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SketchSoft | SketchNews
Current Project everyone?
December 11, 2002 06:10 AM
I''m working on an RPG for the Gameboy Advance. I''m only the artist, and we have 3 other people. We have another person to do the writing, a programmer, and the musician (whose site is http://www.gamemusic.ca). Our site is pretty much under contruction at http://www.divinus.net. All in all its a pretty standard RPG with a few things changed around. The battles are a bit more action oriented, but still turn-based in a way. We''re currently searching for another experienced 2D artist, to help with the massive amount of map work we need done. Other then that, we''re doing pretty well.
I''m working on an RPG for the Gameboy Advance. I''m only the artist, and we have 3 other people. We have another person to do the writing, a programmer, and the musician (whose site is http://www.gamemusic.ca). Our site is pretty much under contruction at http://www.divinus.net. All in all its a pretty standard RPG with a few things changed around. The battles are a bit more action oriented, but still turn-based in a way. We''re currently searching for another experienced 2D artist, to help with the massive amount of map work we need done. Other then that, we''re doing pretty well.
Divinus Entertainment
Land of Relics Art Director
http://divinus.net
Divinus Entertainment
Land of Relics Art Director
http://divinus.net
Divinus EntertainmentLand of Relics Art Directorhttp://divinus.net
Just starting work on a 3D turn-based tactical game. Based on a tabletop squad-level wargame type thing. Nowhere near gameplay/system level stuff yet - just looking at map representation, renderers, that kind of thing.
Advantage of the turn-based paradigm (in my case) is that it simplifies the technical stuff. The game is based off a set of rules that govern movement, combat, etc. So no real collision dection, fancy physics, path-finding, or such like. As it''s turn-based, performance is not that big a problem - if something takes a second or two to calculate, no big deal. Other than the camera movement, the only real updates to the system occur at the end of each turn. Things like particle effects, fancy models, etc are purely eye candy - the main point of the game is pushing figures around a model based off a tabletop.
Advantage of the turn-based paradigm (in my case) is that it simplifies the technical stuff. The game is based off a set of rules that govern movement, combat, etc. So no real collision dection, fancy physics, path-finding, or such like. As it''s turn-based, performance is not that big a problem - if something takes a second or two to calculate, no big deal. Other than the camera movement, the only real updates to the system occur at the end of each turn. Things like particle effects, fancy models, etc are purely eye candy - the main point of the game is pushing figures around a model based off a tabletop.
Pentaverse. It''s a 2D real-time strategy RPG where you also control one character at a time in a manner very nearly identical to Secret of Mana. Somewhat similar to Dynasty Warriors in 2D, but more RPG-ish and with the ability to pause the game and give commands to anyone in your entire army.
Working on a 3D Platformer (i.e. Jak and Daxter, Ratchet and Clank style). Why doesnt anyone else seem to be interested in this genre. Everyone seems to be about making RTS, FPS and MMORPG (which is cool, just wondering why not many make platformers anymore).
An RPG that takes place in the near future.
Main features are fun and realism (realistic damages, realtime and a 3d engine.)
Will probably be a UT2k3 mod, since I''m not sure I know enough people with the right or enough knowledge to do everything that I want
Main features are fun and realism (realistic damages, realtime and a 3d engine.)
Will probably be a UT2k3 mod, since I''m not sure I know enough people with the right or enough knowledge to do everything that I want
------------------"Kaka e gott" - Me
Working on a form-based 3D engine that supports both Direct3D and OpenGL. I usually get the OpenGL parts working first then complete the corresponding Direct3D routines.
Currently working on simple terrain rendering and collision detection.
Trying to unscramble my previous attempts at AI state machines and come up with a decent structure that won''t over-convolute the AI routines, collision detection, etc.
Currently working on simple terrain rendering and collision detection.
Trying to unscramble my previous attempts at AI state machines and come up with a decent structure that won''t over-convolute the AI routines, collision detection, etc.
It's not what you're taught, it's what you learn.
A 2D sidescrolling shooter called coliseum. The levels are totally modifyiable to almost the whole thing because they are designed like the worms levels. There are guide areas in the levels that cannot be destroyed to keep the shape of the level in place but everything else should be okay..
The controls will be 100% revolutionary from my perspective. I''ve never played a game with controls like this before. Characters, there''s only going to be one because I''m not much of an artist. After its done, I might recruit an artist to help me out there. Weapons, 6 weapons handdrawn in paint. VERY simply done. Level creation is done in a monocrome bitmap representing whether a pixel is there or not for collision. Then another bitmap, with actual colors although not detailed, gets masked over this one to create the final scene.
The design is almost complete. A few more designs for storing levels and information and that should complete it. I''ve just begun the engine used to do collisions and drawing the masked levels. It will be in DirectX 8 as alpha blending is needed for some of the ammunition and I am too lazy to learn OpenGL or finish my half-started engine containing alpha blending in DirectDraw. Hmm, not much else to say. Everybody else''s post is very interesting.
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Brent Gunning | My Site
The controls will be 100% revolutionary from my perspective. I''ve never played a game with controls like this before. Characters, there''s only going to be one because I''m not much of an artist. After its done, I might recruit an artist to help me out there. Weapons, 6 weapons handdrawn in paint. VERY simply done. Level creation is done in a monocrome bitmap representing whether a pixel is there or not for collision. Then another bitmap, with actual colors although not detailed, gets masked over this one to create the final scene.
The design is almost complete. A few more designs for storing levels and information and that should complete it. I''ve just begun the engine used to do collisions and drawing the masked levels. It will be in DirectX 8 as alpha blending is needed for some of the ammunition and I am too lazy to learn OpenGL or finish my half-started engine containing alpha blending in DirectDraw. Hmm, not much else to say. Everybody else''s post is very interesting.
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Brent Gunning | My Site
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