Team Members
OK, so the following people are in the team:
-DD
-Obese87
-That1Smart Guy
More can come, and others can go on the long vicious path to victory over the DBP people.
I welcome all pro programmers into the DarkPRO team.
Game Style
We still need to agree on what we are making. So so far, we are making:
-3rd person RPG adventure game.
My questions to you all are:
-Game name?
-Character name?
-Blood?
-What should the main character be?
-What moves should the main character have?
-What role should the main character play in the game?
-Thoughts to the storyline.
-Weapons?
-Objectives?
-Style?
I vote:
-I don't know what to call the game or the character yet
-Yes to blood
-I think the character should be some type of animal, maybe something that hasn't been done before. A koala? Kangaroo? Platypus?
-Moves should be jump, punch/hit, crouch, high jump/backflip, a second jump in the air, helicopter in the air, maybe a long jump, climb, dive, fast swim, slow swim, die, drown, impact and some sort of super attack.
-I don't know what role should be played yet
-I suck at storylines
-Weapons : bazooka (boom!), rifle, sniper, shotgun, bombs.
-Objectives are a mix between puzzle and skill.
-The game style should be realistic, but yet involve some unrealistic things(like the main character, he is an animal).
Need to be done in near future
OK, so here is a list of what the game is going to have implemented into it:
-
Bone Animation. If zzz can do it, we can do it. A great way to show that DBC is more superior than DBP. There are two ways to do this. The first way is we need someone that understands how the .X format works with bone animation, and can convert the frames in the X file to vertex manipulation memblock functions. Anyone out there that understands and wants to be part of it, please post here or e-mail me with the e-mail button at the bottom of my post.
The other way is to not read the animation from the X file, rather load a static model into a mesh memblock and animate it with code. If this is the case, I volunteer for that.
-
Lock points. I am not sure what you actually call them, but for now they are lock points. They are points positioned in 3D space so you can lock an objects angle to it. For example, I have the main character walking along through a dungeon, and on the right there is a lifeless skeleton lying on the ground. You could position a lock point at that skeleton, and as the player walks past, it's head will rotate towards the skeleton as it gets in range, so the main character looks at the skeleton while it walks past it. This gives a good feeling to the game.
-
Waypoints. Every good game uses waypoints, so we will also use them. I am hoping my waypoint plugin(my sig) will be ready by the time we need it, if not, it wont be that hard to do without a plugin, just a bit messy.
-
Light mapping. This can be done with Blender as Latch showed me with his great tutorial. It gives a very realistic feel to the game.
-
Menu. We of course need a good menu. I prefer 3D menus like in Conker, but whoever gets the task can do it how they like. It just has to fit in with the style of the game, which we haven't yet declared.
-
Maths DLL. Since DBC maths are REALLY slow, I will make a DLL specific for maths. I noticed maths using DLL's are exactly 49571 times faster on my computer.
-
Joystick, Joypad, Mouse and Keyboard Plugin. We will need a program so the user can configure their controls how they like using any joystick or joypad, mouse or keyboard. The devices used should be able to be mixed, so the user can set the jump button on his joystick, the walk with the mouse and the punch with the keyboard. At later stages we may include Xbox360 and WII configurations, but we will leave that out for now.
The program should save the configuration to a file, and should be loaded into the main game. Whoever gets this task must write a function, like "Button_Pressed(device$,button)". So if I want to see if joystick button 3 is pressed, I'd write "If Button_Pressed("Speed-link 2.0v392-d dev 39021-847",3)=1 then blabla". Of course you will also have to include sliders, twists, all axises, and hat angles.
These are the points for now.
Our next goal
The first goal is going to be to get the main character animated using vertex manipulation. Our goal is to have a character walk around using the joystick plugin, with all animations. No landscape, just a simple character walking around. This consists of the following points:
-Bone animation
-Joystick, Joypad, Mouse and Keyboard Plugin
I'm sure one of you can take the Joystick config. If no one wants the bone animation, you can split up these points between yourselves:
-Lock point editor ---> Make an editor to position points in 3D space
-Menu ---> How should the menu be built, what should be included etc. We do not know yet what the game style is, so you can not really start making the menu yet.
If you want to do a point, please volunteer here.
I will be programming the maths DLL.
TheComet

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