![]() |
Ok, I wanna be in the team too. I'm totally against a 3D game. Especially an FPS. I wouldn't get to do any art except concept. I'm quite like Piggy, I'm good at drawing hand drawn images. If we are making an RPG I suggest it be like Final Fantasy or Chrono Trigger. I'm quite skilled at character desingning now. We need a logo. Anyone can make it (if idea's accepted). I think a good name for the team is 'Abandonia Productions Co.'. Feel free to change it. These are just suggestions. AGS is most certainly not bad. I'm using it to script most of my games. And it's the only language I bothered to learn. And, Nikson. They don't necessarilary have to look the same. If you're a complete master at AGS, you could probably make an FPS. Even though AGS is really meant for Adventure and RPG genred games. I like the idea of a horror game. Especially as an RPG. And I know NO block bit or C++ even though I intend to design one of my games through C++. As you can see, when it comes to designing games, I'm usually quite serious.
Phew, that was a semi-long post! |
As I said I'm for AGS, but I'm downloading Irrlicht now and will try it.
EDIT: Downloaded, tried, good. I'm for it, but also for AGS. Let the others decide is what I always do :D BTW, I could be a programmer. Oh, and I'm against a FPS. Maybe a RTS or RPG, but not a FPS. |
Name? How about "Team Abandonia"?
I agree with you guys. Theres a plenty of FPS games already. If your against AGS Nikson, then show what kind of work you can do with other programs you suggested. |
Also I suggest a 2d RPG, RTS, TBS. Remember Jagged Alliance 2, Fallout, Red Alert ?
|
FPS are big things and lots of people love em so if you wanna get in the buis stqart out with one like mine
|
It's 1am right now, I'll post some screenshots from games that i've made (or am making) in different languages
|
I vote against AGS, but I also vote against ANY C++ programming engines.
That's slow progress, especially if you're going to be developing a 3D game, we don't have enough programmers if we want to make something half decent. I lean more towards AGS than C++ , but if you want a simple programming basis go for DarkBASIC Professional, or if you REALLY want to do C++ do the DarkBASIC SDK pack. It's very easy to learn, and you can have amazing results, I'll post a screeny if you want to see what I managed to make with it. |
If I remember you have to pay for DarkBASIC Professional, no ?
|
Quote:
|
I'm a student in software engineering (a baccalaureate leading to the title of "engineer"). I'm currently going through my first year in this program so I don't know much yet. Heh, in fact, the first year revolves around mathematics which means it's a mighty pain in the ***. With that being said, I can code in C/C++, Visual Basic, LUA (I'm not too familiar with this language yet but I'm capable of using it as scripts in a C/C++ program so I guess that's worth something) and PHP.
To answer Nikson's question, I can get a bitmap to move around the screen as a textured quad with OpenGL, is that good enough? Should we ever start working on a project, I'd love to contribute (I guess it could give me something to put in my portfolio). Finding artists to work with is quite the obstacle when it comes to creating a game. I guess this wouldn't be a problem here... Of course, I'm against AGS. I firmly believe that we've got to aim for something relatively simple in the graphic department. That doesn't mean, however, that we have to go with the fist amateur engine we stumble upon. Don't get me wrong, AGS is powerful, but it has the strange tendancy to make everything look like it's from the early 90s. Plus, it would be much more interesting to code our own renderer. I'd also scrap any idea concerning 3D. That's way too difficult. When it comes to creating games, newcomers usually drown in their own ambitions. I've seen it all too often in other forums. Even if we get a 3D renderer running, that doesn't solve the load of mathematical problems we'll have. And let's not forget about the art. Good, low-poly, texture mapped 3D models aren't easy to create. It's even harder when you need a few dozens of them. And it's even harder when you need to animate them smoothly. And then there's mapping, scripting, sound, it's all harder to do when you work in 3D. Still, this is only chitchat. The first step should be to agree on what kind of gameplay we want to deliver. I mean, how can you take a decision about something's look if you don't even know what that something is? I don't think any progress'll be made until someone submit a relatively complete design document. Just my two cents ;) . |
The current time is 05:57 AM (GMT) |
Powered by vBulletin® Version 3.7.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.