
And Butter fingers should know .



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
AndrewT
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Posted: 26th Jun 2009 16:47 Edited at: 26th Jun 2009 16:47
Quote: "It's just never going to be as detailed as a game like GTA, thats all."


Actually it's supposed to be more detailed. There aren't 100 weapons in GTA 4, and there aren't 500+ cars in GTA 4.

i like orange
MonoCoder
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Posted: 26th Jun 2009 17:10 Edited at: 26th Jun 2009 17:11
I see this going nowhere not just because of the limitations and unrealistic requirements but because the motivation behind it seems to be little more than "I like GTA4".

But really, fighting a losing battle much?

Alucard94
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Posted: 26th Jun 2009 17:17
Quote: " There aren't 100 weapons in GTA 4, and there aren't 500+ cars in GTA 4"

Luckily! I like my games playable thank you very much.


Alucard94, lacking proper intelligence.
heyufool1
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Posted: 26th Jun 2009 19:33
Quote: "I am setting up a site that would be: [href=revengegame.webs.com]Revenge Site"

How can we expect you to make a game if you can't copy in a link correctly?
http://revengegame.webs.com/

GamerDude
User Banned
Posted: 27th Jun 2009 01:56
Sorry, I made a mistake in that link. Forgot
.

There will be approximately 200 vehicles now. From that list obove. There will be no logos, and they will be named differently.

I.E: M1 Abrams: Bull
Mitsubishi Amphibious Vehicle: Aligator
etc

There will be about 30 weapons. Before I do any more modelling, I am going to build a basic engine that reads the config files and renders objects according to the files. I have a Handling Config file and it has about 40 changable intervals and a detailed readme. It took about 30mins to construct . But here is the process I will use for the game.

1: Model basic scene & set up config and render files.
2: download Havoc OR construct my own engine
3: Run engine and test objects for errors or overlaps
4: post screenshot on forums
5: model player
6: model scenery
7: create heightmap
8: get heightmap into engine and get player animated.
9: texture terrain
10: start modelling vehicles (about 5000 poly each)
11: start modelling weapons (about 2000 poly each, + 400 poly 3PS version)
12: get objects ingame and render test
13: start embedding graphics
14: start setting up physics
16: start texturing
17: start UV mapping
18: start creating TV videos
19: get a .bik file to play on a tv screen
20: set up store scripts
21: set up car physics
22: start modeling other characters
23: set up personalities
24: model buildings and set up destruction
25: set up terrain modification physics
26: set up dynamic water (havok has this - fallout3)
27: set up player physics
28: finish off others
29: place scenery in world
30: test game
31: contact game companies
32: if all goes well, game sold/copies sold
33: produce additional features
34: create cover and send in for rating
35: done

I have several people helping with the modeling, brick break is on of them.

thanks

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MonoCoder
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Posted: 27th Jun 2009 02:09
Well, ok. Can you go into a bit more detail on some of the points in that list which have provoked the most criticism?

heyufool1
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Posted: 27th Jun 2009 02:10
Well it's good you have plan but you should try to make the models lower poly and use normal maps, because it would make the same effect but the game could then be ran on lower spec computers.

GamerDude
User Banned
Posted: 27th Jun 2009 03:02
ok. the cars will be lower poly, and they will use bump maps. the weapons will use bump maps, but will still be about the same amount of polies. I have just started setting up the site, hopefully before the end of this week it will be done.

thanks

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AFishStudios
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Posted: 27th Jun 2009 03:47 Edited at: 27th Jun 2009 04:32
It's awesome to see that you have a plan to complete your game, but..

Quote: "10: start modelling vehicles (about 5000 poly each)
11: start modelling weapons (about 2000 poly each, + 400 poly 3PS version)"


Are you talking poly or tri? DirectX games use tri's so it would be double that amount.

Say for example you're going for a graphical game like Crysis, on screen it renders always above 1 mil tri's so if you keep your game for example caped at 1 mil tri's. This means you can only have :

4800tris 1 player weapon rendered
80000tris 20 weapons rendered on screen
300000tris 30 cars rendered
if you're going 10000 tri people thats 500000 for 50 people including player
884800 tris and thats not including buildings, props, and other stuff.

I know that you can sqeeze a lot more in with LOD, but if you're wanting to make a game where it feels like you're in the heart of a big city, you might want to lower the poly count so you can render more stuff

I don't exactly know what your thinking, like you might have a reason for this amount. I read somewhere that your thinking of a 10metre LOD, which personally I don't think it will look good. Then again it's your game and I'm just giving you a little thing to think about
Brick Break
User Banned
Posted: 27th Jun 2009 04:22
Quote: "the weapons will use bump maps, but will still be about the same amount of polies."

Great, I have to model high-poly now. I guess subsurf might come in handy.

BTW, AFishStudios and others, please try to use "you're" instead of "your". "Your" is possessive. Thx.

AndrewT
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Posted: 27th Jun 2009 04:25
Quote: "Great, I have to model high-poly now. I guess subsurf might come in handy."


You consider 2000 high-poly? You should not be using sub-surf for a 2000 poly weapon.

i like orange
Profit
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Posted: 27th Jun 2009 04:33
Why is everyone getting so worked up over this?


AFishStudios
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Posted: 27th Jun 2009 04:37
Quote: "BTW, AFishStudios and others, please try to use "you're" instead of "your". "Your""


I should really proof read before I post. Anyways thanks I got the so many 'your' fix to 'you're'

Quote: "Great, I have to model high-poly now. I guess subsurf might come in handy."


Who said you had to use exactly 2000 poly's
BMacZero
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Posted: 27th Jun 2009 04:40
Quote: "Who said you had to use exactly 2000 poly's "

Yeah, really, if you can get the same effect with less, go for it!



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
GamerDude
User Banned
Posted: 27th Jun 2009 04:45
when I model, I use sketchup. It took me about 25mins to make a 400tri TV. And yet, by poly I mean tris, my bad. Thanks for the info AFS, that I will do.

Brick Break, model 1000poly weapons, then press the fancy "Triangulate" button. that will save a ton of time. The whole game will use bump mapping. I will do the main work when I get my laptop back, as I am stuck on a 6600GT (not good for major graphics).

thanks

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JLMoondog
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Posted: 27th Jun 2009 05:25 Edited at: 27th Jun 2009 05:26
Quote: "I will do the main work when I get my laptop back"


...you must be superman!

I'm curious as to your time frame and your estimated cost of this project?

GamerDude
User Banned
Posted: 27th Jun 2009 07:33
I should get my laptop back in about 2 weeks. I estimate this project should cost a few thousand dollars.

Where can I copyright my game's name in Australia? I have looked, is THIS where I need to go?

I am about to model a few vehicles and get them UV mapped and get colour settings applied. Firstly, Toyota Landcruiser 70 (the boxy one).

thanks

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Veron
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Posted: 27th Jun 2009 07:53
Quote: "Where can I copyright my game's name in Australia? I have looked, is THIS where I need to go?"


You probably can't copyright it yourself, just look at that page, you need all sorts of things such as an ABN.

GamerDude
User Banned
Posted: 27th Jun 2009 09:10
I will probably ask my parents to help. How much does this usually cost?

thanks

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Alucard94
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Posted: 27th Jun 2009 11:45
... Wow.


Alucard94, lacking proper intelligence.
Diggsey
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Posted: 27th Jun 2009 12:32
What are the chances of there being some discussion about this in the mod forum

Quote: "I estimate this project should cost a few thousand dollars."


You do realize that GTA4 took over $100 million to produce, and you are aiming for something better.

It also took over 1,000 people over 3 years to produce. Even if it takes you 1/10th as long, (unlikely, seeing as they are all trained professionals, and your are someone who as of yet seems to no nothing about programming) it would still take 300 years, so you would not even live anywhere near long enough to complete it!

Seppuku Arts
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Posted: 27th Jun 2009 13:37
I think think you need to do your research a bit better. 10 weapons and 20-30 cars might be appropriate, as then you can focus on more important features. A gamer would much prefer fewer cars/weapons if the makers have focused their time into the gameplay and quality of the game.

Butter Fingers started his own GTA clone and he made his possible, he did not focus on numbers of cars nor did her focus on numbers of weapons.

It's worth looking at this thread:


http://forum.thegamecreators.com/?m=forum_view&t=144844&b=8

You can see he focused on fewer 'special' features, yet if he decided to finish it, he would likely have gotten a very good game out of it. I'm sure you'd want better quality graphics than what he went for, and there's not reason not to. You could do a pretty good quality game with 10 or fewer weapons and 20 or fewer cars. I think that should be your goal, once you've got a game running with that many, then it might be worth seeing if you can add more.


But it's good to see you're making a plan.

draknir_
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Posted: 27th Jun 2009 13:42
Quote: "What are the chances of there being some discussion about this in the mod forum"


I believe the mods have stopped patrolling WIP regularly. Sometimes this type of thread takes weeks to get locked
Veron
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Posted: 27th Jun 2009 14:03
Quote: "I will probably ask my parents to help. How much does this usually cost?

thanks"


*Laughs* Clearly you don't even know what an ABN is.

ABN = Australian Business Number. You need to have a valid, REAL business.

GamerDude
User Banned
Posted: 27th Jun 2009 14:41
Thanks Sepp, that I will do. A game with few cars, then I will add the main cars in later.

thanks

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djmaster
User Banned
Posted: 27th Jun 2009 17:24
Unrealistic goals hurt you very realisticly.This project probably wont last long...you could do 500 cars,if they would be 2d and even there it would lag without proper optimizing.

[href]http://chargedstudios.netne.net/index.htm[href]
"Im British you muppet!"-Psycho
Seppuku Arts
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Posted: 28th Jun 2009 01:27
He's got the message. (I think)

Plystire
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Posted: 28th Jun 2009 01:38
Honestly, I'm very surprised that everyone is paying this thread so much attention.

If you feel that this project won't last and is unrealistic, improper, or wtf/e then there are PLENTY of other real WIP threads that I'm sure the authors of would really enjoy your constructive feedback on instead.

Really, you're wasting your time here telling him that he's wasting his time.


The one and only,


GamerDude
User Banned
Posted: 28th Jun 2009 02:18
I am not giving this up. I will release a demo in a little while, since I have Havok. Then I'm sure people will have more belief in this project . Havok has the best graphics and physics, so if I need to I will buy the full version instead of the free version. The other engine I had in mind was the C4 Game Engine, it has support for PS3 and Xbox-360 aswell. I can model a car in about 2 hours, it looks distinguishable and it is about 1500tris. When I get it optimised, I will release one car for free, maybe even FPSC Ready if Plystire would embedd it into his mod. I might be able to help make fpsc read handling files. .

thanks

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BMacZero
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Posted: 28th Jun 2009 02:20
Quote: "since I have Havok"

. Pics or it didn't happen .



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
MonoCoder
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Posted: 28th Jun 2009 02:22
Quote: "Havok has the best graphics and physics"


Physics only.

GamerDude
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Posted: 28th Jun 2009 04:13
Okok, but i do have the files from the link above. I will show some pics when I work out how it works .

in the meantime, here is a model of a car (not finished) that I am working on. So far it has taken about 2 hours, and it is fairly high poly (reasonable amount).

thanks

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AndrewT
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Posted: 28th Jun 2009 04:50 Edited at: 28th Jun 2009 04:54
Quote: "Havok has the best graphics and physics, so if I need to I will buy the full version instead of the free version. The other engine I had in mind was the C4 Game Engine"


When are you going to realize that Havok is not a game engine? It's a physics engine, and has absolutely nothing to do with graphics.

Quote: "in the meantime, here is a model of a car (not finished) that I am working on. So far it has taken about 2 hours, and it is fairly high poly (reasonable amount)."


It's not terrible, but...

-The model you posted is 4484 tris.
-Your wheels are way too high-poly.
-You need to work on the topology around the wheel.

It's not a bad model, but it's way too high-poly for a simple truck that isn't even finished.

i like orange
GamerDude
User Banned
Posted: 28th Jun 2009 05:09
OMG! I just played the demos of Havok, they are AWESOME! there is already car physics so I can get it to read my handling file. I had a look through the folders and I found a few shaders. If doesent need to be a graphical engine, I can find shader sources on the internet. I also have the source codes for all the demos what come with havok, so I could probably build off one of the demos. there is a vehicle simulation and it has very good effects. I will google for some graphics effects' source codes to add now.

btw, how is my model that high poly lol. i guess it is though, so I might have to start from scratch. anyway, I cannot render it, but would you be able to render it for me? my 6600GT doesent like much 3d work, it works fine for a few minutes, then my pc freezes. i think it is overheating.

thanks

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Bizar Guy
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Posted: 28th Jun 2009 05:22
Quote: "If you feel that this project won't last and is unrealistic, improper, or wtf/e then there are PLENTY of other real WIP threads that I'm sure the authors of would really enjoy your constructive feedback on instead."

YES PLEASE!!!!! I would love that.

AndrewT
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Posted: 28th Jun 2009 05:25
Quote: "btw, how is my model that high poly "


It's almost 5000 tris and you're not even done yet, not to mention it's a pretty simple car in the first place.

i like orange
AFishStudios
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Posted: 28th Jun 2009 05:29
Just a question. Isn't this a WIP section for DBC,DBP, and GDK? and not a physics engine (Havok) unless your combining the two.
Zeus
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Posted: 28th Jun 2009 05:33
Wait a minute! You mean to tell me that my little thread is not at the top of the board because of a flamebait thread! Oh well. Who wants cookies?

BMacZero
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Posted: 28th Jun 2009 05:40
Quote: "Wait a minute! You mean to tell me that my little thread is not at the top of the board because of a flamebait thread! Oh well. Who wants cookies? "

Seriously, how come this thing reaches 3 pages in 4 days while awesome threads like Space Potassium and Fatal Velocity just slowly sink away with 10 posts?



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
GamerDude
User Banned
Posted: 28th Jun 2009 06:59
Lol @ BMZ, its only 96 posts, one page for me. Change the settings under the Forum tab. It makes it easier to browse .

How close is Darkbasic to C++? I have lots of c++ codes containing many features, all I need is to compile them

a demo is slowly being developed. the only thing left is a c++ code to load height maps and texture them like crysis. I will construct a basic demo with a vehicle that is running on the Havok engine, then I will upload it for you to test. it will be a basic vehicle, not too high poly. Just for a physics demonstration. and to show you it can be done. give me a few hours and maybe it will be ready

thanks

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Veron
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Posted: 28th Jun 2009 11:46
Quote: "I have lots of c++ codes containing many features, all I need is to compile them"


Making a game ≠ pasting other peoples code together into a big ball.

Quote: "How close is Darkbasic to C++?"


How is that relevant to having C++ "codes"?

Seppuku Arts
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Location: Cambridgeshire, England
Posted: 28th Jun 2009 11:51
Quote: "Quote: "If you feel that this project won't last and is unrealistic, improper, or wtf/e then there are PLENTY of other real WIP threads that I'm sure the authors of would really enjoy your constructive feedback on instead."
YES PLEASE!!!!! I would love that."


Okay. But this time I'll try to leave behind something less creepy.

GamerDude
User Banned
Posted: 28th Jun 2009 12:43
I have thought about it and I am thinking about creating a basic GTA game similar graphically to GTA SA. So it will probably run on DX8, and it will look ok at the same time. There will be functions embedded like FPSC, so you can code your own missions. The vehicles will be set up in a few different files. Here are the new features for this game:

Gameplay:
55 vehicles
20 weapons
40 missions
100 tracks on radio
20 player multiplayer
30 different characters
5 unique characters
8 animals to hunt/kill
different weather (rain, hail, cyclone, storm)
world effects (pooling in ditch-like areas, flooding around rivers)
storm gully with flowing water
ability to buy and upgrade houses (TV, Texture, Style, Computer)
ability to upgrade car (Sterio, Wheels, Spoiler, Bass, Nos, Colour)
ability to watch TV (.bik applied as texture onto TV screen)
ability to purchase tracks and play on radio
fully adjust and control TV, radio and car
grenades create holes in ground

graphics:
Bump-map water
Bloom
DOF
Motion Blur

Vehicles:
Modern: (22)
Holden Commodore SV8 Sedan
Holden Commodore SV8 UTE
Ford Falcon XR8 Sedan
Ford Falcon XR8 UTE
Hummer H2
Hummer H2 Limo
Hummer H2 SUT
Toyota Camry 97' Wagon
Subaru Legacy Sedan
Holden Rodeo UTE
Chrysler 300C
Ford GT
Holden Monaro
Lamborghini Murcielago
Ferrari F40
Ford Escort
Ford Focus
Ford Transit
Landrover Discovery 3
Citroen C8
Mercedes-Benz E500
Mercedes-Benz E500 Limo

Older: (10)
Hummer H1
Plymouth Cuda
Toyota Landcruiser 60 Series
Nissan Navara D22
Mitsubishi Pajero
BMW E36
Holden Statesman HX
Ford F-150
Jeep Wrangler
Landrover Defender

Services: (13)
Police - Holden Commodore SV8
Police - Ford Falcon SV8
Police - Toyota Landcruiser 2001
SWAT - Ford F-550 Armoured
SWAT - BMW E36 Armoured
Fire Dept. - Toyota Landcruiser 2001
Fire Dept. - Scania Fire Truck
Military - Landrover Defender 90 Softtop
Military - Mercedes-Benz Zetros Truck
Military - APC
Military - Amphibious APC
Hospital - Ford F-250 Ambulance
Hospital - Toyota Landcruiser 70 Series

Boats: (6)
Small Fishing Boat
Fishing Trawler
Speed Boat
Hovercraft
Fanboat
Luxury boat

Planes: (4)
Airbus A380
Boeing 737-400
Small Propeller Plane
20 Passenger Propeller Plane

Weapons: [In their categories, player can only have one per category.]
Pistols: (2)
Desert Eagle
US Socom

SMGs: (3)
Tec9
Micro Uzi
MP5

Shotguns: (3)
Sawed Off
SPAS12
Mossberg

Rifles: (3)
M4
FN Scar-H
Steyr AUG

Snipers: (3)
Dragonov
M700
M24

Explosives: (4)
C4
Sachel
Frag Grenade
Smoke Grenade

Other Weapons: (2)
Minigun
RPG7

Tracks:
Linkin Park - In The End
Panic! At The Disco - Lying is the most fun girls can have without taking their clothes off
MCR - Teenagers
..more, cant think of much off the top of my head
>>>>>email me what music you would like in the game (preferably modern);
Subject of email: Song Author - Song Name
Email Body: blank

Animals:
Kangaroo
Goanna
Crocodile
Snake
Dog
Bird
Bat
Chupa Cabra

Game Pricing:
Possibly free, I am only making this for fun.

Plan:
1 construct engine and test effects.
2 configure day/night and weather cycle
3 get water and gravity effects working
4 Build world and terrain
5 texture terrain using texturing like crysis
6 model vehicles and set up handling
7 test every vehicle individually
8 set up multiplayer
9 model weapons and set up config
10 set up store scripts
11 set up purchasables and house mods
12 set up car modding
13 set up game menu and sub menus
14 set up game huds and other 2d effects
15 model AI and characters
16 choose music tracks and configure radio
17 test multiplayer to the max
18 do voice acting and media work
19 do rest of work
20 check game over 2 weeks for bugs, glitches or problems
21 advertise & distribute

I have not given up on this project, I have just made it simpler on myself and my team. when the game is distributed, expansion packs will be developed to add more features and towns into the game.

I hope this will develop much faster and easier. All I want to get out of this is a playable GTA game.

thanks

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