ashroof at February 15th, 2013 08:25 — #1
Hi .... Iam totally new to this forums and iam considering making a game i don't know much about programming but iam a little good at 3D modeling iam thinking of a online game like silkroad but with a whole different storyline , quests , characters and skills so i need a team or a link to teach me about coding and the necessities of making a game ( 3D Online one ) ........ So PLEASE HELP :unsure: :unsure:
OR anyone can help me and tell me how to code quests , skills , characters , etc. and i will be grateful to any help.
rouncer at February 16th, 2013 02:01 — #2
work on your environment first, do you want it big? well there is your first quest, you need some way to get the land there, post again if youd like to know more from me.
tyree at February 16th, 2013 02:35 — #3
your first game shouldnt be multiplayer unless its two players only. but your better off making a single player game. the first game you make will be about learning how to make games. if not the first several games, but with the exception of puzzle, driving, or point and click games. the majority of games are really fighting games. whether you fight with bullets, hand to hand or use swords and magic. the fighting is the core of most games. so learn how to make two characters fight.
once you have the fight mechanics done and working you can build the environment around it. and make whatever type of hybrid game you want it to be
vilem_otte at February 16th, 2013 03:36 — #4
Huh... building large worlds is long run job, and if you want to finish you've got to be really skilled.
There are several very important things to do in making open-world (\~large scale) game.
You gonna need tons of meshes, textures, sounds, etc. Preferably from single graphics team, because everything must "fit" into world. This brings you to point 2.
The problem is to design whole stuff. F.e. We're working on RPG game, for 1x1 km of world (and the further the development goes, the more convinced we're that world won't be bigger than very few squared kilometers) we have dozens of papers, sketches, etc. E.g. to even know how that world should look like.
The biggest problem. We have advantage of all being (except me, I can't judge myself) skilled programmers one of us has even more than 30 years of experience. And we have released (and we're still supporting & releasing) successful working applications. So we decided to write our own. Handling huge world means that almost everything in engine is dynamic = needs to be optimized. We have been working on technology for few years now, and it is capable to work with large worlds today. After some 3 years (or even more, I really dunno now). Some stuff is still work in progress though (AI, physics) - because we're trying to add new stuff.
Summed, you either need few skilled people, or at least \\$1M (note it's OR - so these two conditions aren't excluding each other), or maybe even more.
Start with small 2D things like Pong, Mario, then try Tetris, etc. It's a great practice (I even thought of releasing few of my C# (C++, etc.) practice-programming applications that are actually small games or even useful programs (Including alarm clock on notebook that is sometimes needed!).
Just don't stick to one project in the beginning, you'll run out of it - do rather smaller quick things, until you're enough skilled. It'll make you ninja. :ph34r: Then you can search for buddies and start on something big.
rouncer at February 16th, 2013 04:32 — #5
dont give up your mmo dream, just remember it could be many years of slowly building steps on steps thatll get you there.
ashroof at February 16th, 2013 05:11 — #6
Thanks all for replays ... what about using a previously made graphics from a game or something and then add small things like swords , small scenes and so on and whenever i learn more i add to the game ( I know how to make swords , characters etc. but don't know how to but them in a game )
First i was determined to start making a game like Mount and blade Series i wanted to make a game like those badly if you have any suggestions about making a game like this and would it be easier to make one or the online game ??
rouncer at February 16th, 2013 05:37 — #7
hey man, your sounding a little clueless
mount&blade is just as hard to make as an mmo is hehe (it might as well be one), why dont you try work on your art skills, art is so important for games, you need to be an accomplished painter to make graphics...
work on your texturing skills and make a few models, then once youve got enough models maybe you can team up with a programmer?
post them here or www.polycount.com and get critiques.
ashroof at February 16th, 2013 05:56 — #8
thanks but can you give me some links to texturing tutorials .... that would be so useful for me i mean more tutorials
rouncer at February 16th, 2013 06:09 — #9
a texture is basicly an image that goes on top of 3d triangles, youd like to highlight edges and darken occlusions that are present on the 3d model.
You know, you can actually just draw an 8192x8192 image, then import it into blender, then chop polys into it and bring it out 3d, thats what im doing at the moment, it kinda looks like this, but better since i only just added a few walls on this one, you can go further than that and add 3d trims and details, this one i just pulled up in 2 seconds.
(this is a 1024x1024 texture, so they get heaps bigger than this)
obviously, most of its still flat so theres more chopping to do, but its all just one image.
im sorry for showing such a crap asset, but its all i got with this new method just yet.
theres more ways to do it than skin a cat, so this is just one way im using at the moment, just use your head and apply it to your software, gimp (painting app) and blender (3d app) are all you need to make a game.
vilem_otte at February 16th, 2013 06:37 — #10
Hm.... I strongly recommend learning pelt mapping(just google this keyword, you'll get like TON of references) - thats one of the basic methods of creating mesh unwrap.
For texturing & creating high detail mesh our graphics use Mudbox (ZBrush supports also same stuff, and I know there are also some open-sourced tools) tool. I strongly recommend getting a copy and learning it, you can create awesome things with it. You basically "Spray" your texture to your mesh - which is very intuitive, nice and extremely additive. This tool also allows you to sculpt your mesh (like from mud or stone) - it's awesome for creating high detail meshes (based on these you can create normal maps, displacement maps and thus create really awesome stuff).
ashroof at February 16th, 2013 06:53 — #11
these are great suggestion and Gimp is a great program but can you get me a video showing this technique ( rouncer ) perhaps a man using this technique and how it's done so i can follow on with my drawings
rouncer at February 16th, 2013 08:14 — #12
i cant make a video right now, but i can show you one more pic...
the image is on the left with the polys cut into it, then the right is the 3d version, i pulled out two more features for you to help describe the process.
the cool thing is the majority of it is 2d, so its easy to think about, you dont have to do any confusing 3d knifings.
ashroof at February 16th, 2013 10:32 — #13
Thanks man ..... but the video would be much more useful please
and this is the way to make the maps .. tell me now about the good way to make characters and the how to put all of this in a game
rouncer at February 16th, 2013 13:48 — #14
watch these 2 videos and youll know how to do it in blender.
basicly, draw the image in gimp, wrap a plane and get texturing working in the viewport, then just keep hacking away at it with the knife
heres a screenshot of mine just beginning...
just learn blender first man, theres a billion vids on the net about it, then once youve got some content, come back here and find yourself a programmer willing to team up with you.