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Started by X-RRay Jun 25, 2007 at 12:58 PM 6 replies 800+ views
Original Post
X-RRay
X-RRay
. [Edited by - X-RRay on June 25, 2007 10:05:35 PM]
LessBread
LessBread
A title is a must have feature of posts in the help wanted forum...
"I thought what I'd do was, I'd pretend I was one of those deaf-mutes." - the Laughing Man
Ravuya
Ravuya
How much have you done so far? Is it just a set of utility libraries for developing, or a more rigid scene-based toolkit?

Making a cross-platform engine without access to those consoles' development kits is also very difficult, and there's a wild disparity in complexity between the systems named; how are you handling shaders?

I also don't see how storyline is a duty of a game development toolkit as opposed to a particular game's responsibility, unless you're going to provide some sort of templated classes for procedural plot generation (IThematicElement).
CrazyCdn
CrazyCdn
Have you ever built a complete engine before? Why are you going to include aspects like model creation when there are a dozen or more already made, tweaked modeling packages out there? Worry about making a good editor that just imports, places, etc already made models.

It sounds like you're building the engine + game into one package. Also, don't be posting what time sessions are going to be taking place 1-2 years before you have any :P Just an idea.
"Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." --Benjamin Franklin
Crypter
Crypter
I highley recommend developing for portability early on. You can always just have
a PC implimentation or port until you can provide support for other architectures.

What are you going to do for the engine? "Head Producer" can have a vauge
(and sometimes useless) definition.

What is your design goal for the engine?
X-RRay
X-RRay
Mike2343- Ill take on what you said about the 3d importation of the 3d models.
Crypter- Im not very good with programing in C++ so im going to work on ad.s running the site server and anything else i can.
My design plan is to have a program that program that can do all the code for and all you have to do is follow the instructions and you dev.ed a game in the matter of a hour or a week instead of 3 years with a giant dev. team.
AaronA
AaronA
So, you expect a team of artists, sound mixers, and programmers to put together a cross platform (extreme cross platform in this case) game engine for little to nothing while riding on your management and producing skills (most producers come with resumes, experience, and the like)? Sorry, I don't see this happening, I don't want to discourage you, but your setting yourself up for failure. I mean that as best as possible.

Quote:
My design plan is to have a program that program that can do all the code for and all you have to do is follow the instructions and you dev.ed a game in the matter of a hour or a week


From the sound of things you've never developed a game, little on a game engine. Its most defiantly not that simple, and not one engine exists or probably ever will that handles so much detail of just slapping a game together (apart from something along the lines of RPG Maker and other Game Authoring tools... or everyone follows a Hello World demo).
jbadams
jbadams
Huh?
- Jason Astle-Adams

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