wtfsureprob at February 6th, 2012 22:22 — #1
any help or advice is extremely appreciated, and i am grateful for any help or advice given! thanks again guys!
rouncer at February 7th, 2012 01:17 — #2
my best advice, is to build yourself a neo cortex of a volumetric eye, and then use it to digitally dream the game characters, in all their preset animation stages... you will have to train it on a lot of sculpture input tho, just get a gazillion zbrush models and totally saturate it. then it would literally create strangely postured and hybrid models of the training examples. saves alot of art effort, just in case your not very good at it, this way it doesnt even matter. art skill man used to need is just a history lesson.
fireside at February 7th, 2012 05:14 — #3
It's not going to be different than anything else. You need to find an engine with networking, obviously. You need to be able to model, or find a modeler. I think Unity would be OK for it, or a lot of engines, actually. I had to look up moba. Multiplayer Online Battle Arena.
wtfsureprob at February 8th, 2012 23:46 — #4
thanks for the help you guys.
i have an artist, and a 3d designer. will that help with all at making the concepts i want to make? they are really good from what i've seen .
@fireside, what engines have networking? sorry for noobish questions, just have been sitting around just learning programming .
wanted to also ask, if creating the game on an engine whose graphics aren't top notch but just to have it there to figure out how to have the game as we (the group) want it, and then later moving it on to our own engine we create, would it later create problems in terms of bugs and such? granted bugs will most likely occur with any new engine and change in gameplay but was just wondering if minimizing the bugs in a worse engine would be ideal instead of making one and then working from scratch
fireside at February 9th, 2012 11:42 — #5
@fireside, what engines have networking?
It's one of the features in the games database searches. There are different types and you will have to do a little study to decide what's right for you. I don't have much experience with it because it's kind of expensive and I'm a hobbyist. You could use XNA and connect 12 players or something like that on their XBLA, without paying for servers, or do a peer to peer and put it on Steam or something.
wanted to also ask, if creating the game on an engine whose graphics aren't top notch but just to have it there to figure out how to have the game as we (the group) want it
I consider that prototyping. It probably would be best to prototype on whatever you decide to do a final game on, but it's a good idea. Use some abstract artwork and simplify the game so you can see what it will be like and how it will play before investing too much time in art and development. If it's a very rad engine, it might be ok to use it and then choose a different one for final production, but you are learning two different systems.
wtfsureprob at February 10th, 2012 22:36 — #6
so what i need to do is first prototype with something that has networking.
any ideas of what networking engine will be 'easy' to use for a first timer? i really want to create the map and the heroes along with the gameplay, and i'd rather do it on something that won't be as hard until i can learn to master programming from my other classes, and ofcourse me just learning by reading and such.
thanks again for all of the help fireside!
fireside at February 10th, 2012 23:38 — #7
I like Unity. It's easy to use, does networking and has a web plugin that's accepted on quite a few sites such as Kongregate. I haven't used the networking end, but there are some tutorials around. It's easy to get models into it, also. They use the fbx format and most modelers export to it and many model kits sell in that format. I don't know what you are planning to do with your game, but if you plan to put it on a site like Steam, Windows live, whatever, you should check out if the networking will work with it. I don't know about that. I know I've played some networked Unity games on Kongregate. The one problem with it is it doesn't do real time shadows in the free version. It does blobs and shadow mapping which is easy on computers but not high end.
wtfsureprob at February 13th, 2012 22:58 — #8
sorry for responding a tad late, been extremely busy with work and school .
thanks for the input and help, i'll look into them. basically what i'm trying to do with the game (future end anyway) is to create the moba into a full game that i can run personally on my own client and servers etc (big dream i know, but i'll be starting off small with just having internal play testers and what not). i want the graphics to be mediocre 3d design with shadowing and the ability to show particles and what not, and the characters to be 3d themselves ofcourse.
other then that its just trying to find one that can offer me the ability to create the map, heroes, etc on a much easier engine since i'm new to this kind of programming. and with just prototyping it on that engine until my team and i make our own engine will just make it easier for us as a whole to just get the bugs fixed out for the characters, etc in the end.
thanks again for the help!
system at February 14th, 2012 04:30 — #9
This no good at all you need to write the game from scratch in machine code or else it's middle ware doing all the work.
stainless at February 14th, 2012 05:58 — #10
Eeehhh when I wer t'lad, I worked down machine code pit for t'twenty seven hours a day and had t'pay pit owner for t'priviledge.