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Deciding on my next project – AmazingJas

AmazingJas

Member

Posts: 437
From: Sydney, NSW, AUSTRALIA
Registered: 04-03-2003
I'm ready to tackly my next development project and have a few ideas for games/tools that I'd like to make. Thought I'd bounce them off you guys and gals and see what you think.. Bear (or is that bare?) in mind that I'm not particularly pushing any Christian or spiritual themes, just some fun things I'd like to make:

1. Crazy Chicken 2: Crazy Chicken( Pacman clone) with cooperative multiplayer, and large variety of powerups, level editor etc.

2. I Drive a Bomb: Remake of an arcade game called GTI Club (I think) where you drove a mini (car) around some streets with a ticking timebomb that you could only get rid of by tagging an opponents car. When the clock hits zero, the car with the bomb loses.

3. Turn Based Fortress: I loved Team Fortress in it's day, but I had an idea that it would be really good if you could play the role of Commander, and direct troops where they needed to go. I thought maybe an overhead 2d tactical turn based version would be pretty neat.

4. Airwolf 3D: A 3d remake of an old side scrolling Spectrum/C64 game where you had to pilot a helicopter through mineshafts to rescue trapped scientists.

5 3d Movie Maker 2: You may have seen Microsoft's 3d Movie Maker program from several years ago, which allowed you to make some neat little cartoon movies, but with a fairly limited amount of movie sets, actors and props. I started to make a fully 3d version which I think would be quite marketable, especially to all those interested in 'Machinima'.

Anyway, your thoughts appreciated.

nfektious
Member

Posts: 408
From:
Registered: 10-25-2002
All sound like good ideas. What degree of complexity do you foresee with any of them and what technology do you intend to use? Just curious

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Matthew Teboe
Null Games
www.nullgames.com

AmazingJas

Member

Posts: 437
From: Sydney, NSW, AUSTRALIA
Registered: 04-03-2003
Degree of complexity: I'm thinking that I might aim for commercial quality with my next project. Not sure what that means specifically for each option, but that's the idea.

I use Blitz Basic/Blitz3d for coding, which may sound a bit 'basic' but it's amazingly powerful.

InsanePoet

Member

Posts: 638
From: Vermont, USA
Registered: 03-12-2003
Hey,
if you can work with this engine :http://www.auran.com/jet/ maybe you'd like to join my dev team.

Our project:
http://www12.brinkster.com/infinitumdd/

AmazingJas

Member

Posts: 437
From: Sydney, NSW, AUSTRALIA
Registered: 04-03-2003
Torque engine heh? I recently got their non-commercial version sent to me for free (well $4.95 postage). But it's a bit to technical for me. Looks like everything is done from within C++. Is that true? Having said that, the sample game that comes with it (driving game) is quite impressive, so you should be able to achieve some good results. Thanks for the offer, but I kinda like doing my own thing. Mainly because if my heart isn't in it, then I lose motivation very fast. I would probably be more of a liability to you than anything.
ForKmaN

Member

Posts: 12
From: Australia
Registered: 04-01-2003
ooooooo

3d movie maker 2!

I'd get it. I was addicted to 3d movie maker

Or, if you know UT2k3 engine, join my dev team

BlazeQ

Member

Posts: 260
From: USA
Registered: 05-11-2002
3d Movie Maker was my first foray into 3d graphics. It was so much fun back then. Especially doing stuff that wasn't programmed in, like making people ride on skateboards or having a paintball fight.

I think that would a very large undertaking and require more technical know how than a lot of other projects.

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I'm out of my mind... and into the mind of Christ -G.S. Megaphone

InsanePoet

Member

Posts: 638
From: Vermont, USA
Registered: 03-12-2003
quote:
Originally posted by AmazingJas:
Torque engine heh? I recently got their non-commercial version sent to me for free (well $4.95 postage). But it's a bit to technical for me. Looks like everything is done from within C++. Is that true? Having said that, the sample game that comes with it (driving game) is quite impressive, so you should be able to achieve some good results. Thanks for the offer, but I kinda like doing my own thing. Mainly because if my heart isn't in it, then I lose motivation very fast. I would probably be more of a liability to you than anything.

Torque.. no, where'd you get that?\
Anyway, i just thought i'd ask anyway

AmazingJas

Member

Posts: 437
From: Sydney, NSW, AUSTRALIA
Registered: 04-03-2003
oops, my bad..Sorry, I got the names confused, I should have said 'Jet', not torque (I think Torque is the engine they made Tribes2 with, similar licensing deal to JET). But I think I was right about the C++ yeah?

BlazeQ, I did a prototype of 3d Movie Maker2 with Darkbasic, and I didn't find it too technical. It's basically just having a large range of models and poses (which I am fairly proficient at building), and some code to let you select them, set waypoints and animation, and add some media elements. I find C++ in itself to be difficult to get to grips with, and it seems to require lots of code to do the simplest of things. I've tried it a couple of times and it's always annoyed me too much. Maybe a professional developer can use it more efficiently but I just didn't take to it. That's why I'm using Blitz.

Forkman, I have worked on a couple of small UT (not UT2003) mods, and your mod looks very unique, but that era isn't of much interest to me, unfortunatley. I think I have a game called Gettysburg somewhere which might give me more of a feeling for your theme, maybe I'll give it a play sometime.

ForKmaN

Member

Posts: 12
From: Australia
Registered: 04-01-2003
quote:
Originally posted by AmazingJas:
Forkman, I have worked on a couple of small UT (not UT2003) mods, and your mod looks very unique, but that era isn't of much interest to me, unfortunatley. I think I have a game called Gettysburg somewhere which might give me more of a feeling for your theme, maybe I'll give it a play sometime.


Sorry I should have explained more. Chaos Games is my Dev Company that is making a Game on the UT engine. The game isnt anything to do with Civil war! It based on war after earth. Future times. Anyway, the site should be up in a few days. I'll be sure to post it here.

AmazingJas

Member

Posts: 437
From: Sydney, NSW, AUSTRALIA
Registered: 04-03-2003
Ok, I've decided to go with the 3d Movie Maker 2 idea. I might try and make some money out of it (gotta feed the starving family somehow ). I figure it will be good for creating cutscenes for games, for training presentations, and amateur movie makers. I've just spent the last couple of days trying to work out how to do skeletal animation in Blitz3d and I think I have it now, so I'll get on with it. ETA: beta/demo probably in 4 months.

I have a few tricky decisions to make concerning the interface, specifically how you drag and drop 'actors' into scenes which I may ask you guys for some advice on.

nfektious
Member

Posts: 408
From:
Registered: 10-25-2002
are you planning on using the default model formats supported by Blitz3D or adding the ability to use other ones? if other formats, which ones are you thinking of?
strangely enough this idea was discussed with my group as a possible project, but using another engine; although an interesting project, it's not something we want to focus on at the moment.
i think that the machinima community would benefit greatly from a "state of the art" editor like this, and so can game developers in general

------------------
Matthew Teboe
Null Games
www.nullgames.com

AmazingJas

Member

Posts: 437
From: Sydney, NSW, AUSTRALIA
Registered: 04-03-2003
I'm looking at using .b3d files for the animated objects (typically characters, or 'actors'), but allowing static meshes to be imported for advanced users (.3ds, .x) which as you know are the ones that blitz likes. I figure that if you are smart enough to know how to prepare an additional model, you'll be smart enough to know what .3ds is.

The main reason I'm using .b3d is because it allows you to do skeletal animations and I wanted to be able to add lip syncing, and head movements while other actions were being performed, eg, while running. You can't do this with the .md2 objects.

I'm thinking of using .bsp files for the 'sets' for the movies.

I've been using Poser for many years which is great for character animation, but lousy because of the limited number/type of characters, and also the difficulty in importing textured props and environments. I hope that I will be rectifying this in my application.

nfektious
Member

Posts: 408
From:
Registered: 10-25-2002
*grin*
I would advise that you do use .bsp for the environment architecture, especially if you want to cater this project to the machinima community
For the handful of games that use another format, I'm sure there is a utility available to convert that format to .bsp - at least, I would think so for those addicts who like to export levels to play in other games.

On the mesh issue: Are you going to include an animation/modeling utility inside this application to allow for importing static models and creating the lip sync animations, and such?

I don't mean to put more on your plate; just thinking through the benefits of this tool

------------------
Matthew Teboe
Null Games
www.nullgames.com

AmazingJas

Member

Posts: 437
From: Sydney, NSW, AUSTRALIA
Registered: 04-03-2003
Thanks for your comments, I really appreciate the input!

I wont be including any modelling/animation tools for importing custom meshes. It will be possible to add custom animated characters but it will be a slightly techo task (ie, create their own .b3d, create a txt file with the animations, and add to the appropriate directory). THinking about it now , I might consider allowing md2,3ds, or .x animated imports but not sure yet. Importing static meshes will be simple straight in job, no modification other than scaling/rotation. Just back to my earlier point, I want to include enough actors out of the box to keep 90% of users happy. And make it possible for the other 10% to customise but without making too much work for myself.