Original Post
10-20 years? 15-30? an entire life time (Which the acomplishment of an entire fps now wouldn't be anything then...) Just wondering . A game like bf3.
Looks like ill never be able to achieve this... Moving on
[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif]Looks like ill never be able to achieve this... Moving on
[/font][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][/font]
[/quote]
One thing to keep in mind is, today, many things are so much easier than the used to be. I can't write a AAA (or even A or B) game title myself, but that doesn't keep me from working on my game projects. It just means I need to target a different audience. You don't need mocap animation or huge high poly models. Modern versions of Wolfenstein or Doom clones are attainable as a 1-man operation, if you leverage the right resources:
Sound and Music: It used to be playing sound in the DOS days meant writing your own sound driver! Grab an OGG library and OpenAL, and in a few days you can have high quality music playing with 3d positional sound. Online you can find decent Creative Commons music tracks, and sound effects. (Or record your own sound effects.)
Graphics Rendering: If you know OpenGL you can have a wolf3d or doom-looking maze running quite quickly. You don't have to write the software rasterizer, or figure out the assembly language for optimal texturing. It's all done for you. You don't even have to have very aggressive hidden surface removal. You mostly just have to focus on the actual gameplay logic.
Graphics assets: Use sprites for the enemies like they did back then. High resolution sprites and high-res textures are easy today. Want a hi-res brick wall texture? No fooling around with PC-Paintbrush, just take your digital camera out and go up to a building. Use a digital video camera and record your friends running around and doing fight moves against a green screen. With hardware you already have and software you can get online for free, in a couple days you can have a library of sprite animations for a couple different character models. This would have taken expensive specialized hardware back then and who knows how much time. I read somewhere many of the enemies in Doom were digitized photos of clay models they built. Go get some action figures, and use stop animation, lol.
The point is, a lot of the hard problems are solved, especially if you use an already written engine. Creativity is key. If the game is fun, no one will care the whole world is made of low res cubes. Look at Minecraft!
This topic has been locked by a moderator. New replies are not allowed.
With your permission, GameDev.net uses analytics cookies to understand how people use the platform. You can accept analytics or continue with necessary cookies only. Learn more