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Re: 3DGS Book-Creating 3DGamestudio Games That Succeed
[Re: Helghast]
#23692
03/02/04 04:33
03/02/04 04:33
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Joined: Oct 2002
Posts: 955
danthaman015
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i am giving my such as much time as it needs to make the book right and have no errors in it and the flow of it. some things i forgot to say, like part 4, that's about ME, like, how I started the team, how I bla bla bla . . . the reason i'm doing physics infront of scripting, is because i emailed JCL about this, need to check email still, but i'm going to cover newton game dynamic's physics rather than 3dgamestudio's for it's user friendly documentation and how easy it is to set up, "noobs" would be able to use newton's more easily than the 3dgamestudio physics in my honest opinion, and without nearly any scripting. intro to SED, is just that, just using the SED editor, then teaching different things to script, like actually writing your own functions/actions rather than using some already there in the templates. the ToC are in order, but they just need more explaining, in the intro it has an overview of all the parts, and beginning of each chapter has an introduction, which thouroughly describes what's going on in that section of the book. another question answered - while i have not made any commercial 3dgamestudio games, i am working on a couple, and the book isn't set up to go on my experiences of making a commercial game, it's stating the right way to do that (yes i know how to make a commercial game even though i haven't made one yet, and the answers to how and examples of commercial 3dgamestudio games will be in the book ) i will use other 3dgs projects as examples as well as some of my own small work. -dan
**On break**
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Re: 3DGS Book-Creating 3DGamestudio Games That Succeed
[Re: danthaman015]
#23693
03/02/04 05:20
03/02/04 05:20
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Joined: Oct 2002
Posts: 955
danthaman015
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to answer the cost question:
the book doesn't have a set price yet of course, but i'm estimating the book, with the CD of resources, tutorials, a6 trial version and such, will be around $30-50
i'm also thinking of selling like a .pdf version of the book , so it wouldn't come with a cd, and that would be around $25, but i think everyone agrees that it would be more useful if it was in printed format with the cd, it'd be easier to find stuff i mean.
and i just checked my emails and JCL said that covering newton's physics engine rather than 3dgamestudio's is fine.
**On break**
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Re: 3DGS Book-Creating 3DGamestudio Games That Succeed
[Re: Newton]
#23695
03/02/04 06:44
03/02/04 06:44
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Joined: Oct 2002
Posts: 955
danthaman015
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ok thanks newton; i think i might just discuss 3dgs PE but not really go over how to use it, since even i could find it hard at firstbut the book is being geared to people learning about 3dgs, and why not tell them how to make things the best, which might be using the plugin instead of 3dgs PE, but yes i appreciate your wanting to help us -dan
**On break**
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Re: 3DGS Book-Creating 3DGamestudio Games That Succeed
[Re: fastlane69]
#23697
03/02/04 12:47
03/02/04 12:47
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Joined: Oct 2002
Posts: 955
danthaman015
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ok i am done for the night, i have started chapter 2 and have added 8 more pages, totalling to 28 pages done. chapter 2, going over the design document, will be a fairly long chapter (approximately 15-20 pages)
372 pages to go!
**On break**
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Re: 3DGS Book-Creating 3DGamestudio Games That Succeed
[Re: danthaman015]
#23698
03/03/04 04:24
03/03/04 04:24
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Joined: Oct 2002
Posts: 955
danthaman015
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just a quick announcement about the book... i know people have talked about the ToC being out of order, when really it was just a simple explanation for why they were in the order they were in but i think i might be going to switch some of it around (making it longer) because of what i plan to do through the book, instead of making like an outdoor level with a hut, i might be making something different. in chapter 1 for creating ideas, i compare " First Person Shooter A's features and First Person Shooter B's features. First Person Shooter B is the game i will be bringing up throught the book, so i figured, why not make the game demo that the book explains how to make instead of an outdoor level with a hut, being a demo level for First Person Shooter B. This will require the ToC to be changed slightly different in part 2, but not anything major, if anything it will make the book longer and better, going into developing the game further, and giving the reader a better understanding from step 1 how to make a successful game. -dan (the man)
**On break**
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Re: 3DGS Book-Creating 3DGamestudio Games That Succeed
[Re: danthaman015]
#23699
03/03/04 05:47
03/03/04 05:47
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Joined: Sep 2003
Posts: 546 Somewhere in this world
Commander_Josh
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Quote:
yes i know how to make a commercial game even though i haven't made one yet,
I do find this statement very amusing, it's like me proclaiming, "yes I know how to drive a car even though I've never driven one"
Anyway, good luck with the book I hope it turns out well, not sure if I'm buying it, I personally prefer to learn from someone who's got lot's of experience, so I might look into Tobiah's book instead.
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Re: 3DGS Book-Creating 3DGamestudio Games That Succeed
[Re: Commander_Josh]
#23700
03/03/04 06:10
03/03/04 06:10
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Joined: Mar 2003
Posts: 5,377 USofA
fastlane69
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