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Geek Culture / I want to make YOUR game...

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TechLord
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Posted: 11th Dec 2009 21:32
Requirements:
1. Unique Game Idea (Design Doc a Plus, but optional).
2. Cool Ideas for Media (if any).
3. Use the Super 3D Game Engine!

Reason:
Because I want to develop the game that will breath life back into PC-based Game Market!

budokaiman
FPSC Tool Maker
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Posted: 11th Dec 2009 22:24
Half-Life 2 Episode 3, because it's taking Valve too long.

This signature is legen-wait for it... dary };]
Syncaidius
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Posted: 11th Dec 2009 22:44 Edited at: 11th Dec 2009 22:44
Or if you feel you want even more to do, how about Half Life 3?

budokaiman
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Posted: 11th Dec 2009 22:58
I think that we need Episode 3 so that we can follow the story in HL3.

This signature is legen-wait for it... dary };]
lazerus
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Posted: 11th Dec 2009 23:03
Very nice engine, too bad i wouldnt know what to do with it lol.

Good luck in testing out your features. I assumed this is what your after ^_^

____
-Laz

Syncaidius
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Posted: 11th Dec 2009 23:04
I must admit though, your engine looks very nice TechLord.

TechLord
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Posted: 11th Dec 2009 23:18 Edited at: 12th Dec 2009 09:45
I honestly believe the PC Game Market is frozen. I waited too long - I'm too late. There has to be an exclusive that will blow the roof off the Game Industry.

BiggAdd
Retired Moderator
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Posted: 11th Dec 2009 23:33 Edited at: 11th Dec 2009 23:35
Quote: "I must admit though, your engine looks very nice TechLord. "

?

I don't mean to sound rude, but all I see (And have ever seen from your projects) are Flow charts, graphs and "concepts"

Is there any progress on the engine itself, that isn't a flow chart, quick implementation of a already existing plugin (PhysX, DarkNet) etc that we can see?


I don't mean to be rude, but all I see is a hell of a lot of smoke and mirrors.

Phaelax
DBPro Master
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Posted: 11th Dec 2009 23:33
Bar Fight! I came up with this game over 12 years ago. Think of a scaled down version of GTA meets Tekken. Same old story, guy wakes up to find his woman has been kidnapped. Now this amateur boxer goes around town seeking information to the whereabouts of his girl. Some give the info willingly, others require a certain amount of persuasion. That's when the fight breaks out and the camera spins into a Tekken style game with a fully interactive scene. Grab that cue ball off the table and smash your enemies head it. Bust that bar stool over that uncooperative suspect. I actually have a lot of ideas written down for this game: character names, scenes, stories, camera angles.

So how could are your coding skills my friend?


> SELECT * FROM users WHERE clue > 0
> 0 rows returned
lazerus
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Posted: 11th Dec 2009 23:35
Quote: "Santas Geometric Helper"


Thats two ive collected ^_^

David R
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Posted: 12th Dec 2009 00:30 Edited at: 12th Dec 2009 00:34
That engine seems completely pointless to me. Layering extra stuff on top of.... another layer (GDK). Seems to me you should either make the additional layer target just one genre of game (so GDK->Specialisation) or not use GDK at all (and use something 3D API neutral / OS neutral). Otherwise you're just abstracting an already existent layer of abstraction

09-f9-11-02-9d-74-e3-5b-d8-41-56-c5-63-56-88-c0
TechLord
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Posted: 12th Dec 2009 09:44 Edited at: 12th Dec 2009 09:53
Quote: "Is there any progress on the engine itself, that isn't a flow chart, quick implementation of a already existing plugin (PhysX, DarkNet) etc that we can see?I don't mean to be rude, but all I see is a hell of a lot of smoke and mirrors."
You can download S3GE via SVN if you provide me SourceForge username. You will also need a SVN client, we use Tortoise SVN. Full setup instruction can be found here. There is also plenty of work to be done so don't expect the Hero Engine just yet, lol. The forum serves me as a interactive Design Document and I like illustrations. Afterall, a Picture is worth a 1000 words.

Quote: "So how could are your coding skills my friend?"
Bar Fight sounds like fun. Can we add weapons, magic, and monsters like in Soul Caliber? Also, multiplayer options are a must. As far as my coding skills go. I developed a GUI in DBPro and transitioned to DGDK/C++ less than six months ago. I would rank myself as a intermediate C++ coder. The greatest challenge is media production and I suck at it!

Quote: "That engine seems completely pointless to me. Layering extra stuff on top of.... another layer (GDK). Seems to me you should either make the additional layer target just one genre of game (so GDK->Specialisation) or not use GDK at all (and use something 3D API neutral / OS neutral). Otherwise you're just abstracting an already existent layer of abstraction"
Pointless? That is the point behind DGDK to develop Game Engines with it. It also provides an easy-to-use DX Wrapper and thats what we're using it for. We are using other plugins provide functionality not native to DGDK. Big things are built on layers and layers of smaller things: concepts, machines, protocols, etc. As long as the engine performs at reasonable speed who cares how many layers there are in the background?

TechLord
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Posted: 12th Dec 2009 12:25
Ultimately my point is the PC Game market is withering away slowly and either I develop a kick arse game for the PC with DGDK or jump ship and dev for a console using Torque 360. I'm seriously looking for a unique game to develop with S3GE and its going to have to do things the consoles dont.

Cash Curtis II
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Posted: 12th Dec 2009 15:08
Quote: "You can download S3GE via SVN if you provide me SourceForge username. You will also need a SVN client, we use Tortoise SVN. Full setup instruction can be found here. There is also plenty of work to be done so don't expect the Hero Engine just yet, lol. The forum serves me as a interactive Design Document and I like illustrations. Afterall, a Picture is worth a 1000 words."


Can you just post a download link? I don't want to join anything to run a demo of unknown completeness and quality. I have to admit, all I ever see from you is a flowchart for the most super game engine ever that can make any type of MMO game out of tiny little pieces. I find your flowcharts to be of little value, only made to illustrate your ideas instead of your coding process.

Can you post a Youtube video of your engine? It's very easy to do and will get you lots of attention and recognition.


Download the game!
demons breath
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Posted: 12th Dec 2009 16:02 Edited at: 12th Dec 2009 16:05
Quote: "Because I want to develop the game that will breath life back into PC-based Game Market!"


So basically your indie game is going to single-handedly save gaming on PC? Not only is it going to appeal to a large enough proportion of gamers to have this impact, it's going to be able to compete with all the professionally-made games about in every respect (especially graphics as that's an area which a lot of gamers care about too much imo) and your marketing strategy will be able to get it universally known?

I will be very impressed.

David R
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Posted: 12th Dec 2009 16:20 Edited at: 12th Dec 2009 16:20
Quote: "Pointless? That is the point behind DGDK to develop Game Engines with it. It also provides an easy-to-use DX Wrapper and thats what we're using it for. We are using other plugins provide functionality not native to DGDK. Big things are built on layers and layers of smaller things: concepts, machines, protocols, etc. As long as the engine performs at reasonable speed who cares how many layers there are in the background?
"


You have no idea what you're doing, do you?

09-f9-11-02-9d-74-e3-5b-d8-41-56-c5-63-56-88-c0
Grog Grueslayer
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Posted: 12th Dec 2009 17:30
Quote: "the PC Game market is withering away slowly"


I don't see the PC game industry slowing down anytime soon. My wife downloads new games every day on IWin.

The decline according to that article is because people don't spend as much money for a console as they would for a PC. So making a Super 3D Engine on a PC is not going to stop the decline since they would still have to buy a PC to run it.

TechLord
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Posted: 12th Dec 2009 17:34
Quote: "Can you just post a download link? I don't want to join anything to run a demo of unknown completeness and quality. I have to admit, all I ever see from you is a flowchart for the most super game engine ever that can make any type of MMO game out of tiny little pieces."
Sorry Cash, no other form of distribution at this time. But, I'll be up front. Its currently no match for MetalMorphosis. On the outside its a simple demo of scripting & physics. On the inside, its a demonstration of collaborative effort from the DGDK Community.
Quote: "I find your flowcharts to be of little value, only made to illustrate your ideas instead of your coding process."
That's unfortunate, hopefully, others do find them useful. But, ultimately the point of my flowcharts etc is to illustrate ideas. If you want to see coding processes, please take the time to look at my code.

Quote: "So basically your indie game is going to single-handedly save gaming on PC? Not only is it going to appeal to a large enough proportion of gamers to have this impact, it's going to be able to compete with all the professionally-made games about in every respect (especially graphics as that's an area which a lot of gamers care about too much imo) and your marketing strategy will be able to get it universally known?"
That's the goal. But it may be too late. PC gaming market sinks deeper every year. The console MMOs are around the corner. We need either a new genre of PC Games or a new Gaming PC. I'm very open to new gaming ideas.

demons breath
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Posted: 12th Dec 2009 21:54
While I wish you all the best in your future endeavours, I think turning around an entire industry with this one game may be taking on more than you can handle - aim high, sure, but don't be disappointed when it doesn't happen.

Also, I wouldn't say it's dying away all over - FPS' are pretty much a console dominated market, but to be honest I never really played them on computers personally.
MMORPG type things seem to be doing well.
So do casual games.
Things like the Sims/Spore etc. are very popular on the computer.
I would always go for a PC for something like strategy, and I think most people I know would.
Certain genres may be withering a little, but others are veritably blossoming.

PAGAN_old
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Posted: 13th Dec 2009 04:17
for a few years i have been making up a pretty alien world where someday i want my game to take place in, i would share my ideas and concept art but i really dont feel that my idea is mature enough, i need to draw more concept art and make up some more aspects and details of my world which has quite a lot of blanks right now. i have the overall blurry depiction of it but i need to work out all the details.

If i actually get somewherere with this idea i feel it could be a kickass game or even maybe more than one

dont hate people who rip you off,cheat and get away with it, learn from them
Aaagreen
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Posted: 13th Dec 2009 12:42
I want to make MY game too. So bleurgh.

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
PAGAN_old
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Posted: 13th Dec 2009 13:55
you would make my game only if i have all the media right? because i dont have a lot of it right now. And really its the media, 3d moderl and textures that take up most of the development.

also i have not seen what your engine can do, you should really make some tech demos or something to show off the engine.

dont hate people who rip you off,cheat and get away with it, learn from them
Zotoaster
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Posted: 13th Dec 2009 16:09
I'm on TechLord's side here. There is no way that DarkGDK is capable of making a complete game as it is, and it desperately needs some abstraction layers above it. If you are a C++ programmer, you'll appreciate how un-suited GDK is to game development - especially in an OO environment.

And frankly, it's nice to see someone get organised before they start working on something, rather than after (referring to the flowcharts, etc). This is the way real software is designed and developed, so you have no argument if you say he's doing it wrong.

"everyone forgets a semi-colon sometimes." - Phaelax
TechLord
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Posted: 16th Dec 2009 18:41 Edited at: 16th Dec 2009 19:25
Quote: "I'm on TechLord's side here. There is no way that DarkGDK is capable of making a complete game as it is, and it desperately needs some abstraction layers above it. If you are a C++ programmer, you'll appreciate how un-suited GDK is to game development - especially in an OO environment.

And frankly, it's nice to see someone get organised before they start working on something, rather than after (referring to the flowcharts, etc). This is the way real software is designed and developed, so you have no argument if you say he's doing it wrong."
Sincere thanks for the support Zotoaster.

I cannot ask of you, what I'm not willing to do myself. I came up with a game idea. The idea is to develop a Virtual Amusement Park in which multiple Players can explore, socialize, and participate in rides, arcade mini-games, contest, events, and attractions to win prizes and upgrade their Avatar and other possesions.

The plan is to design the `Park` environment in a modular fashion, allowing Game Developers using the Super 3D Game Engine (S3GE) to reserve 3D space to set up a Connection Portal to their game, this is called a Coming Attraction. These games are developed independently and can optionally plug them S3GW. When the game is completed, the Connection Portal is Open to the Public.

S3GW will provide centralized services and features accessible to all games developed with S3GE. Some features will include Electronic Distribution, Resource Repository, Server Locator, Avatar Management, Online Tournament Scoring System.

What I realized is that S3GW isn't a game, its more so a Interactive Lobby Complex in which players can cooperatively participate in other Games developed with Super 3D Game Engine's using stuff acquired in those games and used in another. The games can be of completely different genres.

The shameful truth behind this idea is that inspiration for it was derived from playing the Console Avatar Games.

David R
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Posted: 16th Dec 2009 18:55 Edited at: 16th Dec 2009 18:58
I think the overriding issue here is: Talk is cheap. "Where's the beef?"

Quote: "I'm on TechLord's side here. There is no way that DarkGDK is capable of making a complete game as it is, and it desperately needs some abstraction layers above it. If you are a C++ programmer, you'll appreciate how un-suited GDK is to game development - especially in an OO environment."


That's my point though: For such a huge ambitious project (which is intended to be an engine in itself) why use GDK at all? It's like trying to build the colosseum on top of a dog turd

09-f9-11-02-9d-74-e3-5b-d8-41-56-c5-63-56-88-c0
dark coder
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Posted: 16th Dec 2009 19:38
Quote: "why use GDK at all? It's like trying to build the colosseum on top of a dog turd"


I will frame this quote.

lazerus
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Posted: 16th Dec 2009 20:16
ohh my, i know nothing of coding but that sums it up for me.

May change and use that at a later date.

-con

TechLord
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Posted: 16th Dec 2009 20:28
Quote: "I think the overriding issue here is: Talk is cheap. "Where's the beef?""


Quote: "For such a huge ambitious project (which is intended to be an engine in itself) why use GDK at all? It's like trying to build the colosseum on top of a dog turd"


Maybe it just me David R, but, your post are appear resentful towards DGDK and I truly don't understand why.

I agree the Project is ambitious. Thank goodness for the DGDK Community. There is no way I could pull it off alone in a reasonable time frame.

Why use GDK?

Answer:
Quote: "I developed a GUI in DBPro and transitioned to DGDK/C++ less than six months ago."
Plus, its an easy-to-use C++ DX Wrapper, so why not?

NeX the Fairly Fast Ferret
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Posted: 16th Dec 2009 21:33
Because GL isn't that hard to use and it's cross platform? I don't usually agree with David R, in fact, I often say things just to rile him up because it's fun. But there really is no argument for using DX...

Athlon64 2.7gHz->OC 3.9gHz, 31C, MSi 9500GT->OC 1gHz core/2gHz memory, 48C, 4Gb DDR2 667, 500Gb Seagate + 80Gb Maxtor + 40Gb Maxtor = 620Gb, XP Home
Air cooled, total cost £160
TechLord
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Posted: 16th Dec 2009 23:41 Edited at: 16th Dec 2009 23:52
Quote: "Because GL isn't that hard to use and it's cross platform? I don't usually agree with David R, in fact, I often say things just to rile him up because it's fun. But there really is no argument for using DX..."


What is cross-platform? Why do I need it?

**snickers**

Outscape
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Posted: 17th Dec 2009 00:17
pc gaming is dying cos theres little money to be made, heck people just crack...
mmo games wont die because they usually require unique CD keys, and/or monthly subscription fees where u cant easily break the system.



puppyofkosh
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Posted: 17th Dec 2009 00:20
OpenGL is supported by Mac OS, Windows and linux. So its a lot easier to port stuff so it will work on those platforms (although if you use glut or the other one free glut or something I'm not sure if that's also cross platform, please correct me if I'm wrong)
budokaiman
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Posted: 17th Dec 2009 00:23
Quote: "pc gaming is dying cos theres little money to be made"

The gaming industry is one of the best fields that you can get into, because it keeps expanding with not many people getting degrees in that field.

This signature is legen-wait for it... dary };]
Darth Vader
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Posted: 17th Dec 2009 00:33
I will give TechLord credit for one thing, at least he's not noobish to attack David R back. But I do agree lets see something, even just a video!

Xarshi
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Posted: 17th Dec 2009 00:37
Quote: "That's my point though: For such a huge ambitious project (which is intended to be an engine in itself) why use GDK at all? It's like trying to build the colosseum on top of a dog turd
"

That would technically be possible, albeit the "dog turd", as you put it, would be crushed. Are you trying to suggest that he crush GDK?

In all seriousness, engines should only be developed once you have made many games. The engine would then hold stuff that you found useful in all the games, and make it accessible for future games. A problem with this entire forum is that every other work in progress is "My super 3d game engine!"

DarkBASIC Pro and DarkGDK provide you with enough stuff to make games. That's just my view on this.

TechLord
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Posted: 17th Dec 2009 10:03 Edited at: 17th Dec 2009 10:14
Quote: "But I do agree lets see something, even just a video!"
The Engine is Open Source and freely available for download via SVN. At the moment there isn't much to see. On the outside its a simple demo of scripting & physics. On the inside, its a demonstration of collaborative effort from the DGDK Community.

Quote: "mmo games wont die because they usually require unique CD keys, and/or monthly subscription fees where u cant easily break the system."
The above is just a small set of features that influenced the idea to build a MMORPG-like Game Engine (although the game developed with it doesnt have to be a MMO). Unfortunately, I fear the PC's domination over the MMO market will be lost to the consoles within the next 3 years.

Quote: "In all seriousness, engines should only be developed once you have made many games. The engine would then hold stuff that you found useful in all the games, and make it accessible for future games. A problem with this entire forum is that every other work in progress is "My super 3d game engine!""
All games have a engine. If one removes the media, scripts, and aux data, all that remains is the engine. Some engines are built for a specific set of game mechanics, while others are built with more generic game mechanics. We are building the latter.

There are plenty of games/game engines out there to observe and help one determine what has to go into one. Just reading up on the details on such engines like the HeroEngine provides insight. There are plenty of well defined techiques, algorithms, etc to build game engine systems. Some readily available in the form of Plug-ins, Middleware, etc. I won't even mention the gazillion books, articles, etc on game engines.

Sure there are lots of Game Engines in these forums, but, we're aiming to provide a FREE Open Source Game Engine made with DGDK. Is it unreasonable to strive for this with DGDK? NO! Is it possible to consolidate and merge game mechanics/systems/services etc that are common to popular genres? YES! We are achieving it with lots of organizing, planning, R & D, time & patience.

Multi-genre Games may be the next big thing for PCs. Some other visionaries in the TGC Community are realizing this too. It is my belief that the PC Game re-birth will be born of Indie. I'm very open to new gaming ideas.

marlou
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Posted: 17th Dec 2009 10:35 Edited at: 17th Dec 2009 10:37
Quote: "All games have a engine."


Most popular and well made games have an engine.
And most unpopular and not well made games dont have an engine.
Im saying most and not all. You should get my point.


Im also making my own game engine.
http://forum.thegamecreators.com/?m=forum_view&t=162265&b=22
Please also post something about my engine in my thread. Constructive criticisms are welcome, most of the time.Hehe XD


The analogy of DGDK being a dog turd is too much hyperbole. DGDK isnt that bad.Its not intensely amazing and that I must agree but it isnt Dog Turd!!Its a God turd.LOL.

I think the issue of DarkGDK being not amazingly splendid in graphics and sound engine can be easily solved. You simply need to merge another good DirectX engine or another sound engine with DGDK. Oh wait, its not simple. XD

When a person has nothing but a dream, can he dare to dream.
TechLord
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Posted: 18th Dec 2009 00:26




Here is another one of my crazy game ideas for a Inner-Space MMO. A hybrid between The Fantastic Voyage & Star Trek with elements from several other Sci-Fi Television Shows and Movies, codename: C O S M. Design Motivations: 1) Replace typical outerspace environment with something unfamiliar using similar analogies. Something vast in space in which cool propulsion and warp drive systems are logical; 2) Participate as both a humanoid character 3rd Person and Ship 1st Person Cockpit ; 3) Promote co-operative game play; 4) Focus on Role Playing and Exploration; 5) A little Asteroids-inspired Shooter I wrote with Blitz3D called c e l l u l a r.

Concept: You (The Player) belong to a advance species of nano sentient beings. You begin your journey as a low ranking crew member (intern) onboard The Vessel, whos mission is too explore the Nanocosms of strange and new Alien Lifeforms ( referred to as a Xenocosm) and promote life performing various tasks: repair damage, combat infection, transport nutients, map genomes, etc. The Vessel can support upto 256 crew members and is a self-contained Archology. One of the aspect I enjoyed about Star Trek was the scale of the Enterprise and the many adventures that took place onboard or involved The Enterprise. The Enterprise had character to it and I desire to capture the same with The Vessel providing plenty of quests and community events on surface, shipboard and InnerSpace.


c e l l u l a r



The premise of exploring the Xencosm, presents a simple and powerful opportunity to create strange universes that break the traditional behaviors associated with the space shooter mmo genre. Since we really don’t know what alien anatomy looks like at a nanoscopic level, nothing is out of reach. Like any good Sci-Fi Epic I want conflict, and the Xenocosm itself and other Nano Sentients with alternate agendas are Nemesis to your crew’s mission. One idea I have a for the `bad guy` is a Rogue organization of nano sentients hellbent on the destruction of Xenocosms to make way for the Omnicosm. At the moment I have a foggy idea on what the Omnicosm is exactly, and it has religious overtones. I’m going flush this idea out more. I would expect Alien organisms to have defense mechnisms to defend against invaders and perhaps The Vessel uses some form of `cloaking` tech to avoid detection. What happens if the Cloak is broke?

Combat and Non-Combat Role. There are Jobs that need to performed to maintain The Vessel. Serving these roles earn rank, skills, items, etc. With Non-Combat Roles I see plenty of opportunity to Role Play. Devising a reward system for player interaction and role play is the goal here. Combat Roles: Fighter & Pilot. All members are by default trained in basic hand weapons and basic combat craft piloting. Players can select different Fighter and Pilot roles (D/T/H model). By participating in combat, you train combat skills and earn weapon upgrades. Members who have attained the rank and privlege can serve as Bridge Officer with highest rank being Bridge Commander. Bridge Officers participate in specialize missions (Raids) , cooperative navigation and battles on the Bridge of the Home Vessel, and can issue commands that affect the entire Vessel and crew members. Exceptional Officers are promoted to Commander and awarded their own Vessel and Crew.

Another strong desire is to create both an active and passive co-operative experience when you are on The Vessel, Shuttles, and other areas occupied with other players. I want to convey scale of The Vessel. When looking out of the windows of The Vessel you should be able see hull (if in view), even other players. If things are happening outside the hull, you should be able to see, hear, and feel them cooperatively.

Cash Curtis II
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Posted: 19th Dec 2009 12:40 Edited at: 19th Dec 2009 12:47
Quote: "Something vast in space in which cool propulsion and warp drive systems are logical"

You mean... Just Like Star Trek!

Quote: "What happens if the Cloak is broke?"

I guess you couldn't cloak, could you? Guess you're dead, sucker.

Your idea is interesting. Not terribly well written, I'm afraid, and detrimental to your presentation. You should just pick a game and work on it. This would be great for that. You can't expect to make a super all-genre game engine without making a game first and building on that engine.


Download the game!
charger bandit
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Posted: 19th Dec 2009 14:49
How about a racing game like NFSU where you can customize your car but include free roam ect.,some original racing modes and stuff?

A.K.A djmaster
the_winch
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Posted: 19th Dec 2009 20:36 Edited at: 19th Dec 2009 20:39
You should sort out the license. How can you have a GPL engine that statically links to all these libs?

If I want to actually use the engine how am I supposed to comply with the GPL without the source code to those libs?

By way of demonstration, he emitted a batlike squeak that was indeed bothersome.
TechLord
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Posted: 20th Dec 2009 00:13 Edited at: 20th Dec 2009 00:13
Quote: "You should sort out the license. How can you have a GPL engine that statically links to all these libs?"
Its a LGPL.

Quote: "Your idea is interesting. Not terribly well written, I'm afraid, and detrimental to your presentation. You should just pick a game and work on it. This would be great for that. You can't expect to make a super all-genre game engine without making a game first and building on that engine."
I appreciate your input Cash. Yes, it needs work, but, I wrote down the ideas as fast as I could. I was hoping the info presented is enough to generate a brainstorm session. BTW, how is Geisha House coming along?

Cash Curtis II
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Location: Corpus Christi Texas
Posted: 20th Dec 2009 13:48
I put it on pause to work on MetalMorphosis. I used the Geisha House engine for MetalMorphosis. Some good things came out of it - I fixed a lot of hard to find bugs, perfected my 3rd person control, etc.


Download the game!
TechLord
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Posted: 20th Dec 2009 14:32
Quote: "I put it on pause to work on MetalMorphosis. I used the Geisha House engine for MetalMorphosis. Some good things came out of it - I fixed a lot of hard to find bugs, perfected my 3rd person control, etc."
If I recall correctly GH was a top-down. Are you considering switching the view to 3rd Person?

Kevin Picone
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Posted: 20th Dec 2009 14:38
I think sometimes it's all too easy to get caught in creating the tech, rather than the outcome. Ie. Write Games, Not engines

TechLord
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Posted: 20th Dec 2009 17:08 Edited at: 20th Dec 2009 20:39
Hi Kevin Picone,

I've read that article in the past and I realize that's someones opinion. For me, the engine and functional game are synonymous, you can not have one without other. I've developed games and reused the code/systems created in the process to develop other apps and games. However, the point of this thread was to get an idea for a game.

In a game development community like TGC, where everyone wants to build THEIR game, its very difficult to collaborate. So my approach to achieving some form of collaboration is to build a generic engine capable of supporting EVERYONE's game. TGC Game Languages attempt to achieve that, but, unfortunate are not `game` complete with physics, AI, etc, included. I intend to fill this gap with a Open Source Engine.

I truly and honestly would have liked to grab an already available open source engine and build on it, but, I've found it very difficult to work with others code, and it gets tech. My coding skills have improved 10 fold since my first attempt with Torque and may re-attempt in the future. But as we develop S3GE we have to constantly develop tech demos of a future-tense game to test the features.

No matter how one chews it, it has to be chewed one way or another.

Cash Curtis II
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Posted: 20th Dec 2009 21:40 Edited at: 20th Dec 2009 21:54
I really think that the article applies to what you're doing TechLord. Come out with a game in a particular genre, then expand on that. The point of the article was that by defining no boundaries for your project you'll never finish anything usable. Your project is way too broad right now. You're trying to make it do everything.

Geisha House was primarily overhead. I'd included 3rd person control but it wasn't very good. MetalMorphosis is 3rd person, I completely rewrote the camera control code. I actually started it with the GH overhead view but my wife hated it. Nobody has ever liked it.


Download the game!
David R
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Location: 3.14
Posted: 20th Dec 2009 21:57
Quote: "So my approach to achieving some form of collaboration is to build a generic engine capable of supporting EVERYONE's game."


Which will require a ridiculous amount of abstraction to support everything. You can't make any assumptions about what the engine will have to run, which means it's going to be extremely vague almost to the point of not really resembling a game engine at all - which is effectively what GDK is.

You're building a super-vague abstraction upon another super-vague abstraction. Good luck with that...

09-f9-11-02-9d-74-e3-5b-d8-41-56-c5-63-56-88-c0
TechLord
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Posted: 21st Dec 2009 01:23 Edited at: 21st Dec 2009 01:27
Quote: "Come out with a game in a particular genre, then expand on that. The point of the article was that by defining no boundaries for your project you'll never finish anything usable. Your project is way too broad right now. You're trying to make it do everything."
No matter how its done, its still requires code. S3GE is a Open Source Engine. Besides I'm looking for ideas for a game. I like COSM, but, I'm not really feeling that one.

Quote: "You're building a super-vague abstraction upon another super-vague abstraction. Good luck with that..."
Thanks for the support David R!

hyrichter
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Location: Arizona
Posted: 21st Dec 2009 02:29
Whatever you do, just make sure you're not being an architecture astronaut

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