Ok i just added a few things together to give you guys an idea of how i reckon this project should/could be tackled, please read over my plan outline and give suggestions tips ideas anything. also is having the large images on the the thread annoying people, cause i can just change them to links.
oh and here is a runed hammer i just whipped up
Plan of attack:
Ok well I have started out witha few models while I wait till I
get dbpro, however I want this to be a community project, as it
will be available to all the db community for free anyway, plus
with my lack of coding skills (the best i can do is make a 3d
object move around a matrix, and even then i copy code from the
tutorial). So there is no reason that no coding can be done
now.
first step:
We have some test models to be placed in a world, i intend on
checking out Van-B's world editor that he is making for the tgc
comp, which hopefully will be finished by the end of the month,
but we could do a few tests to see the scale of the models and
how they need to be changed. jsut a basic room scene with a
first person fly mode can be done rather easily (I could
probably code it myself as i've done some object testing
before, but i dont have dbpro :'( ).
Once the objects have been tested and resized etc, its time to
get a test engine running.
Second step: test engine
First we will have to agree on the kind of engine, I picture
teh game as a 3d 3rd person adventure, with a real time combat
system, so this means for a test engine we will have to build a
level (comprising of a decent sized room filled with some
objects). Then we will have to get our test models of player
entities as well as computer controlled entities, such as
enemies. I can do animation for these entities however I will
require a built in animator, as I have tried many different
animation programs and the only one i have excelled at was an
old .x animator by gc eclipse, that was a long time ago too but
i remember just how easy it was to edit the keyframes and have
them written to the .x file. I wouldnt expect much from the
animator, just the ability to set keyframes, and some other way
of moving parts instead of a bone structure, possibly mesh
deformation if thats the right thing? or maybe setting the
models using limbs im not too sure how that would all work.
Anyway once we have animated models, we can place them in our
test world, then after setting up some basic controls for the
player entity, we could make a test run of the player running
towards a target and attacking. then we would need to make the
enemy entity register the hit.
Once this is done, we need to tweak a few bits to add in teh
extra code and test that.
step 3: testing the extra tweaks
As I have said in earlier texts, there will be several
characters with different fighting styles and weapons, during
the test we can use teh same model, however we will need to
test the different fighting styles an dweapons, which can be
done using some sort of gui where upon loading the test level
the user can select which weapon setup they want to test. also,
when we get the enemy registering the hit, we need to apply a
hit locator, so we can create things like animations where the
enemy responds to where it has been hit, and also severed
limbs, although the actual severing of limbs will come later in
teh tweak testing. After testing the response of the enemy and
the different weapons, we will need to tackle the ai of the
enemy. to do this we may need to add an extra room blocked by a
door, to make sure teh enemy wont attack the player while in an
adjacent room unless the door is opened. also after working out
the ai and the attacking of the enemy, we will need to test out
the battle awareness system, to let teh player know he is about
to be attacked. Soon i could probably write up the algorithyms
for this system as it shouldnt be hard to implement. once these
have been done, we will need to add interaction with world
objects, such as jumping onto tables and changing attack
pattern based on world height. once that has been solved, its
time to move onto sound and how that interacts in the game.
This will utilize the second room, so we must make sure there
is another room by now. sounds will be implemented with
actions, such as sword swings and hits, blade on flesh/armor
and blade on blade, aswell as verbal sounds, such as screaming
and taunting. then object interaction sounds.After the base
sound work is down, we will need to work on door interaction,
and the sounds that may be created with certain options, and
how that affects enemy entities in the room. eg sounds will set
teh enemies to alert and they will wait to ambush the players
that enter the room. there may be a few more tweaks that will
need to be done, but thats all i can think of atm.
the next step will be to implement the search for
treasure/traps system.
step 4: search system
This shouldnt take too much time, but is neccessary. Using the
objects in room 1, the player must be able to walk up to an
object and be given the option to search for either traps or
treasure. searching for traps will notify the player of a set
trap as listed on teh world map, or reduce the risk of pulling
a trap card on searching for treasure.
after the search system is in place, the next step is
abilities.
step 5: abilities
Each character type will have different abilities, however we
can just mash these abilities into the one character for
testing purposes, thing slike leap and other constant abilities
will be tested first, then we will need a gui for using other
non constant abilities, also we may need to change the room
structure somewhat to test abilities.
step 6: magic system
yes everyone dreads it, but loves it at the same time. We will
need to database the different spells and their affects. I can
compile all the spells and if given a dtabase program should be
able to quickly pick up how to store them correctly with their
different figures. then implementing it into teh attack system
of teh game, and making animations for casting aswell as adding
the new affects with either a particle engine or using a 3d
object and making the special effects. this will be worked out
at a later date as to how we will implement spells into teh
game. Once implemented though, our player character again will
be used to test spells out on objects and enemies etc.
step 7: once all things are in place, its time to build a
bigger test world, comprising of several rooms, also the
campaign editor, starting as a basic level editor, we must
build a way to set special settings for different areas and
triggers for events. after working on this and getting it set
up right, we can use this base to create a campaign editor,
that lets you build several levels and link them together,
aswell as allowing to build towns and outside levels, with town
triggers for shops etc, which will be another system to work on
too. Once the campaign editor is built, we are ready to create
our worlds, here the game work will be split, we will have
those buildign up the story and worlds for teh solo and
multiplayer campaigns, and the others will work on fine tuning
the test engine and adding in the rest of the characters.
step8a: World building
Once the campaign editor is made, and all enemies and player
entities can be listed (they don't have to be placed in game
yet, just a listing on the world editor so when they are
implemented they will automatically fit in) a small group can
work on building the games world and scenarios.
step 8 b: finsihing off the test engine
Ok this will be where the rest of the enemies and player
characters are implemented into the test engine, once they are
implemented we can set their statistics and weapon details etc.
once they are set up, the game is near done, however they will
be thoroughly tested to make sure there are no carried over
glitches from transferring statistics, and the original test
model must be taken out as to not create some uber-character.
after this, we may wish to fine tune the surroundings by
changing the objects to better modelled ones, this must be done
in conjunction with group a the world builders to make sure
compatability between the new objects and the world editor is
100% fine. After that is all sorted, the world builders will
devise a small campaign to test out the boundaries (error
testing) of the characters in solo mode and in multiplayer
mode. THIS WILL BE THE FINAL TEST, to make sure that all the
systems are working together fine, and that there is no
conflicts between different aspects of the game, aswell as
getting an idea of how to set up future levels for difficulty
etcafter this test is done, and bugs have been ironed out, it's
time to optimize graphics and coding. making things run as fast
as possible, but still show off just how good db can be. I'm
thinking here using a particle engine we could add mist clouds
in certain areas, or even dust clouds in dusty areas, also teh
flames for the wall torches will need to be done. Basically
just adding things to help make the game more visually
appealing. this must also be done with some conjunction with
group a, to add anything new they may need to the editor so
they can place the particle animations int eh right spots etc.
Once the sprucing up has been done, and the campaigns are done,
it's time to move from the test engine to the now full engine,
basically that will be done during the sprucing up of the game
wth adding the particles and fixing up the code. Then a gui
will be designed for the startign screen, (i can handle some
graphics for the title screen etc thats not too hard). This
will be left till last because of its easyness aswell as once
everything is in place we know how to model the starting screen
to allow access to all wanted areas etc. I would liek to
release this as freeware for all db users, however due to the
intensity of this game and the work required this may not fit
wel with some of the people who help, so after the game is
finished we will all confer onwhat kind of pricing we want for
the game, however of course all those involved in making the
game will recieve a free copy. As said before, this is a very
intricate game requiring a lot of work, however I will be on
sick benefit for the next few months, and i can an dwill try my
best to devote all my time (save for two days of the week) to
making this game, however i will need teh help of the entire db
community to supply tips, some help with the coding, and also
some help with other things like some graphics work sound and
music management etc. THis project is open to all db users and
I will strive to supply all the test engine and material to teh
community as best I can, but i do ask that in return you people
help out, and anyone who wants to share the workload with me
you are more than welcome to join the team as I know that with
my skills I will not be able to complete this game in the few
months I have, however if everyone chips in, we can have a
decent engine up and running in that time, and then it will
only take some hobby time to work out the rest of it, the major
milestone in this project is the battle engine, everything else
are just minor stones, save for the magic system which would be
the next milestone aswell as enemy ai. But anyway enough from
me, Again if anyone wants to help just reply to the thread with
how you want to help out, and anything is appreciated guys,
from just tips to help with coding. <:D