Game development
Hello all!!
I have a question regarding the creation of a complete game.
Lets say we want to create a fighting game(like mortal kombat).
Lets assume that we know opengl , and we are able to create any object,add movement,use lighting and all the stuff.
I would like to know what "tools" are used to get a complete game.How would you create the characters? How would you create the different scenes? What about sound?
Then, how would you import these stuff into your code?
Thank you!!!
The only thing I can tell you is that you don''t actually import them in your code. If you are smart you do all the loading at runtime (data driven design). Go take a look at gamasutra, maybe you''ll get an idea.
Previously "Krohm"
First decide if your going to go 2d sprites like mortalcombat or true 3d chars.
From there you will want a model editor for your terrain (if 3d and your not just going to use a displacement map). A hard part will creating the models with key frames for each "move."
You will want a program like photoshop for textures and 2d scenes (if you do that).
For sound i''m not sure, I''ve always used a guy who did the sound in cuebase (not sure how its spelled).
Lots of code for physics and collision detection.
From there you will want a model editor for your terrain (if 3d and your not just going to use a displacement map). A hard part will creating the models with key frames for each "move."
You will want a program like photoshop for textures and 2d scenes (if you do that).
For sound i''m not sure, I''ve always used a guy who did the sound in cuebase (not sure how its spelled).
Lots of code for physics and collision detection.
September 15, 2003 10:52 PM
Typically, you''ll use a modeling package such as 3dsmax, or Maya, or Milkshape. For sound, something like Adobe Audition or SoundForge; for music, something like CuBase, Nuendo or Logic.
Your artists will build scenery, characters, and animations in these tools, and you will write an exporter that plugs into this tool, and exports data to files that your game can read.
Then you use a scripting language, such as Python, Lua or TCL, to tell the game engine which models, scenes, animations and sounds to load, and hook your physics engine up to your AI and logic subsystems.
Assuming all your game systems are implemented well, and all your systems are exposed to the scripting engine using a clean and expressive API, that''s all there''s to it.
Your artists will build scenery, characters, and animations in these tools, and you will write an exporter that plugs into this tool, and exports data to files that your game can read.
Then you use a scripting language, such as Python, Lua or TCL, to tell the game engine which models, scenes, animations and sounds to load, and hook your physics engine up to your AI and logic subsystems.
Assuming all your game systems are implemented well, and all your systems are exposed to the scripting engine using a clean and expressive API, that''s all there''s to it.
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