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Geek Culture / How hard are level guys to get

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Plugged
21
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Joined: 30th Nov 2002
Location: Hertfordshire
Posted: 5th May 2005 19:54
im working on my probably 5th db project yet and i don't think i am that much of a noob at programming however every other project has failed to finish because i cant get a modeler (and i am definatly a noob at modelling), this has thought me modellers are really hard to get unless the game is preaty much finished any way my current problem is that i have made a reasonable game engine but the level is only the x col level from the code snippet forum and there only so much you can do in that in terms of ai testing and stuff. so to cut to the case are level makers as hard to get to help you as modelers are? and am i going to get flamed/locked if i post a request on the 3d chat forum.

cheers
Plugged


Work Hard; Play Harder ;
Van B
Moderator
22
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 5th May 2005 20:09
Level design is always a chore, I think most coders have about 3 ok levels in them then it's time to get ideas or help.

I think the problem in your case is that your using a .X object, so really your looking for a modeller, or someone good with Carto Shop. That limits you a little from the people that could help. Really a level designer app that is nicely written will always get people on-side.

Thing is though, perhaps you'd be happier once the FPSC v1 is released, once we can load FPSC levels into DB, you'd have the bones of your level engine and anyone with FPSC could contribute levels as well. I can see a lot of people will jump on the chance to work on something more complex after using FPSC, especially if it's the kind of project that will take on ideas easily.


Van-B

Quote: "How could I condescend you?, you don't even know what it means!"

Van-B's mom.
French gui
20
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Joined: 11th May 2004
Location: France
Posted: 5th May 2005 20:14
Or you can really take your time to learn how Cartography Shop or Milkshape works. You say that you're noob at modelling, but know that everybody starts as noob and become good with experience.

Sorry for my English...
Megaton Cat
21
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Joined: 24th Aug 2003
Location: Toronto, Canada
Posted: 6th May 2005 01:12 Edited at: 6th May 2005 01:14
Level Design is the funnest and most creative part of hobbyst game development.
(Well...to some)

My cat! My cat is on fire! Dear god someone help!
Drew Cameron
20
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Joined: 30th Jan 2004
Location: Scotland
Posted: 6th May 2005 06:31 Edited at: 6th May 2005 06:32
Um, no.

I get designers block after about 3 levels like VanB said.

That's why Dumbo's Adventure had 3 levels and a train top one because I was out of ideas, Time Ship had 3 worlds and The Old Remedy had 3 levels.

Dumbo and Cool - DEFINATELY coming July 31st.
Also in development: Oddworld RTS, A Wonderful Thing and Scarecrow
Ace Of Spades
19
Years of Service
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Joined: 6th Mar 2005
Location: Across the ocean
Posted: 6th May 2005 06:36
...and my life has 3 levels of development.

-Birth
-NOW
-Death

3 must be one messed up number. Although I have always like 7.

Neofish
20
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Joined: 7th Apr 2004
Location: A swimming pool of coke
Posted: 6th May 2005 06:41
I've always found level design using a custom built editor like Unreal Editor is great...although for an indi game I wouldn't expect that from anyone sane...

Jeku
Moderator
21
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Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 6th May 2005 06:48
Like the old Duke3D editor--- that was class

I enjoy creating the game editors more than the game. That's why my game releases are few and far between but I have 2 dozen editors taking up space on my hard drive.


--[GameBasic - Coming Soon]-- ^^^ banner generously designed by TheBigBabou
Neofish
20
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Joined: 7th Apr 2004
Location: A swimming pool of coke
Posted: 6th May 2005 06:52
hehe, I like attempting game editors My current project is a Gui DLL to make the Gui about 400% easier I'm working on a different method of structuring atm which should allow people with source to quickly add a class and it's done

Jeku, what are your editors made in? (language)

Jeku
Moderator
21
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Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 6th May 2005 07:24
Well I write the editor in the language the game is made.... so DBP for DBP, PlayBasic for PlayBasic, or C# for C#, etc. etc.

How about your GUI DLL? What language?


--[GameBasic - Coming Soon]-- ^^^ banner generously designed by TheBigBabou
Neofish
20
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Joined: 7th Apr 2004
Location: A swimming pool of coke
Posted: 6th May 2005 07:30
It's in C++, but using IanM's interface (or I might port to TK's version) to use within DBP. I don't want to use another graphics engine when I have DBP although writing an editor in C++ using something like Irrlicht to render would be a fun idea

Jeku
Moderator
21
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Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 6th May 2005 07:56
Yes, Irrlicht is awesome


--[GameBasic - Coming Soon]-- ^^^ banner generously designed by TheBigBabou
Neofish
20
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Joined: 7th Apr 2004
Location: A swimming pool of coke
Posted: 6th May 2005 08:00
Hehe, it does look nice but I don't particularily want to go and learn another platform also it appears to have a GUI section already Another option would be a carefully made windows app to keep all the items together, with a DBP window in the middle (is it possible to spawn them like that?)

Gil Galvanti
19
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Joined: 22nd Dec 2004
Location: Texas, United States
Posted: 6th May 2005 23:42
Quote: "Level Design is the funnest and most creative part of hobbyst game development.
(Well...to some)"

I agree, i like it . But then again i design worlds, not levels, for my games. (Currently Pirates of Port Royale)

Video games…they can take you places unreachable, impossible, unfeasible. They put you in the book...they put you in the movie...they put you in a world, a world that before could only be imagined.
Megaton Cat
21
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Joined: 24th Aug 2003
Location: Toronto, Canada
Posted: 7th May 2005 01:06
Quote: "I get designers block after about 3 levels like VanB said."


Ideas are worth a dime a dozen. It's skill, patience, and experiance that is needed. Even if you don't have any current ideas for game environments, there countless sources of inspiration. (Or a nice round of Halo) Sometimes people get to the point of an almost Zen understanding of level design & philosophy. So don't quit after you have trouble finishing your levels or thinking up new ones.

My cat! My cat is on fire! Dear god someone help!
Van B
Moderator
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 7th May 2005 02:36
I had a modeller working with me - but I still ended up designing the levels myself, eating away at my coding time . I made an awesome level editor for Jetpac, like the most polished level editor I ever made - did'nt make any difference though. The thing is, I ended up recycling a lot of the media, and when you work with a modeller that kinda defeats the purpose.

Any person that you get to help with level design should be prepared to 'go with the flow', and finding capable folk who are willing to do this with someone elses game idea is pretty rare. I have a slow developing RPG project (side project really) and have adopted a Blockland style editor for it, so it's fun enough for my little team to use without having a fit. It's all cool though, I have authority over them so they'll do as they are told! (it's my son and little brother who'll be building the game world). I'm not suggesting everyone makes a team with youngsters of course - but ideally the people working on your game are people that want to help for the right reasons (like not just for bragging rights).


Van-B

Megaton Cat
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Joined: 24th Aug 2003
Location: Toronto, Canada
Posted: 7th May 2005 05:03
Must be awsome to not only have a Dad who programs, but works on the same game with you.

My cat! My cat is on fire! Dear god someone help!
BiggAdd
Retired Moderator
20
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Joined: 6th Aug 2004
Location: != null
Posted: 7th May 2005 08:26 Edited at: 7th May 2005 08:32
I would only model properly for money if the project is sold. i'm no charity worker. But if its just for fun i wouldn't do it at the mo coz i've got exams. And i would need proof of earlier work. O and Van B, if you want any terrain doing, Cineam 4D knocks up a pretty nice mountain range in seconds:

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