General Discussions

Smiley 3D Game Topic – nfektious

nfektious
Member

Posts: 408
From:
Registered: 10-25-2002
This will be the place to discuss the game in more detail. I am still looking at available game engines that can be easily modified. I'm leaning toward the Quake series for a couple of reasons: [1] it is old enough to be decent for modern hardware, and [2] it has a large community to draw on for modding the game. Another reason is my own experience with the engine, but that has little to do with my choice really.
I will chat more about this later today. Gotta run.
kiwee

Member

Posts: 578
From: oxfordshire, england
Registered: 04-17-2004
sounds cool. Do you need quake to be able to run games that use the quake engine?

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Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Here are some screens of concept models. Just to keep everyone up to date

Kiwee's

http://img62.imageshack.us/img62/7053/smiley3dwithguns5lz.png

http://img52.imageshack.us/img52/7176/smiley3d3tk.png

Mine

http://img.photobucket.com/albums/v337/Tirqin/Smiley.jpg

#Edit - fixed links (D-SIPL)

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[This message has been edited by D-SIPL (edited February 09, 2006).]

nfektious
Member

Posts: 408
From:
Registered: 10-25-2002
The last 3 versions of the Quake engine source have been released to the public, under GPL I believe. In order to work with the engine and game code, it does help to have the original game installed. My disc is missing, so I'm trying to track down a replacement. I have the engine source already.
Basically what I was intending to do for the characters was start with a basic design (uh, the sphere) and distribute a base texture that can be used as a guide for others to make their character skins. This way everyone can continue on with the original plan of making their own warriors. Eventually these characters will need to be collected so that when the game is distributed, everyone has each others characters and they are loaded, etc.
Phase 2 of the character design will be to have custom spheres - like one with wings for the Angel character designs, etc. The original skin can still be used for the sphere itself.
As for the first game level, I will either need someone to build one - using entirely custom textures, or find one that is available for our project. The level format is BSP, and can be built/compiled using just about any Level Editor that exists today (Quark - Quake Army Knife, Worldcraft, Valve's Hammer Editor, Radiant, etc).
As for weapons and other items...I guess we will need to discuss this more in detail. PM me and I will give you my other contact info.
kiwee

Member

Posts: 578
From: oxfordshire, england
Registered: 04-17-2004
I will try and makes some levels.

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QuestLeader

Member

Posts: 629
From: My house, Va, USA
Registered: 04-20-2005
I wanna help out with this project. Is there anything I can do? I am good at concept art and im pretty good at 3D modeling.

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" I hat typos..." - gamer4christ

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
I recently started looking into Quake 3 and its freely available mods.

There is a recently released version of the Quake 3 engine called "Standalone Q3", and its goal is to allow mods of the game to be loaded without the original .pk3 files. I was able to get WesternQuake 3 (a total conversion for Quake3) to work on my computer using SAQ3.

So if you find this helpful, here's the link (it's not a very popular project on sourceforge, so it can be hard to find if you don't know it's there):
http://sourceforge.net/projects/saq3/

Cheers!

--clint

nfektious
Member

Posts: 408
From:
Registered: 10-25-2002
Thanks Clint! I appreciate you sharing that.

As I said before, I'm still looking at games/engines...no firm decision yet. One option is using Torque. Myself and a buddy have licenses for the engine, and he is a programmer and offered to help out with it. Still thinking about some things. If it does turn out to be Quake 3, then I recommend getting the gameSpace Light tool from Caligari - free, and limited only in the number of polygons that can saved in an object/scene. It does support the Quake 3 model format (.md3) and there are tutorials available for doing just that (I can post them later if anyone is interested). Get the tool here: http://forms.caligari.com/gamespace/gsl.asp (simple registration form, but no fee or payment necessary)

In thinking through level design issues, we need to determine what size and type of levels to go with. This game could be promoted several places and get more players than what we currently have here. This is something to consider. The number of players has an impact on level size...too big a level and too few players is not fun at all...too many players and too small a level is total chaos. I'd say probably best to figure on 10 to 12 players max.

Does anyone have theme suggestions for the levels in the game? This would help the level design process along.

Some other elements to consider: team play and class based characters.

I'm not wanting to make this too complex of a project, but these are some ideas worth considering. I've already been thinking of the standard character animations to possibly mimic known Smileys...the trick there is converting the standard character animation setup to what will work with the Smileys. Some anims are a given, but we really could make this a fun *and* hilarious game.

Considering this game is basically a shooter-based game, does anyone object to going with cartoon-style violence? I know some have voiced their preference at cartoon-style effects, which I think is perfect and suits the game idea very well. Any objections or suggestions?

Input is welcome. I'd like this to be as much a community project as it can be.

QuestLeader

Member

Posts: 629
From: My house, Va, USA
Registered: 04-20-2005
I have torque too. I'm still figuring it out, but I do own it.

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" I hat typos..." - gamer4christ

kiwee

Member

Posts: 578
From: oxfordshire, england
Registered: 04-17-2004
ok, a message to all graphic artists working on this project, we want to make it cartoony, so not too realistic, make all textures bright, etc... This is about Smileys, how many serious smiley games do you get?

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buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
nvm lol... i would love to help with this tho! i should be getting a modeler soon, so i can help a little...!!

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In the stock market, you must buy high and sell low...Wait! That's not right!
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[This message has been edited by buddboy (edited February 07, 2006).]

ArchAngel

Member

Posts: 3450
From: SV, CA, USA
Registered: 01-29-2002
how hard is cel-shading?

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Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
quote:
Originally posted by kiwee:
ok, a message to all graphic artists working on this project, we want to make it cartoony, so not too realistic, make all textures bright, etc... This is about Smileys, how many serious smiley games do you get?


As of now, I don't think I will be on this team. There's alot going on right now, and I have a habit of getting overloaded . Though I am not closed to the idea of joining later on.

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nfektious
Member

Posts: 408
From:
Registered: 10-25-2002
Okay...we need to establish some roles - for those who are going to work on the project. This is not my brain child, so I'm really considering myself to be more of an advisor/consultant than anything else. This is Kiwee's project really, so he is in charge. [Kiwee, if this is not the case, please let me know.]

There are a couple of options as for how to go about getting this thing moving:
1. Blitz. It seems there are many users here, and this type of project has been started in the past using Blitz. That could be a starting point.
2. Quake or similar free (non-commercial) engine. This would probably be the more complex option. The advantage is a fast engine with networked play, and an existing game code that pretty much suits the game.

ArchAngel:
Cel-shading can be accomplished a couple of ways - either through the graphics code in the engine or by creating that look with the models themself. Both have advantages and disadvantages. You still have to deal with contrast, highlights, shadows, etc., so there is a degree of complexity to it to get it right.

bennythebear

Member

Posts: 1225
From: kentucky,usa
Registered: 12-13-2003
would the characters still have their own weapons or would it be just like quake 3 arena(if y'all go with that engine)? i know that's a question for later, but i'm just curious.

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crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
nfektious, going off of what you said about it being fun&funny, heres a suggestion for those animations.

You know in instant messangers, there are wink smileys, sticking-out-tongue smileys, etc.... These would make great "taunts" assigned to the F keys.

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globalrant forums
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kiwee

Member

Posts: 578
From: oxfordshire, england
Registered: 04-17-2004
so...we neeed to get this sorted, who is part of this project:

Graphics
- kiwee
- questleader
- buddboy

Coding
- nfektious

that is all I know at the moment, who else wants to be involved?

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crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
hrm. I can help make the website, if there will be one. (but I know you are a talented web developer, kiwee. i figured you might want to tackle that.)

for an example of the last site i made, http://globalrant.wastexgames.com

(note: a)no, its not the old globalrant site of mine. the domain just hasnt changed. b)this is the temp site for lava's game, and none of the downloads are operational.)

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buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
lol... now don't go putting me down for gfx just yet lol... i MAY be able to do some lol... but if crazy wants to, we could collaborate on the website lol... i could do both if i can do gfx, or just one if crazy doesn't want me to OR i can't do gfx... lol...

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In the stock market, you must buy high and sell low...Wait! That's not right!
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Yes, I can be intelligent at times!!

nfektious
Member

Posts: 408
From:
Registered: 10-25-2002
Change of status for me, unfortunately. I had hoped for more time, but my current work situation is not allowing me that. I would like Brandon to handle the coding. I think it is better - for several different reasons - to use his Blitz project as the base for this one. Although Quake 3 is a cheap game now, I realize some people here may have a problem buying it and some people here may not be allowed to play it either. So, I feel a Blitz based game will work better for everyone in that respect.

I do agree about the taunts Crazyishone

[This message has been edited by nfektious (edited May 20, 2006).]

buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
lol yah me too... i think doing it in blitz is good too... so nobody has to get the game, like you said lol...

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In the stock market, you must buy high and sell low...Wait! That's not right!
--------------
Yes, I can be intelligent at times!!

QuestLeader

Member

Posts: 629
From: My house, Va, USA
Registered: 04-20-2005
I'm cool with blitz. Well right now, all I can do is make some 3D models for this project, as I'm currently engaged in my own game. I hope I can be of much help to you guys.

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" I hat typos..." - gamer4christ
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buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
lol that is awesome quest!! funny!! did you make that, or get it off the net?

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In the stock market, you must buy high and sell low...Wait! That's not right!
--------------
Yes, I can be intelligent at times!!