I''m not sure how advanced your knowledge of graphics API''s is, but if it''s not that good I suggest you pick-up a book on isometric games in DirectDraw7. (Don''t worry DirectDraw7 is still in DirectX8) But if you''re more experienced, you could use Direct3D8 or OpenGL for your 2D graphics. This alows much more neat effects at the expense of a bit more complexity.
Oh and for another book recommendation, Windows Game Programming for Dummies by Andre Lamothe is a really great book for beginners. It teaches Win32, DDraw, DSound, DInput. Don''t be fooled by the ''for Dummies'' in the title. I haven''t read Tricks of the Windows Game Programming Gurus though. It might be even better than WGP for Dummies. Just make sure to get another book on DirectDraw isometric games afterwards.
Dirk "Scarab" Gerrits
''If knowledge is power, than to be unknown is to be unconquerable.''
- Unknown Romulan Centurion
A new kind of RPG?
tricks of the windows game programming gurus is probably better. It has physics stuff and DDraw, DSound, DInput, AI stuff, and its 800 pages big so it probably goes into more depth then the dummies book. But the only problem is it has about 5 pages on isometric stuff and all it does is explain 3 methods of doing it but it only explains the methods of doing... not really how to go about implementing them. So instead of having kamikaz spend all that money just to implement isometric stuff lets just have him make a bloody ass game thats a side view.
you really think my game shud be side-scrolling don''t ya MaNiAK? well, maybe there can be a hidden level like dat yeah, TOTGPG is a much better book than windows game programming for dummies (i''ve read a little of wgpfd, and it was nowhere near TOTGPG) YAY!!! THERE''S A SECOND PAGE TO THIS POST!!woohoo!
~~KaMiKaZ~~
~~KaMiKaZ~~
+<--->+With your feet in the air and your head on the groundTry this trick and spin it, yeahYour head will collapseBut there's nothing in it And you'll ask yourselfWhere is my mind+<--->+
In answer to an earlier question. Yes a game should have a target audience, but there''s no reason that target can''t be you. I bet if you find the game fun to play even after having tested it day in an day out others will like it too. The concept sounds very cool and zany so when you finish it I''m sure you won''t have trouble attracting attention.
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http://www.3dcgi.com/
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http://www.3dcgi.com/
long time no updates... sry every1, but my summer's been full of stuff (washington dc, mountain biking, etc...) but i did manage to work a little on CMD. i've developed a pretty good interface which i will probably use in the game: a mix between diablo and baudler's gate (a.k.a stuff on bottom on both sides) and have come up with a few gameplay concepts.
first off, im going to try to make the gameplay as untraditional as possible. this includes making character levels/experience points totally invisible to the user, and only used for select parts of the game. also, magic is a little different than usual, and is divided into two types: item-derived one-use spells, and Guru Duck Abillities.
the GDA's (not to be confused with Nintendo's GBA) will be an intergal part of the game. for example, the Holy Quack can be used to scare away enemies. as you improve your skill with this ability (improving not meaning getting exp), the spell will work with stronger characters. in case you haven't made the connetion, this will replace the "run away" option in fighting. in addition, these abillities will have to be learned from Old Fat Ducks, which there are only a handful of in the game.
as far as the actuall weapon combat goes in the game, there is not much to say. the user can carry up to four at a time (three in inventory, one active), and can be remote (explosives, traps, etc) or normal (traditional weapons). any ideas for weapons would be greatly apreciated. but i have invented one weapon:
the whacking stick!!!
this stick allows the user to whack various enemies over the head multipule times. sound effects included!
hehehe, whacking stick. well, i also haven't had too much time to make a website, but i will have one up and running by the end of the month. more later.
~~KaMiKaZ~~
oh yeah, and email anything and everything to KaMiKaZ04@hotmail.com
Edited by - KaMiKaZ on August 15, 2001 10:53:57 PM
first off, im going to try to make the gameplay as untraditional as possible. this includes making character levels/experience points totally invisible to the user, and only used for select parts of the game. also, magic is a little different than usual, and is divided into two types: item-derived one-use spells, and Guru Duck Abillities.
the GDA's (not to be confused with Nintendo's GBA) will be an intergal part of the game. for example, the Holy Quack can be used to scare away enemies. as you improve your skill with this ability (improving not meaning getting exp), the spell will work with stronger characters. in case you haven't made the connetion, this will replace the "run away" option in fighting. in addition, these abillities will have to be learned from Old Fat Ducks, which there are only a handful of in the game.
as far as the actuall weapon combat goes in the game, there is not much to say. the user can carry up to four at a time (three in inventory, one active), and can be remote (explosives, traps, etc) or normal (traditional weapons). any ideas for weapons would be greatly apreciated. but i have invented one weapon:
the whacking stick!!!
this stick allows the user to whack various enemies over the head multipule times. sound effects included!
hehehe, whacking stick. well, i also haven't had too much time to make a website, but i will have one up and running by the end of the month. more later.
~~KaMiKaZ~~
oh yeah, and email anything and everything to KaMiKaZ04@hotmail.com
Edited by - KaMiKaZ on August 15, 2001 10:53:57 PM
+<--->+With your feet in the air and your head on the groundTry this trick and spin it, yeahYour head will collapseBut there's nothing in it And you'll ask yourselfWhere is my mind+<--->+
Hmm I have some rather dumb weapons in mind but it''s worth a shot. Egg grenades come to mind. A thrown weapon obviously with splash damage, but since you already mentioned Coconut Bombs already you may not need these. For a projectile weapon I''m thinking a D55 Featherduster(D as in Duck), sort rapid fire device but don''t ask me what it should shoot because I have no clue. Perhaps a seal club(hope there no fanatical environmentalists reading this). Give a little bit and maybe I''ll come up with a few more.
TechnoHydra-
thanx for the ideas. haha D55 Featherdust sounds pretty good. i think when i make the game, im gonna make a whole lotta weapons, but only use some in the actual game, and leave the rest to be unlocked, so anything goes!
everyone-
i haven''t worked too much on the website, but when i get it up, it will be at kamikazgames.cjb.net so check it out in a few weeks when it''ll be up and running. i''ve actually started working on the code, and finished my first header file!! ok, so it''s only 30 odd lines long, but it''s something!! more info later.
~~KaMiKaZ~~
thanx for the ideas. haha D55 Featherdust sounds pretty good. i think when i make the game, im gonna make a whole lotta weapons, but only use some in the actual game, and leave the rest to be unlocked, so anything goes!
everyone-
i haven''t worked too much on the website, but when i get it up, it will be at kamikazgames.cjb.net so check it out in a few weeks when it''ll be up and running. i''ve actually started working on the code, and finished my first header file!! ok, so it''s only 30 odd lines long, but it''s something!! more info later.
~~KaMiKaZ~~
+<--->+With your feet in the air and your head on the groundTry this trick and spin it, yeahYour head will collapseBut there's nothing in it And you'll ask yourselfWhere is my mind+<--->+
Hope no one minds me bringing up this semi old topic. I was wondering KaMiKaZ, what youre going to do about an engine? I''d suggest using a opensource 3D engine since that way you could concentrate on the game''s story plot etc. Any plans in particular?
hmm... i haven''t really thought too much about that Hydra... well, origionally i was thinking of making my own engine. the engine is going to be a simple 2d tile engine using directdraw. but i MIGHT consider making it either isometric or 2d but with direct3d instead of directdraw. i''ve had a few setbacks with the code, but now i think i''m going to start the core programming (ie making all the classes, data files, and basically everything else besides graphics)
sorry to everyone that I haven''t made kamikazgames.cjb.net yet, but I promise I will have it started in some form by the end of the weekend.
thanx,
~~KaMiKaZ~~
sorry to everyone that I haven''t made kamikazgames.cjb.net yet, but I promise I will have it started in some form by the end of the weekend.
thanx,
~~KaMiKaZ~~
+<--->+With your feet in the air and your head on the groundTry this trick and spin it, yeahYour head will collapseBut there's nothing in it And you'll ask yourselfWhere is my mind+<--->+
Hi Kamikaz, I am interested in helping you with your game.
Ill be back in skool in a week so ill have a fair bit of time on my hands.
Im usually reletavly good at writing background stories, plots, character profiles, weapons etc so ill be glad to help you out.
As for why the penguin melts the poles, ill have the answer in a couple of days.
If heres anything in particular you need, dont hesitate to ask. Id love to be envoved in your project.
I dont know DirectX but im hoping to learn. At the moment my programming skills arent great but im totally self thoght and usually quick at picking up new things (i learned the basics for Pascal in about 2 hours!)
At the moment i can only program in VB,Pascal and Python but im starting on c++ and should have gotten the hang of it in a week or two.
I spend a lot of time writing up ideas for games and ive done so for the last about 3 years s.....
As for weapos,ive got pies in mind so i hope your willing to include A LOT of wacky, zany, fun or just plain cool weaponary, magic spells or other types of items.
Im also a GREAT fan of RPGs and would be more than happyto hep you out.
BTW: You should gain experience for almost every hit you get on the enemy, the player should not be aware of how much experience they have or what level they are.
The player should gain skill for succesfull battles and should get tougher when they get hit, (but its not needed if you want to keep the game simple.)
Also, other cool thngs woul b:
Time passing in real time (day and nigh).
Multipe routes through game/plot.
Certain tasks, weapons or characters are only accessable at certain times soif you complete a task too quickly or slowly you may miss something (but get something else!)
The choice of teaming up with Sir Penguin would be nce (but definatly NOT required!)
The enemies should have the same skills, weapons, health etc as you.
The enemies shouldnot be able to cheat nor should they be weaker than you. (i hate games where you can kill about 100 enemies in a matter of minutes, or were i the cutscenes yourallies get killed in masses then when you get control you kill like 20 enemies really easily.)
Of course the bove may be a little hard to implement but there ideas nontheless.
If you want to contact me (if you want ideas for a special area of the game) my e-mail is Webwizard_@hotmail.com and my other one is 0879379469@e-merge.ie
If anyone wants ideas feel free to e-mail me.
Ill be back in skool in a week so ill have a fair bit of time on my hands.
Im usually reletavly good at writing background stories, plots, character profiles, weapons etc so ill be glad to help you out.
As for why the penguin melts the poles, ill have the answer in a couple of days.
If heres anything in particular you need, dont hesitate to ask. Id love to be envoved in your project.
I dont know DirectX but im hoping to learn. At the moment my programming skills arent great but im totally self thoght and usually quick at picking up new things (i learned the basics for Pascal in about 2 hours!)
At the moment i can only program in VB,Pascal and Python but im starting on c++ and should have gotten the hang of it in a week or two.
I spend a lot of time writing up ideas for games and ive done so for the last about 3 years s.....
As for weapos,ive got pies in mind so i hope your willing to include A LOT of wacky, zany, fun or just plain cool weaponary, magic spells or other types of items.
Im also a GREAT fan of RPGs and would be more than happyto hep you out.
BTW: You should gain experience for almost every hit you get on the enemy, the player should not be aware of how much experience they have or what level they are.
The player should gain skill for succesfull battles and should get tougher when they get hit, (but its not needed if you want to keep the game simple.)
Also, other cool thngs woul b:
Time passing in real time (day and nigh).
Multipe routes through game/plot.
Certain tasks, weapons or characters are only accessable at certain times soif you complete a task too quickly or slowly you may miss something (but get something else!)
The choice of teaming up with Sir Penguin would be nce (but definatly NOT required!)
The enemies should have the same skills, weapons, health etc as you.
The enemies shouldnot be able to cheat nor should they be weaker than you. (i hate games where you can kill about 100 enemies in a matter of minutes, or were i the cutscenes yourallies get killed in masses then when you get control you kill like 20 enemies really easily.)
Of course the bove may be a little hard to implement but there ideas nontheless.
If you want to contact me (if you want ideas for a special area of the game) my e-mail is Webwizard_@hotmail.com and my other one is 0879379469@e-merge.ie
If anyone wants ideas feel free to e-mail me.
"Though i walk through the valley of the shadow of death, iwill fear no evil, for i am the meanest motherfucker in the valley."
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