Author Topic: Flacid's Game  (Read 32094 times)

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Offline Flacid Assassin

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Re: Flacid's Game
« Reply #300 on: March 08, 2008, 12:42:48 am »
I actualy do some 3D rendering right now

Date Posted: March 07, 2008, 11:42:25 pm
If your going to say useless shit please dont comment in here okease

Offline Clawbug

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Re: Flacid's Game
« Reply #301 on: March 08, 2008, 07:51:10 am »
Seriously. :( You don't get it. You just don't make games like "My friend programs it I make models we make a FPS!". It just does not work like that.

You failed for once. Why? Because you and your friends have NO IDEA of HOW to actually MAKE the game.
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Offline Sethamundo

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Re: Flacid's Game
« Reply #302 on: March 08, 2008, 11:42:52 am »
If your going to say useless bollocks please dont comment in here okease
We're not saying useless things to try and bring you down.  We're being very sincere when we're telling you these things.  You guys literally have no idea how too actually make these games.  Clawbug said it perfectly; you don't just "we're going to make an awesome FPS because he knows some C++ and I can make some models."  Do you have any idea at all how much literal work these things take?  For instance, Valve.  With episode one and episode two of Half-Life 2, those are short games in length because they're a part of an "episodic gaming" experience.  In spite of them being short, it's not a two-man project, and it's taken them (with a full team, mind you) over two years to make one  of the episodes.  And they're all professionals.

I'm not saying time is the issue, I'm trying to put it into perspective, how hard it actually is.  Once you have your story and models all made and planned out, I'm willing to bet that you'll either give up early on, or give up from frustration due to the fact that your friend has no idea what to do when it comes to coding the actual gameplay (if he gets the main menu, etc. coded).

I'll say it yet again.  Read MM's blog post that FliesLikeABrick linked you to when you first started this thread..
Illumination is not reached by visualizing the light but by exploring the darkness.

Offline Mangled*

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Re: Flacid's Game
« Reply #303 on: March 08, 2008, 02:27:57 pm »
Quote from: Mangled* link=topic=17591.msg296579#msg296579
And how many 3D rendering programs has he made?

I actualy do some 3D rendering right now

I think you completely misunderstood me, so let me reiterate:

I asked how many 3D rendering programs he made...

Rendering is a word with multiple meanings.

You as you said, make models... And you probably believe that the term "rendering" means shading a 3D model. This is manual rendering.

What I was talking about is does he, your programmer, have the capabilities to create 3D rendering software (as in when you play a game, your graphics card draws and renders everything in the 3D environment.

I suggest you ask your programmer if he/she can make an application that will boot up into a fullscreen open_gl or directdraw program. If he/she cannot do this then your programmer has insufficient knowledge to even make a game menu, the simplest aspect of a game.

If this is the case, I strongly recommend using a pre-existing game engine rather than trying to build one from scratch. Generally 3D engines need to be built by teams of programmers, not a sole programmer.

This isn't useless bollocks. This is good advice from someone who knows more than you about game development.
"There she lusted after her lovers, whose genitals were like those of donkeys and whose emission was like that of horses." - Ezekiel 23:20

Offline Flacid Assassin

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Re: Flacid's Game
« Reply #304 on: March 08, 2008, 05:59:10 pm »
i didnt say im fucking making a game right this instant im doing planning and shit taking one step at a time right now im just working on a story/book to make the game based off of before i do anything else with this

Offline Iron Man

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Re: Flacid's Game
« Reply #305 on: March 08, 2008, 06:04:55 pm »
ok, im going to simplify this for you.


show the forum some of your work. we may then believe you.

Offline Mangled*

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Re: Flacid's Game
« Reply #306 on: March 08, 2008, 06:58:03 pm »
i didnt say im fecking making a game right this instant im doing planning and bollocks taking one step at a time right now im just working on a story/book to make the game based off of before i do anything else with this

Ok.

Sorry to be my old skeptical self but...

Yes its me Flacid back again with my Project.

Its been Countless months that i have pushed this game development back so many months

but it is back no more Kruxar but a new game but still same story line and what not



i gto my friend/ neighbor who is a programmer who is going to help

im now working on doing Models of the game

and we are currently looking for  some Sketch Artist and someone good with graphics
for right now

But yes I AM BACK!!!

That entire post kind of suggested that you had progressed beyond planning stages.

Believe me, I don't like pointing out inconsistencies and such to you because it seems insulting of me. But unfortunately I'm a critic and if you're going to announce something which you have not even begun development then you need to be able to take this criticism and if this criticism takes you from game development back to planning stages then it couldn't have been solid enough to announce in the first place.

In short: You said you had a story and a programmer and that you were working on game content. Then after I offered my critical analysis of your project you are suddenly back to story writing and planning.

I can't help being realistic and stating the facts. Professional game developers tend not to announce anything until they're very far into a project, not when they've just come up with the idea.
"There she lusted after her lovers, whose genitals were like those of donkeys and whose emission was like that of horses." - Ezekiel 23:20

Offline Lunerfox

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Re: Flacid's Game
« Reply #307 on: June 25, 2008, 11:42:59 am »
Alright, I've read the entire thread and decided to respond. As a programmer who has tried programming a game (In 2D, no less) for about half a year. I'm going to tell you that coding the game is over 80% of the overall work that you put into it. Even if you use a pre-made engine for your game, if the engine requires any coding whatsoever, you're still coding most of the functions because the Engine will never be able to suit your game exactly the way you want it with all the functions in place.

The small game I made that involved a top down soldier shooting some spiders was well over 3000 lines of code, even with the engine I used. This did not include any network code, and only the basic essentials that someone would call a "game". I invested countless hours researching, thinking, and planning the code, and then more hours writing and struggling with the bugs that occur immediately. I took many days researching aspects of game design, read blogs of game developers and books on how games work. And even then I abandoned the project because I realized that I'm not experienced enough at the moment to make the game I wanted to make.

My point is that as Project leader, you're responsible for every aspect of your game; At your stage of experience, you need to design a game that you will think, "Yeah, I can do that entire game on my own." and then go for it. Getting stuck because you're relying on others to "Finish their part" means that you're sitting there waiting for them to do the 80% of the work that YOU are supposed to be doing.

I'm sure that you have dreams like I still do of the perfect game that you would love to play when it's done, but unless you realize that YOU have to do the 80% of the hard work that goes into making the game, your ideas will never go anywhere.

Heres some pointers that you might want to learn about based on my experience:

- Learn how programming works. Even if you're not the main programmer, you need to know what's feasible and what's not.
- Forget about the story, artwork, and any of the minute details that go into your game for now. What you want are simple, fast to make place holder graphics and sounds that you can use right away, and then when the time comes that you have a working game, you replace those files with higher quality files that you made. This will be the easy part. You can even use free artwork and sounds for the time being. This will cut out on needing an artist and a sounds person.
- You should also know that making a game requires a very significant amount of education in the form of mathematical powress. You need to know how to create mathematical functions that model a situation (Something simple as bullet trajectory has to be coded in) and most of these functions cannot be found verbatim anywhere. Although 3D functions are just extensions of 2D functions, the programming style that you code in are very different and require you to perhaps find a book on the subject to learn about it.

That's really all there is to it. If you're willing to be resourceful, determined, and can stand on your own, then you'd be equipped to actually creating a game.
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Offline Flacid Assassin

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Re: Flacid's Game
« Reply #308 on: July 19, 2009, 04:45:24 am »
MUAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA HAHA