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Re: Building the next best space game. [Re: sivan] #390731
01/04/12 11:05
01/04/12 11:05
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Joined: Feb 2009
Posts: 2,154
Screenshots are not really saying much.
(making a nice scene just shows if you know how to set up a nice scene,
or in other Terms: a detailed AK-47 model does not make a good Shooter already)
I judge when I see a demo or at least a througout gameplay video.

The point still stands: first make a smaller project to
get familiar with the engine and workflow.

... I actually plan on making an RTS again, just not shure
if I should use gamestudio again or Java+OpenGl,
It would be more work, but the advantage is it can run on all systems and even directly in a Browser.

And I could keep the whole game (without the libraries) under 100Kb.

Re: Building the next best space game. [Re: Damocles_] #390817
01/04/12 23:01
01/04/12 23:01
Joined: Jan 2012
Posts: 55
K
kmega99 Offline OP
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kmega99  Offline OP
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K

Joined: Jan 2012
Posts: 55
I bought A7 a little over a year ago & played around with it on and off.

I've already figured out how to do most of what I will need to do. I currently have about 87% of know how for building this game.

I have at least a basic understanding of the exact code I will have to wright for everything the game will do.

It will be a multi-player RTS space game. If the development process goes smooth enough I may even make it a FPS / RTS but only if everything comes together nice enough.

I will say that building the actual game is not nearly as hard as sticking with one decision. Deciding on how something will look is my biggest challenge.

I'm always 1,000,000 steps ahead of myself during development.

Best of all, I'm having allot of fun facing this challenge. grin

Last edited by kmega99; 01/04/12 23:02.
Re: Building the next best space game. [Re: kmega99] #390827
01/05/12 00:54
01/05/12 00:54
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Posts: 3,207
Germany, Magdeburg
Not the secure mp part? The shader part? The gameplay mechanics? Or creating all the needed graphics?

Re: Building the next best space game. [Re: Rei_Ayanami] #390828
01/05/12 03:17
01/05/12 03:17
Joined: Jan 2012
Posts: 55
K
kmega99 Offline OP
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kmega99  Offline OP
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K

Joined: Jan 2012
Posts: 55
Originally Posted By: Rei_Ayanami
Not the secure mp part? The shader part? The gameplay mechanics? Or creating all the needed graphics?


Anytime I know exactly what to do I can normally work at a decent pace. Lite-C has many automated features which I plan to take advantage of.

I have the multi-player part well planned out (created a MP code template).

I'll most likely be using the built in shaders.

The gameplay mechanics is well thought out (I make sure I know how to do something from the beginning by building small practice levels).

As far as graphics go, I'll be using purchased textures and will edit them to my needs. The models however (most if not all) will be development by me.

Everything is going smoothly so far although I do expect to run into some minor problems during development.

Last edited by kmega99; 01/05/12 03:34.
Re: Building the next best space game. [Re: kmega99] #390829
01/05/12 05:59
01/05/12 05:59
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Joined: Feb 2009
Posts: 2,154
If you are going for an RTS with many units, you should look into
syncronized simulation for the multiplayer.

Its revolves around the concept of only communicating action-commands to the server and back to all clients.

The game itself must make shure that all clients have receive the
SAME actioncommands every game-logic tick.

Then they execute them based on the exact same (using syncronized seeded Random values) manner.

This is the concept used in the Age of Empire games for example.
It enables you to control several hundred RTS units by only
sending a few bytes of actioncommands.

Its not appicable to fast-reaction MP Games (Shooters/Racing)
but to slower reacting games with many entities.

Here a doc on that:

SyncronizedSimulation

Re: Building the next best space game. [Re: Damocles_] #390831
01/05/12 07:12
01/05/12 07:12
Joined: Dec 2003
Posts: 1,225
germany
gri Offline
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gri  Offline
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Joined: Dec 2003
Posts: 1,225
germany


thank you for the link Damocles


,
gri


"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
Re: Building the next best space game. [Re: gri] #390864
01/05/12 13:11
01/05/12 13:11
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Joined: Feb 2009
Posts: 2,154
This one is even better, with more detail to the topic

http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php

Re: Building the next best space game. [Re: Damocles_] #390866
01/05/12 13:17
01/05/12 13:17
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
nice articles, thanx!
in connection with age of empires I-II, there are some ai related interesting atricles too. if anyone interested, I can give some links...


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Building the next best space game. [Re: sivan] #390868
01/05/12 13:37
01/05/12 13:37
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
Expert
Damocles_  Offline
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Joined: Feb 2009
Posts: 2,154
Just post them, AI papers are always welcome

Re: Building the next best space game. [Re: Damocles_] #390870
01/05/12 14:17
01/05/12 14:17
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
I will collect some, and post in user resources section... I saved a lot of articles but have to find the links again...


Free world editor for 3D Gamestudio: MapBuilder Editor
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