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Old 31-10-2005, 10:34 PM   #61
Nikson
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I'd also like to know, am I the only one who fails to see the interest in choosing an engine before deciding what kind of game we want to make? Isn't that a bit like picking up a spoon before knowing whether or not there'll be soup?
That was my first question when Chosen created the topic. He said he wants a horror game where you go all over the world to kill monsters. That was it. Everyone assumed this meant RPG/Adventure. Then I mentioned using the Tribes engine and people started to think I want to make a FPS.
As far as I know, nobody in this topic ever showed interest in making the game FPS or FPAnything.

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we can have a few working on the mechanics, passing along the game file and agreeing to certain standards, a few will write the story, deciding on the better decisions and etc, and some will deal with technical and testing aspects. We can't do that with this Iriclict or blah engine, it'll be a mess, only a few of us will be able to work at all, and those that do know how to work it will have problems with the others who won't give them exactly what they need.
I might be misunderstanding you. Do you want most people in the team to work on the game script (if we use AGS)? That'd be a terrible mistake. The more people that touch the code/script at the same time, the more mixed up everything gets when trying to combine the updates.
Besides, more than half the people that offered help in this topic want to do graphics or storyline. This is completely engine-independent.
Using Irrlicht would indeed mean "only a few of us will be able to work" on the code, which makes perfect sense. We only need 2 or 3 people implementing the code. Everyone else does what their specialty is: 2d or 3d modeling and animation, background design, work on the plot, record sounds, create/find textures, compose music, test...
Why do you see such an organisation as wrong?
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a fully fledged C++ engine along with no real interface to speak of
Define interface. Do you mean something like the Visual Basic interface, where you drop an object into the frame then use the toolbars to change its properties? Indeed, Irrlicht doesn't have that. Torque (which I suggested previously) does, and it's very easy to use.
But just because you can't see your changes to the game until you compile the code and run the executable doesn't make the job any more cryptic. In my opinion anyway.
Can you please be more specific about why Irrlicht (or any 3d engine) would be bad?
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Old 01-11-2005, 01:03 AM   #62
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Torque needs to be payed for.
And as for what I mentioned before, it's not different people writing the script, it's people gathering their ideas, making up plot twists, and one person writes all the agreed material depending on their skill.

P.S. - Just don't do C++, I was once in a game creator group, and the lead decided to go with some engine that used the certain language, no one had any clue what he was trying to do/program (he couldn't explain it to them) and people really had a hard time working on the project afterwards.

If you're curious, I was the secondary designer, writer, and concept artist, not to mention making a few 3D models.
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Old 01-11-2005, 01:37 AM   #63
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Yes, the full version of torque costs $100 US. But like I said earlier in the topic, the educational version, with a few less features (that I also listed in the topic) is available for free and I can provide it for everyone.
Oh wait. I just remembered that it's illegal to distribute any game made with the education version.
Let's all forget torque :P

So bottom line, I'm pro-c++, you're anti-c++
Moving on
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Old 01-11-2005, 03:59 AM   #64
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LOL After reading a bit and trying to find some more game engines (I only found engines which need to be bought) I suggest, as someone said a few replies ago, think big, start small. Game maker will do...maybe. Time to try it (but I still suggest AGS )
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Old 01-11-2005, 08:20 AM   #65
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If your going to make a 2D game you should use the allegro C++ engine, it's very easy to use, open-source, free and there is lot's of help if you have a problem with it.

I can do lot's in allegro, draw iamges \ sprites, move images \ sprites, double buffering, etc.

If it's a 2D game then this will be the best thing to use.
www.allegro.cc
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Old 01-11-2005, 04:27 PM   #66
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Well, now that I think of it, a Darkwatch style game could work if we chose fps, but I don't see anything else working. Actually I'd love to help do a story like that of Darkwatches. I could also do some good dark concept art for the modellers.
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Old 01-11-2005, 07:15 PM   #67
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Well, if we do make a game, we should rule out any unoriginal premises.
Like "something like Darkwatch" for our first game, we need something that we can do on our own, we have to get ideas that we can grow out of, so we rely less on other entertainment for ideas.
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Old 01-11-2005, 07:48 PM   #68
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Quote:
Originally posted by Fawfulhasfury@Nov 1 2005, 01:27 PM
Well, now that I think of it, a Darkwatch style game could work if we chose fps, but I don't see anything else working. Actually I'd love to help do a story like that of Darkwatches. I could also do some good dark concept art for the modellers.
Is this the Darkwatch you're talking about? If that's the case, I don't understand how you can see that working. This is a professional game. They had a big budget, a big team and a lot of competent people. There's no way we could pull this off with only 2 or 3 programmers and a few 2D artists :P .

[edit]: Take a look at this .
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Old 01-11-2005, 08:08 PM   #69
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Have we even decided on a engine?
We need Chosen to edit his first post and fill in everyone who's a part of the team, the tools and etc. that we're using, and our first project, and everything else.
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Old 01-11-2005, 08:11 PM   #70
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so while you guys discuss about what to take I decided to make a little logo ...

OKOK it's beta-state but tell me what you think.

(and if you ask me, then let's make a 3D SpaceInvaders with Irrlicht - that would be cool and abandonia-like IMHO)

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