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Work in Progress / Pirates of Port Royale: New Thread

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Opposing force
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Posted: 23rd Oct 2007 12:23
Gil, I am currently testing the game. I'm also a bit busy but i'll try to get my review done by the end of the week.

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
TEH_CODERER
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Posted: 23rd Oct 2007 16:23
Gil, just to let you know my e-mail address has changed to c0d3r_4ndy@hotmail.co.uk so if you receive any e-mails from that address then don't worry! Its me!

Deathead
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Posted: 23rd Oct 2007 17:43
Gil: I like this game but the textures need work Like...
The sails are pure white! And its sore on the eyes.
And it has a lot of pure stuff on it.(e.g. looks too clean.)

tha_rami
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Posted: 23rd Oct 2007 19:20
Oh my God, Deathead, read the thread. This is a WIP with a primary focus on the engine, which, based on what I've played in the pre-alpha, is going to end up rather impressive. If this goes well, I can see it reach Geisha House/Star Wraith quality, together with titles as Soulhunter and Dream.


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Deathead
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Posted: 23rd Oct 2007 20:08
What! I was just saying.

Seppuku Arts
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Posted: 23rd Oct 2007 23:13
I think the point tha_rami was making was that Gil hasn't got the time to work on the textures and media at least until the important parts of the engine are complete - textures can always be sorted out after the engine stage and a lot of projects take that method.

Media isn't a priority when you're making the engine - you just need stuff to work with and models done to the specifications the engine needs.

Anyway, who cares now.

Gil, I've not looked in a while and I must say that it's looking pretty good as usual. Keep at it

I love Nancy DrewG, but not insert brain here
Bizar Guy
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Posted: 24th Oct 2007 00:26
Yeah, until the engine is done it's not worth using anything but placeholders. Once you've got down the basics (or most of it in a really complex game), you can start making the art a part of the game.


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Gil Galvanti
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Posted: 24th Oct 2007 04:18
Quote: "Gil, I am currently testing the game. I'm also a bit busy but i'll try to get my review done by the end of the week."

Alright, thanks, take your time .

Quote: "Gil, just to let you know my e-mail address has changed to c0d3r_4ndy@hotmail.co.uk so if you receive any e-mails from that address then don't worry! Its me!"

Alright, cool .

Quote: "Gil: I like this game but the textures need work Like...
The sails are pure white! And its sore on the eyes.
And it has a lot of pure stuff on it.(e.g. looks too clean.)"

Yeah, the polishing will come last .

Quote: "This is a WIP with a primary focus on the engine, which, based on what I've played in the pre-alpha, is going to end up rather impressive."

Thanks, I'm glad I'm getting some good initial reactions to it .

Quote: "If this goes well, I can see it reach Geisha House/Star Wraith quality, together with titles as Soulhunter and Dream.
"

Heh, I don't know about it ending up that good, but thanks .

Quote: "Gil, I've not looked in a while and I must say that it's looking pretty good as usual. Keep at it"

Thanks, will do .


Satchmo
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Posted: 24th Oct 2007 04:31
Quote: ""Heh, I don't know about it ending up that good, but thanks .""


Oh modest you.

Your about to get pwned.
Deathead
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Posted: 24th Oct 2007 14:16
Quote: "Yeah, the polishing will come last "

Okay

Darth Vader
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Posted: 30th Oct 2007 06:59
Hey Gil!
I haven't been to the forums for a while now. Took a little break so I missed out on the the recent posts, but I was wondering if you had room for one more alpha tester? I have been dying to try this game out, and I have a knack for finding bugs.
Email me with your reply!
Thanks!


Jimpo
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Posted: 31st Oct 2007 01:01
Any updates since the Pre-Alpha test?

Heckno
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Posted: 1st Nov 2007 03:32
Gil,

Just ran through real quick and I have to say on first impression, you should be proud of how nicely things are coming together...

Gil Galvanti
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Posted: 1st Nov 2007 03:38
Quote: "Just ran through real quick and I have to say on first impression, you should be proud of how nicely things are coming together..."

Thanks . Glad to hear that you like it so far .

Quote: "Any updates since the Pre-Alpha test?"

Nope, not yet, sorry, I'm going to work with some NPC editing in the world editor, and maybe ships some more soon .


Death Fury Z
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Posted: 14th Nov 2007 23:53
This looks like its going to be one the best pirate themed role playing games, ever.

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Gil Galvanti
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Posted: 21st Nov 2007 07:37 Edited at: 21st Nov 2007 07:39
NEW VIDEO AND UPDATE

Okay, I've finally decided to start working on ships, and now the interior/exterior for them works great, as well as using them in the world editor, Their insides are essentially no different than the interior of the building, and therefore can be edited easily in the World Editor. Just like with buildings, you start with an empty shell for the interior that you can fill with whatever you like, giving each ship (and building) a unique interior. So the desk you see in the video is not in every ship, but only in the one that I was testing with. Ok, now for the video, but I'll warn you, it's nothing too amazing, just a show of my progress so you know I'm not lying. More information about ships in general to come tomorrow, it's late here and I don't have the will or energy to write about it right now, but I will tell you that I intend to make them very fun and realistic.

PoPR Video 6-Ships

Quote: "This looks like its going to be one the best pirate themed role playing games, ever."

Heh, thanks . Heh, we have the same avatar, that confused me for a second .


tha_rami
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Posted: 21st Nov 2007 07:44

Looking very, very good (and fluid) there! I assume they'll not be on land, twenty feet from the buildings in the final game, eh .


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TEH_CODERER
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Posted: 21st Nov 2007 10:31
Awesome! My only suggestion would be that the messages such as 'Open Hatch' only show when you are facing them rather than purely based on proximity.

Gil Galvanti
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Posted: 21st Nov 2007 16:36
Quote: "I assume they'll not be on land, twenty feet from the buildings in the final game, eh ."

Heh, yeah, that could be a problem . Don't worry, they're just on land for testing purposes .

Quote: "Awesome! My only suggestion would be that the messages such as 'Open Hatch' only show when you are facing them rather than purely based on proximity."

Yeah, that's what I wanted to do too, but for now I'm just going to do proximity because seeing if you're pointing at it would require a whole new set of stuff for them . You do have to be pointing at the object that you want to enter though, so that way if you're standing in the area and look at an object to pick it up, it will change to saying the objects name .


Opposing force
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Posted: 21st Nov 2007 17:06
Gil, everything is looking so great.

I am very, very sorry for not writing my Beta testing review yet. I have had so much going on around me. I'll try my best to get it done at the weekend.

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nackidno
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Posted: 21st Nov 2007 17:23
The world editor sounds alot like the The Elder Scrolls Construction Set. That's cool. Easy to use.

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Gil Galvanti
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Posted: 21st Nov 2007 17:48
Quote: "Gil, everything is looking so great.

I am very, very sorry for not writing my Beta testing review yet. I have had so much going on around me. I'll try my best to get it done at the weekend.
"

Thanks, and no problem, take your time .

Quote: "The world editor sounds alot like the The Elder Scrolls Construction Set. That's cool. Easy to use."

Yeah, maybe I'll post up a video with it to show how easy it is .


Gil Galvanti
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Posted: 21st Nov 2007 18:17 Edited at: 21st Nov 2007 18:22
Ok, here's a video of the world editor and then the map in the engine after just to show how easy it is. Ignore the fact that the NPC is through the table, they are loaded (for now, that's my current task in the WE) separately from the world editor, so I forgot that they were right there. It also shows how the engine takes care of all the objects and actions with them automatically.

http://www.youtube.com/v/R3A6wsCMdTk

It may still be loading. Ignore the jumps in the video, they are when I had to restart the video for fraps after 30 seconds.

EDIT: Oops, sorry for the double post, wasn't thinking about it . By the way, the FPS is 60 straight in the game and world editor, but fraps slows it down.


Bizar Guy
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Posted: 21st Nov 2007 20:37
Seriously, that's really impressive. On a technical level, I'm really impressed. I haven't even begun to work with what you might call an editor. That's on my to do list though, I imagine I'll need one for my next game.


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nackidno
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Posted: 21st Nov 2007 21:29
It is more like the TesCS than i thought! Good job, looks really easy and effective to use. Will the editor include in the final product, so we on the community can create mods or such, that would rule.

//Nackidno, Yes it's Nackidno, not Nakidno

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Gil Galvanti
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Posted: 21st Nov 2007 21:56
Quote: "Seriously, that's really impressive. On a technical level, I'm really impressed. I haven't even begun to work with what you might call an editor. That's on my to do list though, I imagine I'll need one for my next game."

Thanks, it took a lot of work and it's not even near complete yet . I still have to finish adding the capability to edit NPC's and quests, add weather, and redo the landscape editor for it.
Quote: "It is more like the TesCS than i thought! Good job, looks really easy and effective to use. Will the editor include in the final product, so we on the community can create mods or such, that would rule."

Yup, I do plan on releasing it with the final product in hope that people will mod the game and, as a result, increase the play value of it .


tha_rami
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Posted: 22nd Nov 2007 04:03
Quote: "Yup, I do plan on releasing it with the final product in hope that people will mod the game and, as a result, increase the play value of it ."

Heh, when I started to get active, I always thought PoPR looked like one of the most ambitious and impossible projects I had ever seen an indie start with. But seeing how this is turning out, I'm absolutely certain that you'll be releasing this one day... but not before any imaginary deadline...


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Jimpo
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Posted: 22nd Nov 2007 05:08
The editor looks very impressive with a lot of easy to use functionality. Keep up the good work, looking forward to more updates.

Gil Galvanti
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Posted: 22nd Nov 2007 07:28 Edited at: 22nd Nov 2007 07:29
Quote: "But seeing how this is turning out, I'm absolutely certain that you'll be releasing this one day... but not before any imaginary deadline...
"

Lol, yeah, I won't give up after working on it for the past 4 years . Deadline? I hate deadline. Deadline is stoopid!

Quote: "The editor looks very impressive with a lot of easy to use functionality. Keep up the good work, looking forward to more updates."

Thanks . Soon it will have even more functionality with the editing of NPC's and quests integrated .


Gil Galvanti
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Posted: 30th Nov 2007 04:48 Edited at: 30th Nov 2007 04:48
Alright, a quick update, that isn't even really important unless you're me , but NPC's are now fully edited in the World Editor instead of hardcoded! This means much faster editing and creation of them, which is a good thing for me . The system I have is essentially just visually assigning variables, but that's what a World Editor really is, after all . It allows me to edit their name, skills, personality traits, dialogue, and inventory (including whether the item is saleable and its quantity), as well as the obvious position, rotation, etc. like with all other objects .


tha_rami
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Posted: 30th Nov 2007 05:13
Jeez dude. It's not important unless you're you. Last time I checked, nobody besides you was you, that is, not counting possible alternate dimensions in which you could actually be monitoring you, which would create the paradox that most likely, it would not be interesting nevertheless as you already know what you've done, so basically you and you already know what you've done because you've been monitoring you. Even more complex with three you's, as you could be monitoring you or you, which could lead to a delay in the perception of either of three you's, except for the you you, which is creating PoPR, unless dimensions mean that you could be doing the same thing in billions of them because just a single atom is different. In that case you, you and you'd probably be working on PoPR now anyway, and have no need to monitor each other. Which would mean you wouldn't need to post this anyway.

In the end though, that's a mayor step forwards for the editor!


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Satchmo
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Posted: 30th Nov 2007 05:25
That was a.. fun read.

Nice work on the editor Gil.

nackidno
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Posted: 30th Nov 2007 18:51
That's good news for the guys that hopes that the game is modable after release!

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Mr Kohlenstoff
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Posted: 30th Nov 2007 20:14
The game looks great, but it also seems that there still very much work to do... another 4 years maybe. Good luck with it, and don't stop uploading videos!

Gil Galvanti
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Posted: 30th Nov 2007 22:15
@Tha_rami: Uhh...right, lol .

Quote: "That's good news for the guys that hopes that the game is modable after release!"

Yeah, it will definitely be modable, and people will have the same tools that I used to make the world at their disposal .

Quote: "The game looks great, but it also seems that there still very much work to do... another 4 years maybe. Good luck with it, and don't stop uploading videos! "

Haha, hopefully not another 4 years . You have to take into account that I didn't know much of anything about programming when I started, and I've rewritten the engine 4 times and the world editor twice . I've only worked on these versions for about 1.5-2 years, and my estimation is that there is only really a couple months left .


Zeus
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Posted: 30th Nov 2007 23:51
Quote: "If this goes well, I can see it reach Geisha House/Star Wraith quality, together with titles as Soulhunter and Dream."


Ehhemm, and?

@Gil: Looks great. I cant wait to play the real game. Plus I love the acronym PoPR

tha_rami
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Posted: 1st Dec 2007 02:32
Quote: "Ehhemm, and?"

In DB-terms, that's considered a compliment.


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Gil Galvanti
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Posted: 1st Dec 2007 21:47 Edited at: 1st Dec 2007 21:54
Quote: "@Gil: Looks great. I cant wait to play the real game. Plus I love the acronym PoPR"

Heh, thanks .

If anyone cares, I've put together a varying in detail to-do list for PoPR. Each item could take anywhere from 10 minutes to a week, so it's length isn't really very indicative of the time I have left . If you have any suggestions or think I missed something, let me know.

• highlighted selections
• Bug swinging one more transfers
• Bug opening multiple UI's messes up
• certain distance from NPC's to talk bug
• talk responses
• position inventory details
• clean up inventory (unneeded boxes)
• make equipped slots built in
• water/terrain (memblock matrix)
• mining sound
• make metal from ore
• more resources
• way to make metal from ore
• eating/drinking
• npc's have money
• more trees/plants
• animals
• time-day/night
• weather
• crouch
• editing object properties(quantity, etc.)
• two speed object movement in world editor
• adjust camera speed in world editor
• ship moving
• mini-games (chess/checkers/other)
• keys
• selling/buying multiple items quicker
• selected shop item shouldn't transfer
• quests
• quest editing
• NPC's work inside?
• deleting interior objects
• multiple possible dialogues
• ship collision
• ship interaction
• ship cannons
• "custom" talk topic section where questions and answers are dynamic
• "actions" (some profession specific)
• lightmap individual objects and buildings
• scroll arrows (crafting, importing objects)
• more objects/crafts/buildings
• multiple resource types and quality advantages
• book writing/reading bugs
• editing books in world editor
• Bug equipping items

As you can see, I have quite a bit left, but the items are getting smaller and more detailed, meaning I have the basis of most things down and it's getting to where it's all just debugging and detailed polishing .


Bizar Guy
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Posted: 1st Dec 2007 22:04
Quote: "If anyone cares"

Please don't write that, 'couse we do, otherwise we wouldn't be chacking your thread.

That certainly is a lot, but I'm sure you can do it. By a few more months you meant the editor, right? Not the entire game, surely...

Quote: "Ehhemm, and?"

I reaaaaally hope you're not refering to what I think you are.


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Gil Galvanti
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Posted: 1st Dec 2007 23:30 Edited at: 1st Dec 2007 23:33
Quote: "Please don't write that, 'couse we do, otherwise we wouldn't be chacking your thread."

Heh, well I just know that some people aren't really interested in the technical aspects of everything and are just interested in the game itself .

Quote: "That certainly is a lot, but I'm sure you can do it. By a few more months you meant the editor, right? Not the entire game, surely..."

No, the entire engine . Combat and AI are the only major systems that remain for the main engine. The only major things left for the world editor are matrix editing, time/weather editing, and finishing quest editing. The rest is just improving what's there and polishing it, which is much easier when you already have a basis for the system. After that, it will pretty much be complete, and will be very efficient in making the world . Maybe not a couple months, but I would guess less than 6, depending on what rate I continue working and what gets in the way . Of course, I never work with deadlines (unless Rami makes me work with his imaginary ones for Untitled ), so I don't promise anything .

For PoPR, I plan to release it in (at least) two parts. The first will be the first release, which will include the "true" professions of soldier, lawyer, governor, blacksmith, and doctor.

Side note: to prevent confusion, which happens every time I name the professions, things like pirates are not considered a profession, just as a thief is not considered a profession today . There will be much more that you can do that is not considered a profession because of the freedom in the game, so things like being a merchant will only require you to find a cheap place to buy an item and then find a high priced place to sell it. The 5 professions will be ones that actually have a line of quests associated with them, where you will often work your way up through the status' in that profession.

Anyways, the first release will also include all of the engines that I have, and everything that is done up to that point. Then I plan on releasing a second version (months, or perhaps more than a year later) that will be like an expansion pack. There will most likely be some sort of graphical overhaul, numerous extra professsions, a larger world, and a lot of other features that add to the game (things like being able to own land, possibly create a city, etc.). It won't be free and, depending on how many extra features I include, I'll probably sell it for $15-$30 if I can. That's a long ways away though, first I'll worry about getting the first release out and patching it after it's release for bugs.

Quote: "I reaaaaally hope you're not refering to what I think you are."

I thought that too, but couldn't tell if he was joking .


tha_rami
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Posted: 1st Dec 2007 23:34
Gil, crap dude. You are two weeks late for each deadline, but a massive engine like this is to be expected in a month or what. I hope you're not setting imaginary deadlines, cause when you promise PoPR will be released that and that day and you don't release it then, I'll dedicate a full page in Untitled to your lack of understanding of the concept of deadline.

On a side note, that sounds very impressive .


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Gil Galvanti
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Posted: 1st Dec 2007 23:36 Edited at: 1st Dec 2007 23:36
Quote: "You are two weeks late for each deadline, but a massive engine like this is to be expected in a month or what. I hope you're not setting imaginary deadlines"

When have I ever been late for one of your imaginary deadlines? . And who said anything about a deadline or "a month or what". It's just my ESTIMATION is in a few months .

Quote: "On a side note, that sounds very impressive ."

Thanks .

BTW, why aren't you on MSN?


tha_rami
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Posted: 2nd Dec 2007 03:49
Why aren't you?


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Jimpo
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Posted: 2nd Dec 2007 04:34
Take the version I tested and add the items from your to-do list, and you've got one of the most impressive DB games out there. Keep it up!

Zeus
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Posted: 2nd Dec 2007 14:05
Quote: "I thought that too, but couldn't tell if he was joking ."


Only joking.

Bizar Guy
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Posted: 2nd Dec 2007 18:40
Ah, ok. I can understand having the engine done in a few months, but understand you don't just have the world to build at that point, you have all the media too. And getting the amount of media you'd need for a game like this is huge. And good world design also takes forever, and then you also have to make all the quests... How big is the world going to be?

Since you mention versions, are you going to expand the world with multiple version?

I guess I just have trouble conceiving getting all that done in that amount of time. I just don't have the free time to do that since I got to college.


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Gil Galvanti
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Posted: 2nd Dec 2007 19:22 Edited at: 2nd Dec 2007 19:22
Quote: "Ah, ok. I can understand having the engine done in a few months, but understand you don't just have the world to build at that point, you have all the media too. And getting the amount of media you'd need for a game like this is huge. And good world design also takes forever, and then you also have to make all the quests... How big is the world going to be?

Since you mention versions, are you going to expand the world with multiple version?

I guess I just have trouble conceiving getting all that done in that amount of time. I just don't have the free time to do that since I got to college."

Yeah, the world construction will take a while, as well as all the additional media, but fortunately it will be easy to add because of how I have things set up (if you have the model it takes about 2 minutes to add it into the game and world editor) . The world for the first release will probably have one main city (Port Royale), and two or three additional smaller towns/outposts, as well as a couple small deserted islands. As for expanding the world, the world editor will be released with the game, so anyone can mod and add to it, but I will probably also release some patches for the first (free release) that will have a few additions, but the major additions will come with the version that you pay for.

Yeah, I don't plan to have the entire game done in a few months, but I do plan to have most things that are needed to make and play it done by then. I start college next year, so I'll see how that affects my work time .


Bizar Guy
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Posted: 3rd Dec 2007 08:31
Quote: "I start college next year, so I'll see how that affects my work time ."

It really does. For at least the first month or two your probably wont even touch any code.


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Darth Vader
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Posted: 6th Dec 2007 03:22
Okay so I'm a little confused, if someone could enlighten me a littel that would be great! What exactly is the engine?

I know it handles collision, AI, shading, and other stuff but how does it work exactly? I mean doesn't it need to be hard coded for each game? Or do you make the game maps, add the player and the enemies, set their AI state, set their collision and how it reacts to the world and then set the graphical details to them?

If thats the case could the Game engine be, really, an advanced map editor?


Also will the game engine handle, according to what and when you set it to, the cut-scenes and triggered events?

Satchmo
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Posted: 6th Dec 2007 03:44
Kind of, it likes every mechanic and feature in a game, nothing graphical, not levels or anything.

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