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Heavy gamer and pc enthusiast becomes Videogame developer and is requ


mbr18

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Hey i figure this is the right section to post in because this is pretty much just general game talk here.

First off let me introduce myself, my name is Mike and I was looking for a good project to start on now that i have a new Rig.

So i decided I am going to create an MMORPGFPS in the image i have in my mind and im going about it all scripting and coding by myself with the help of YouTube guides and such and now i have hit a rather big bump in the road... 3D modeling....

all the coding i have been doing up till now and everything i have been working on is so far in a 7% range of getting things done and i have a few questions to all who read this thread.

 

1. what is a rather easy and interactive 3D modeling and animation program that's preferably free? and possibly doesn't have to much of a learning curve? (I am only a high school student i just happen to have far to much free time)

 

2. if you were to create an MMORPGFPS what kind of stuff would you want to see in it? (make sure if you answer for question 2 that if i can do the request i have permission to hopefully implement it in the game and any ideas i pick your names will be in the credits)

 

3. Music and Audio, any ideas of what i might be able to do here? i was thinking a simple system where people can select their own Audio for battle music and such that way its all played locally on their machine because I am not a very good composer.

 

Thank you all for replying to me in advance for those who do and if anyone has any suggestions or anything they might want to request of me please feel free to post anything it does not have to be related to the questions above at all :)

 

(I am using a video game engine called Unity 3D to help put everything together and build it all up.)

Edited by mbr18
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1. what is a rather easy and interactive 3D modeling and animation program that's preferably free? and possibly doesn't have to much of a learning curve?

Try Blender, it's free, pretty darn good and works well with Unity (they say so on unity's site). Grab 2.49, Python and PyFFI from here, you get some extra stuff when you install PyFFI.

 

There are a lot of tutorials on the internet if you want to learn about Blender. Just don't expect to learn modeling fast, it will take a long time for you to make something decent.

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Audio is simple but absolutely crucial; to me atleast a game is defined as much by audio as it is by graphics, and in some games, I would rather audio over graphics. Shooters are one such genre.

 

Don't skimp on sound effects, good, meatey gun sound effects are a must have, and they are, assuming you live in America, surprisingly easy to get. Find a local gun range, bring a studio-spec(high KHZ range) microphone, and see if you can get a few guys to let you record their guns. In my experience American gun lovers will take any excuse to show off their hardware, so it shouldn't take much cajolling. Real, live-recording vastly trumps anything you can buy, and it's not too hard to get.

 

Foley 101.

 

Ok, for your general sound effects, you'd be amazed how easily you can make these with junk, fruit, and vegetables. Hitting frypans and baking dishes with hammers is a good way to get gun impact SFX, gore sounds can easily be generated by jumping on a watermellon, breaking bone sounds can be achieved with wallnuts, footsteps just need a big empty room and an appropriate floor. Be imaginative, think outside the box, and never be afraid to take a cheap solution. Some of the biggest budget games in the world have unbelievably humble roots for their SFX, such as tapping on a football helmet with a large walnut(armoured footsteps, Star Wars: Republic Commando) jumping on watermellons(gore SFX, Quake 4) a day at a rifle range(Halo 4, all UNSC weapons, example being the Assault Rifle, which is an M-16 overlaid with a SCAR-H) a big Industrial Air Conditioner(All Lightsabre SFX, all Star Wars movies and games) Car-On-A-Wet-Road overlaid with an Elephant trumpeting(TIE Fighter's iconic engine sound, Star Wars episodes 3,4,5,6) and my personal favourite, soda bottle full of dry ice, explosion SFX(various)

 

What I would like to see.

 

Well that depends on when it's set. If it's a contemporary setting, then realism is nice. Believable weaponry, scenarios and gear with low health bars and high damage, good SFX, and not really any need for jazzie special effects or graphics. A good location is critical, but try to avoid tropical islands or mid-winter Siberia, as they've been done to death lately.

 

For a sci-fi setting.

 

I'm a scifi writer, so here's a few universe construction tips to help you if you haven't settled on the final details.

 

Personally think a writer has two main approaches they can go with. One is a very serious, believable universe, like in the Alien, Halo, Mass Effect, and MechWarrior franchises, and the other is a more fantastical universe, such as seen in the WarHammer, Star Trek, and Star Wars franchises. You've also got two cardinal sorts of theme for your future, the first is a "hope" These are where the future is a better place than it is now, such as in Star Trek, where humanity has cured most diseases, and Earth is a peaceful utopia. They are often colourful, with an emphasis on idealism, heroism, and ultra-high technology. Science is often a key theme, and portrayed as being a force for good. Though dangerous threats are a common theme, they are usually portrayed as managable.

 

he other is a darker future, a "fear" in which the future is a far worse place than in which we live, such as the nightmarish WarHammer universe, or the Alien series. Fear universes tend to feature humanity at it's worst, with dark, violent themes, muted colour pallets, and often grim, ugly, polluted worlds. They tend to lend themselves well to a realistic world. Many Fear universes are in a state of decline, such as humanity's slow, unstoppable descent into extinction in the WarHammer universe, which portrays technology as slowly regressing, and science being able to do little more than make crude copies of older, superior tech.

 

These themes also greatly effect the portrayal of your chosen Threats. Designing your Threat is critical, as it must match your universe, and it's often effective to design a Threat first, and then create the universe around it. In a Hope universe, your Threat can be designed a little more lazily. Generally a black-and-white villain will surfice, as a Hope universe can rely more on it's themes of technology and wonder than story. They should be managable rather than overwhelming, as facing a nearly unstoppable threat would make the idealism of the universe feel difficult to explain. In a Fear universe, your Threat can be as overwhelming as you like, infact it's not unheard of to have the Threat eventually victorious. in WarHammer for example it's quite clear that many of humanity's enemies cannot be completely defeated, simply held off, lending the feeling of a doomed last stand. In a Fear universe, it's critical that the Threat be a truly dangerous one, or else the gloomey nature of your setting may seem hard to understand.

Edited by Vindekarr
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Thank you :) i defenatally will take some outside of the box thinking and put it to use the main plot is gonna be set in the year 2233 in a more advanced society after an all out world war the world. Every player will start as a normal person and can build their character up into what ever they wish to be whether it be a character based on using technology or a character who uses big weapons and is buff or possible a skinny sniper who is extremely agile .

 

Their will be Technical stuff such as HUD upgrades and also new weapon upgrades

 

Live fire weapons - good against PVP and all Humanoid mobs

(possibly some energy swords but their will be combat knives)

 

I'm trying to design a very well balanced game because I'm tired of games being so unbalanced and annoying so those who want the upper hand advantage will really have to uber work hard to get the amazingly expensive equipment with lots of benefits.

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That could really work well, HitMan Absolution has some really uber gear, but it's all VERY expensive. Yet this simply means that when you're looking down at your utterly pimped out, fourteen-million dollar, totally silent, one-shot kill, ridiculously accurate Kazo TRG sniper rifle, you feel a sense of "I worked my 'nads off for this thing, but it was worth every penny"
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