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Project Zero

Started by zerobounds Jun 30, 2011 at 3:27 AM 3 replies 2.1k views
Original Post
zerobounds
zerobounds
This seems to be the place to post project threads, if this is not the right place then please move the thread.

Here is the link to the design thread that this game is following:
http://www.gamedev.net/topic/605118-pc-mini-mmo-space-concept-3d-isometric/

The project has no name, but Project Zero sounded good since its probably going to bring me down to that mental level for a while.

I have no programming experience, i've been on inde development teams strictly modeling but never been involved in the whole she-bang. Tonight i spent an hour or so making a little ship, planet and space debris with textures to see how it worked out in the engine I'm using. Unity has a great interface, I'm really enjoying it so far and I think once I get a grasp on it this should be a cakewalk until things get complex and i need help sorting out networking and character development coding.

This is the first screenshot of the game ever, in the entire universe. Maybe you can sell it on EBay in 5 years or something.
dev_1.jpg


I'm happy with the difficulty level I've found with doing this so far on my own and intend to finish what i started. I'll keep this thread updated with information on the project and post regular updates. If you want to help out, thats great, just let me know. I need a hand with textures, model uvw's, scripting, and intend to work with Photon for the multiplayer side on top of my lack of programming knowledge so basically anything other than modelling. While I do intend to do this completely on my own anyone is welcome to help out on a "hey, you might try this" basis or a "hey lets do this together" basis, either way I'm just here to have some fun.
zerobounds
zerobounds
Tonight i made the models show in the picture above and sorted out how zoning might work with content.

I can create a unity scene for each zone in the galaxy (it might take like 60 - 120 seconds to fly across a single zone) and customize them as i see fit, which is really great for making areas unique if i keep things fairly small and should cut down on the local pre-load times in the future.

I made 2 layers of background fuzz, a gif layer with only stars and another with gaseous space textures in the distance below. When moving this gives some depth to the background since the two object are farther away. I can populate the background with anything and as many layers as i like using this method and get good results. More Debris, Gas textures & layers and more randomized star layers should follow with minimal effect to gameplay speed in the long run.

Things i need to address immediately:
1) Give the player control of the ship.
2) Create a camera that follows the ship in an isometric view, moving on only 2 planes.
3) Make right click&hold move the ship in the specified direction so local navigation is easy and simple.
4) Possibly improve the lighting if time allows.
5) Create projectile objects for attacking
6) Figure out how to make the ship fire said projectiles and assign damage properties to them
6) Space station model/textures.

The current objective is to create a single zone with all of the functionality of the entire game included in it. I should be able to fly the ship and destroy something, gain xp, pick up loot, fly back to the space station, sell it for credits, buy a new gun, mount it on my ship and go overthrow a space station's defense with it before i expand anything outside that zone.
niagidra
niagidra
The screenshot looks promising but with`not programming experience' it will be an uphill battle for you!
Zethariel
Zethariel
Agreed. I too picked up Unity, but me and Mr Pascal, Mrs Delphi and Mr C++ go a long way back.

Totally not having anything to do with algorythms and syntax structures may leave you frustrated at how much you have to Ctrl+C and Ctrl+V. I suggest you keep the game fairly simple until you can bait someone who would be willing to help you set things straight -- messy code can be a b*tch to debug and some structures that might seem to work are actually pretty volatile

That was just a personal opinion, anyway, good luck with that! Hope to play a demo soon!
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zerobounds
zerobounds
Thanks for the comments, and I know I do have a lot of work ahead of me =)



Got a Movement script going tonight but there are plenty of kinks to sort out in it. Right click held down will feed a destination to the ship continually.

This isn't the final camera angle but i did get it fixed on the ship, I wanted to make a test video. You can somewhat see the star layering effect in the video but its pretty poor quality. I'll try to improve for future videos.

[s]1) Give the player control of the ship.[/s]
[s]2) Create a camera that follows the ship in an isometric view, moving on only 2 planes.[/s]
[s]3) Make right click&hold move the ship in the specified direction so local navigation is easy and simple.[/s]
[s]4) Possibly improve the lighting if time allows.[/s]
5) Create projectile objects for attacking
6) Figure out how to make the ship fire said projectiles and assign damage properties to them
6) Space station model/textures.[/quote]

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