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Original Post
just to help you out a bit... the catipiller thing is really just a position array.
typedef Coordinate
x as integer
y as integer
z as integer
endtype
dim Some_Array (4) As Coordinate
player moves 1 space...
some_array(3) = some_array(2)
some_array(2) = some_array(1)
some_array(1) = some_array(0)
some_array(0).x = new x
some_array(0).y = new y
some_array(0).z = new z
everyone has their new location, update pictures.. and your pretty much done.
Hope that helped.
typedef Coordinate
x as integer
y as integer
z as integer
endtype
dim Some_Array (4) As Coordinate
player moves 1 space...
some_array(3) = some_array(2)
some_array(2) = some_array(1)
some_array(1) = some_array(0)
some_array(0).x = new x
some_array(0).y = new y
some_array(0).z = new z
everyone has their new location, update pictures.. and your pretty much done.
Hope that helped.
First of all let me wish you good luck. Please don't take this post the wrong way, i hope you do go on and create that 3D engine.
However, i think you may be underestimating the project here. What you're describing is, at least in my book, far from a "simple" project, which could be easily created. In comparison (and i realise that i'm not the fastest of people), i've been working on a library to make it easier to create 2D games myself for a well over year - and it is far from finished. Creating a full fledged 3D engine, with descent sound support and tools to create environments will probably take you at least as long, even if you're way better at this stuff than me. Again, i'm not trying to discourage you, please do prove me wrong [smile]
Finally, unless i misread, i think you forgot to mention the graphics API you will be using. Do you have any idea about that ?
However, i think you may be underestimating the project here. What you're describing is, at least in my book, far from a "simple" project, which could be easily created. In comparison (and i realise that i'm not the fastest of people), i've been working on a library to make it easier to create 2D games myself for a well over year - and it is far from finished. Creating a full fledged 3D engine, with descent sound support and tools to create environments will probably take you at least as long, even if you're way better at this stuff than me. Again, i'm not trying to discourage you, please do prove me wrong [smile]
Finally, unless i misread, i think you forgot to mention the graphics API you will be using. Do you have any idea about that ?
Yes with how much time you have asked for this will take a long time. Not saying it can't be done or anything, just do your aware from the programming prospective.
I have now worked on my own engine (multiple however, as it also has sound, music, input, etc.. not just graphics) for over 2 years. Sometimes I am spending more then 80 hours a week on it, othertimes i dont touch the code for a month or two.
There are people who can do what I have done probably within 1 week from scratch and alot better, but from your post I am under the impression the programming would be done for experience and the feeling of a new player to programming 3d.
Wish you the best of luck and hope to see something from you in the future!
Sincerely,
Michael Hughes
I have now worked on my own engine (multiple however, as it also has sound, music, input, etc.. not just graphics) for over 2 years. Sometimes I am spending more then 80 hours a week on it, othertimes i dont touch the code for a month or two.
There are people who can do what I have done probably within 1 week from scratch and alot better, but from your post I am under the impression the programming would be done for experience and the feeling of a new player to programming 3d.
Wish you the best of luck and hope to see something from you in the future!
Sincerely,
Michael Hughes
Just to clarify...
Are you meaning to write a 3D engine in the sense of using pure math and logic (with methods such as raytracing) to create a multi-platform 3D engine? Or are you more meaning exactly what that chrono trigger project did, and use an existing API (like DirectX, in their case) to be thrown together in a useable format?
If it's the second, that is very obtainable with what you are asking. You could even do it solo with the help of a book such as "The Zen of Direct3D Game Programming" by Peter Walsh.
Are you meaning to write a 3D engine in the sense of using pure math and logic (with methods such as raytracing) to create a multi-platform 3D engine? Or are you more meaning exactly what that chrono trigger project did, and use an existing API (like DirectX, in their case) to be thrown together in a useable format?
If it's the second, that is very obtainable with what you are asking. You could even do it solo with the help of a book such as "The Zen of Direct3D Game Programming" by Peter Walsh.
Quote:
Original post by SSJoseph
Sorry, I forgot alot of details people.
Necraia: I wanted a multi-platform engine, yes :)
But still use the DirectX Api
TalonSnow: Really? I figured if we used multiple libraries it would go alot easier.
MonkeyInBlack: I don't really have a timeframe.
Like I said before just a project (And dont worry, I didnt take the post the wrong way)
Phoenixx1980: Ya I realised it was something like that a little after I posted this message.
I forgot to edit it, so then, now you see what I have up there.
If anyone is still willing to help me out, you have my contact information at the top.
And if you have any other questions, just leave a message
Uhm this is a weird post. I don't think your looking for someone to help you out (although you keep on saying it) I think you are looking for someone to write an engine for you for free so you can create a game. I don't understand why you don't use an engine that's already made and ask for a programmer to help make your game ?? i don't get it .. weird post.
To build a game like this will require a full proffesional team working 8 h/day for one year. Even with an allready built engine, you may need more than one programmer (and perhaps at least one year) to implement all game related features and to address all inerent issues.
Anyway I hope you accomplish your goal
Anyway I hope you accomplish your goal
Quote:
Original post by SSJoseph
Codemonger: I can understand your point of view, but I see it as help.
he/she does the engine, I do other stuff, if in the future i need more...I will come back for more staff.
Yeah i get that, but problem is that an engine doesn't require a graphic artist etc.. this is what I don't understand ? I understand you wan't to make a game, but you don't mention the game part too much. You just want an engine. That's not much incentive for a programmer to code you an engine, "so you can have an engine ?" .. I still don't get it.
I guess I see it as it would be like me asking a 3D artist to render me 100 fantasy world characters for free on their spare time ... and I'll take 20% of profits if I sell them .. I just don't understand the symbiotic relationship.
Also don't understand why you don't ask a programmer to create this game with you as opposed to doing the engine for you ... again I just find it wierd that's all.
BTW I think it's good you wanna start simple, nothing wrong with that. Good Luck.
May I suggest that you start out with something a lot more practical.
Team structure: Just me.
I am 3D Modeler, Musician, Artist, Animator, and I guess story.
I just need 1 (maybe 2) programmers on my side
3D Modeler: show some examples of 3D models.
Musician: provide a link to a demo of your talent.
Artist: show some examples of your artwork.
Animator: show some examples of your animation skills.
Writing: yup, some examples of that too.
Building a portfolio is extremely important when you are trying to sell yourself as someone who will be doing a huge part of the work.
So here's what I think you should do:
Provide a portfolio to someone building a team... doesn't matter what they are making, you have litterally hundreds of people of all ranges wanting to do something here.
Once you get on to their team with whatever skills you have, then all you have to do, is get envolved with the programmers... most programmers love telling you how it works, because frankly 99% of the people out there don't really have a clue how much work is put into it, and they love the attention.
This way you are not leading. If your goal is truely to pick up on some techniques, being the leader is the most time consuming and demanding position, and the least likely to give you available time to build interpersonal relationships with just one or two people.
It is also important to keep in mind, once unattainability rears its ugly head at the project for biting off more features then you can chew, your team will leave you as soon as a better opertunity arises that they can qualify for.
I tend to ramble a lot so i'll recap it here:
1) Post a portfolio looking for work. If it's not original, it will hurt you more then help you.
2) Get picked up by a freeware or shareware team.
3) Learn about all of the other aspects of making games while being somewhat productive.
4) Be incredibly patient, and do your best. Making a game is not a 2-day art project.
Team structure: Just me.
I am 3D Modeler, Musician, Artist, Animator, and I guess story.
I just need 1 (maybe 2) programmers on my side
3D Modeler: show some examples of 3D models.
Musician: provide a link to a demo of your talent.
Artist: show some examples of your artwork.
Animator: show some examples of your animation skills.
Writing: yup, some examples of that too.
Building a portfolio is extremely important when you are trying to sell yourself as someone who will be doing a huge part of the work.
So here's what I think you should do:
Provide a portfolio to someone building a team... doesn't matter what they are making, you have litterally hundreds of people of all ranges wanting to do something here.
Once you get on to their team with whatever skills you have, then all you have to do, is get envolved with the programmers... most programmers love telling you how it works, because frankly 99% of the people out there don't really have a clue how much work is put into it, and they love the attention.
This way you are not leading. If your goal is truely to pick up on some techniques, being the leader is the most time consuming and demanding position, and the least likely to give you available time to build interpersonal relationships with just one or two people.
It is also important to keep in mind, once unattainability rears its ugly head at the project for biting off more features then you can chew, your team will leave you as soon as a better opertunity arises that they can qualify for.
I tend to ramble a lot so i'll recap it here:
1) Post a portfolio looking for work. If it's not original, it will hurt you more then help you.
2) Get picked up by a freeware or shareware team.
3) Learn about all of the other aspects of making games while being somewhat productive.
4) Be incredibly patient, and do your best. Making a game is not a 2-day art project.
Quote:
I highly doubt that, the engine I want, i would like to be very similar to the 2d rpg development kits.
Many people have made short games by them selves with that engine.
In fact, I wouldn't mind using tiles for the terrain, it would actually give a fun perspective on 2d games...wouldn't it.
I was not talking about the engine, you don't understand, a good can make you a simple terrain in a couple of days a modest one in a week or two, the big problem is with the game mechanics part, you're talking about a simple RPG: a RPG means a player with a set of properties (like: life, mana, strength, speed, stamina, etc) plus a list of items the player (and other characters perhaps) will use. Each item will modify player's properties or give him some new ones.
How much do you think a system like this will take to program ?
Please belive me, a good programmer will need at least two weeks to implement this system and a decent setup (you'll need a way to setup those properties for the player and items). A modest one will need perhaps a month or two and he might to rewrite some parts later ;).
Well this is just a small part of your game side and even if you manage to put everything in place, for a RPG you'll need somevhere between 3 and 6 months to finetune your gameplay.
I don't want to be mean or to make you loose your faith, I just want to help.
Quote:
Programming > LevelUp, EXP: 1 Month
Quite honestly if it's going to take a programming one month to write code to ++ an experience variable and do a lookup on a table to check their level you are most likely looking at a 60-70 year development period for the project.
It would take all of 10 minutes to write that.
To be honest I would suggest the following to you:
1.) Download the '9th Life' source code, you can find it if you search the Ogre forums for a link or ask over there. It is the full source code to an RPG at an isometric perspective with 3D models as buildings, characters, etc already running on the Ogre engine.
That will give you the full source code to an RPG using 3D models along with all of the assets. Than you no longer need to build the engine or the game, only import assets and tweak the gameplay.
Good luck with your project.
1.) Download the '9th Life' source code, you can find it if you search the Ogre forums for a link or ask over there. It is the full source code to an RPG at an isometric perspective with 3D models as buildings, characters, etc already running on the Ogre engine.
That will give you the full source code to an RPG using 3D models along with all of the assets. Than you no longer need to build the engine or the game, only import assets and tweak the gameplay.
Good luck with your project.
umm actually any 3D engine would be capable of doing that.. you are just changing the camera angle. If you read my post and went and downloaded and ran 9th Life you would see that you have the full source code to exactly what you are describing already done for you.
That isn't 2D terrain you are looking for, that is 3D terrain but just flat.
That isn't 2D terrain you are looking for, that is 3D terrain but just flat.
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