NEW- BLUE- AND SO MUCH TO DO!
Well, that topic doesn''t say much, but... I am a young guy and a complete newbie to the field of game developement. I don''t know how to porgram, I don''t know how intense all of it is. All I do know... is I know how to make models, levels and have a passion for doing so. I have spent time fuddling and duddling in 3d Studio Max, and Maya... and I''m not bad... but I''m not a game developer yet. I want to start off, and I''m looking to start small. I''ve in the past used UnrealEd to make levels that my friends and I play... and I''ve built some characters... but nothing substancial. I want to create however, a small little level of two... just to see how far I can go... of something that is completely all mine and my friend''s either using another engine (more likely) or not.
I am looking for anything informational on (because this is the type of game we want to make) pre-rendering environments... and how to do so. Creating 3rd person view games, and everything to that extent. I''m thinking we want a mix between the setup of metal gear solid and the beauty of Soul Cal. (Although we all know that in the end we will make something almost as good as DOOM origonal)
I also want to find out if there is anything out there... a tool for the artist... (on a budget) for motion capture. Is there such a thing as a motion capture suit that isn''t a four digit number $ or at least one that starts with a 1. Something to help us not do every animation by hand.
Nuuboo dap urim pote.
Sounds as if you should start out doing a mod. No, seriously.
It''s an easy way to gain publicity, and using an in-game scripting languange will at least prepare you or your friend for the TRAUMATIC learning curve of programming under C++ or VB. Make your models, download the SDK, fiddle around a bit until you know what you''re doing. When you''re completely comfortable in the game''s environment, then use these tools to design your game. And remember, you''re not limited to what you see when you''re starting the original game. Go to hlrally.net, and you''ll see they''re developing a RACING GAME with REALISTIC PHYSICS for the Half-Life engine. If UnrealScript is your native language, then use it to your advantage.
So anyway, when your game design is all mapped out, reconfigure all the existing code like you would be doing making an original game. If you do it right, your mod will gain some smount of success, and people who visit your website might be inclined to sponsor you. Then you can start saving up for those more expensive design tools.
Well, anyway, as far as tools go-- you''re not going to like what I have to say. Surely you''ve seen built-in level editors, Milkshape 3D, some terrain generators, and skinning tools such as LithUnwrap-- those are your choices for the time being. It''s a good idea to become familiar with those apps first, because honestly, the tools built into those $100+ design apps make everything move MUCH smoother.
It''s like high school versus college. College is where the money comes in(if you choose the right major), but if you skip high school altogether then you might as well be dropping your tuition down the toilet.
Good luck.
B. Bradley: The number 2 mind
www.numbermind.com(coming soon)
It''s an easy way to gain publicity, and using an in-game scripting languange will at least prepare you or your friend for the TRAUMATIC learning curve of programming under C++ or VB. Make your models, download the SDK, fiddle around a bit until you know what you''re doing. When you''re completely comfortable in the game''s environment, then use these tools to design your game. And remember, you''re not limited to what you see when you''re starting the original game. Go to hlrally.net, and you''ll see they''re developing a RACING GAME with REALISTIC PHYSICS for the Half-Life engine. If UnrealScript is your native language, then use it to your advantage.
So anyway, when your game design is all mapped out, reconfigure all the existing code like you would be doing making an original game. If you do it right, your mod will gain some smount of success, and people who visit your website might be inclined to sponsor you. Then you can start saving up for those more expensive design tools.
Well, anyway, as far as tools go-- you''re not going to like what I have to say. Surely you''ve seen built-in level editors, Milkshape 3D, some terrain generators, and skinning tools such as LithUnwrap-- those are your choices for the time being. It''s a good idea to become familiar with those apps first, because honestly, the tools built into those $100+ design apps make everything move MUCH smoother.
It''s like high school versus college. College is where the money comes in(if you choose the right major), but if you skip high school altogether then you might as well be dropping your tuition down the toilet.
Good luck.
B. Bradley: The number 2 mind
www.numbermind.com(coming soon)
____________Numbermind StudiosCurrently in hibernation.
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