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New game (W.I.P)


shadowace

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And we're actually scripting everything...so yeah, could take a while (and a long time learning c++ for me)
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Vagrant, good advice and everything but seriously dude, you are depressing....

Chris, there is more than 1 person here XD Im just very busy with concept art and doing stuff in 3dsmax9

I seem depressing because I raise points that havn't been addressed, and bring up very real issues that you will at some point have to deal with. It's really all in your head. There's no discouraging word in my last post, it was geared entirely into making you get on the right track.

 

As for the scripting part. I hate to be the bringer of bad news, but you personally should probably be familiar enough with the scripting language to get some of the basic components out of the way. This is primarily due to the fact that scripting accounts for more than half the time spent for any project. If you, and a few others can work out the more basic parts of the code, then your scripters can focus on more complicated parts of the code. It also allows you, as probably the one who will be compiling and linking everything, the ability to make those corrections right away, rather than wait a few weeks for one of your scripters to get your e-mail about it. Project leaders, by definition, need to understand every part of the project and how it can get done. When they don't, they become entirely dependant on the whims and demands of those working on the project. This is true in both a small scale operation as well as in a professional company. This doesn't mean that you can't count on others, it just means that you shouldn't put all your eggs in one basket. Sh*t happens. Even if you know these people in real life, and meet with them every day, face to face, they can hold what work you need them to do hostage to get what they want, or just procrastinate. It's human nature, when at an advantage over a situation, you tend to abuse that advantage, especially among friends. Essentially, by knowing how to do some scripting yourself, although they'll still get their way, you can bargain with them and get better results. You also aren't forced to wait on their cooperation for every little thing that comes up.

 

As mentioned, scripting is one of the first things that needs to be started before anything else can be used, it serves as the skeleton which the rest of your game is based around. Meshes and other resources can be made, purchased, or found later, once you know what you need. If you aren't learning the scripting for yourself, you should be spending your time finalizing the story, actually write it out, thinking about specific game mechanics you want to use, and figuring out exactly what the engine you're using allows for. That way, once the scripters can become available, they have a very clean and concise plan to work from, and don't have to confer with you about everything that comes up.

 

It would also help if you have other games made with the engine that you can look at, although you can't use any of the coding, resources, or anything that didn't come with the basic engine package, it can provide an example about what sorts of physics, animation systems, and scripting that the engine can handle. Otherwise, you should probably make plans to create test environments before anything unusual gets decided upon. Just like how every game makes use of simplified graphics durring alpha or pre-alpha, they also make use of test environments to make sure some aspect is working. The most accessible evidence of this to you would probably be the testinghall in oblivion, or some of the test cells. They're mini arrangements which exist just to get the mechanics involved working. They may not look like much compared to the finished game, but many hours were probably spent loading up and using those cells just to get the AI to have limited function. Again, this is a time issue. It takes less time to setup, and load a plain room with something you want to test in it than it does the actual environment that you want to use that thing in. Once you have it working, you can just insert it in, or connect it to where it needs to be.

 

*Only my views on humanity are negative, it is not saying anything about your project. Need to stop reading into it.

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A couple things. You did ask me to put in my 2 cents and you did make me a sword soooo.

 

1. I like the gun without tags.

2. PLzzzz put the gun in Oblivion! Its soooo good! Just package it in what you're packaging the swords in I guess if you're not putting it in Jaysus' hands. (you shouldn't. he IS the mighty jaysus and all but its your stuff.)

3. Sounds cool. Just dn't make the monsters zombies and don't model this off of other horror games.

4. This is alot of work and responsibility for a 15/16 year old to be working on but i think you can do it pretty well. I mean 7th graders crank out flash games like in 5 days. if you take a year on this you can definitely do that!

5. Make it PC because if you make it for a console without permission you're gonna get sued so i'd say PC. (I don't know anything about the legalities im just speculating)

 

So yeah. Thats my 2 errr 5 cents

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