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Prgrammers, Artists, musicians etc etc 
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Post Re: Prgrammers, Artists, musicians etc etc
Urgh had to split this up over two posts

ErAs3R wrote:
Let's build up a story first. Then someone must make the sketches for the characters, and the levels or weapons. After we have our storyboard ready then the work can begin.

EDIT: The UDK sounds good.


I very much doubt we will be doing anything that in depth as to need characters backgrounds and storyboards.

Agent 47 wrote:
Uhm, just a suggestion but should you first think about what type of game it is?


Already have a couple of simple ideas as i mentioned in the las post

i pwn wrote:
Chronos, you bastard! I do not understand them damn Quaternions, albeit I had a whole semester dealing with them. Me and complex numbers does not compute.

Anyway, later on, when you're done designing, I might be able to help with some programming.

I can do a few languages, but my main languages are at the moment C++ & Java (Java is because of school, I dislike it personally). I've tried C# three years ago, doubt that will be hard to learn again, especially since it's managed and got a great library.

Mathematically I can apply linear algebra, calculus, set theory, finite automata and logic fairly well, but don't expect me to derive anything new. (I'm not a great mathematician)

I've had lessons in OpenGL, but I'm learning Direct X. I got several books about CG, especially shaders, but I haven't actually gotten to do that yet. (I'm way behind on my reading quota for my own books lol)

I'm specializing in AI if that is interesting. Right now I'm doing the "boring" AI, which is simply search, logic and rule based. It's inhuman in every way, but is capable of perfect solutions. Think Chess AI. Next semester I'm going to have AI in the areas of neural networks, evolutionary AI and general AI for games. (AI for games basically means weak AI with a lot of tricks and cheats to make it appear intelligent, as AI is often way more expensive in computation than video and sound)

Also specializing in algorithms, so I know what to use when and how to save CPU cycles and memory. (This goes hand in hand with AI, as both fields are very closely connected since AI needs high efficiency because it's usually almost impossible to computate)

Just throw me a message at that point :) I'd be comfortable doing small parts.

I CAN do a bit of texturing as well. I got educated in design before I decided programming was my call ;)


Excellent sounds like you will be a useful man when the time comes :)


Spiderbloke wrote:
I assume the idea is to use an existing engine?

Oh and I had the thought we could make a 2d game in a 3d engine. Don't get many of them and they usually go down well.


Yeah as i mentioned before the idea is to use something that at least wraps up the render code to make things easier to get going.
I have thought of that idea.. It certianly makes certain aspects a lot easier to do.

Swampthing wrote:
My girlfriend is an amazing concept artist, she will pen nearly anything. you come up with ideas she will draw them!!
my forte is 3d modelling, and im creative :P


Awesome will be useful for texture work and if it goes 3D then you can work with you GF to texture the models.

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Thu Feb 25, 2010 8:39 pm
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Post Re: Prgrammers, Artists, musicians etc etc
Snatchers wrote:
Is uses unrealscript which is fail. THe guys at my work hate unreal engine and unreal script so i will stay well away from it.
and also inte EULA
"If you are using UDK internally within your business and the application created using UDK is not distributed to a third party (i.e., someone who is not your employee or subcontractor), you are required to pay Epic an annual license fee of $2,500 (US) per installed UDK developer seat per year."
I know this isnt a business but if this is distributed amoungst people in the clan over something like sourceforge I could end up in all kinds of ****.


That reads to me like if you don't distribute you get in crap though? As in you use it to create some internal thing in your company. I dunno tis a minefield. But I'm pretty sure if the intention is to make no money and give this away to anyone we would be perfectly safe. Otherwise no-one would use it. :f


Thu Feb 25, 2010 8:55 pm
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Post Re: Prgrammers, Artists, musicians etc etc
Snatchers: I'm currently learning Cg and I can already write some basic stuff. I'd also say "yes" for XNA because I have some (although minimal) experience with it.


Thu Feb 25, 2010 8:57 pm
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Post Re: Prgrammers, Artists, musicians etc etc
'Prgrammers, Artists, musicians etc etc'

I could proof read everything!

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Thu Feb 25, 2010 8:58 pm
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Post Re: Prgrammers, Artists, musicians etc etc
NTrailZ wrote:
Snatchers wrote:
Is uses unrealscript which is fail. THe guys at my work hate unreal engine and unreal script so i will stay well away from it.
and also inte EULA
"If you are using UDK internally within your business and the application created using UDK is not distributed to a third party (i.e., someone who is not your employee or subcontractor), you are required to pay Epic an annual license fee of $2,500 (US) per installed UDK developer seat per year."
I know this isnt a business but if this is distributed amoungst people in the clan over something like sourceforge I could end up in all kinds of ****.


That reads to me like if you don't distribute you get in crap though? As in you use it to create some internal thing in your company. I dunno tis a minefield. But I'm pretty sure if the intention is to make no money and give this away to anyone we would be perfectly safe. Otherwise no-one would use it. :f


Yeah the bit after that is to do with royalties so you may well be right in that it wouldnt cost anything but i would still much rather avoid the unreal engine given what ive seen and heard it do to people at my work

Chronos wrote:
Snatchers: I'm currently learning Cg and I can already write some basic stuff. I'd also say "yes" for XNA because I have some (although minimal) experience with it.


Its so easy to use it hurts. Plus the managed memory aspect of C# is a big bonus.

fJack wrote:
'Prgrammers, Artists, musicians etc etc'

I could proof read everything!


Yeah i noticed that and punched myself in the crotch.


Thu Feb 25, 2010 9:06 pm
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Post Re: Prgrammers, Artists, musicians etc etc
Now I don't know much about game design, but that's besides this point. When the design is finished, it would be very nice if there is a clear specification as to what should be built. While it seems nice to give programmers free reign, it's actually hell ;) So just a list of the things that should be made, how they should behave and perhaps some criteria on how well they should perform.

I've come to like such limitations, because they make you focus much better on the goal, and know exactly what expectations to fulfil. (No one can read minds)

But I'm sure you know :) I just personally hate when people say "just make X", and you make that X (from what you believe is X), and it's Y they want. It's all just a lot easier if they just take their time to say Y. If they're clever, they say they want Y, but a better Y than some previously made Y. I'm sure most programmers like a challenge. (Within the limits of what's possible obviously)

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Fri Feb 26, 2010 3:20 pm
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Post Re: Prgrammers, Artists, musicians etc etc
I wonder where we stand re-using some of the TF2 things for a fan game, others have got away with it so I don't see why we couldn't. ;)

So with that in mind I would like to put forward a slightly more complicated version of Spyhunter classic as an idea. It could have multiple lanes, upto 4 or 5 that diverge so we could make levels approaching something like the layout of a TF2 map.

Have the truck from the HH wallpaper as the main vehicle with either the medic or engi driving and the heavy in the back firing with the minigun.



Opponents would be duo's of other classes from the opposing team. So say a sniper driving his camper van with a pyro flaming out the back as one. A medic driving a motorbike and sidecar with a crit sticky demo in, for another slightly trickier enemy etc.

WSAD driving and maybe mouse controlled shooting so we can make it frantic too.


Last edited by NTrailZ on Fri Feb 26, 2010 3:38 pm, edited 1 time in total.



Fri Feb 26, 2010 3:31 pm
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Post Re: Prgrammers, Artists, musicians etc etc
I think we can make references to TF2, as long as we do not actually use any of their assets, but only their creative style. (And it must be strictly free of course)

But in any case, we should consult Valve about that. If we say that its a free game made by a bunch of TF2 players as a community project, perhaps they'll allow it.

http://www.ganggarrison.com/

They did it. Notice that no image or sound was taken from TF2. It's only the concept, and obviously a funny spin of the whole thing. If anything, it promotes TF2, and that's probably why it's accepted :)


Fri Feb 26, 2010 3:37 pm
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Post Re: Prgrammers, Artists, musicians etc etc
Spyhunter is awesome :)

But I'm happy as long as there is power ups. Power ups is just pure win. Scores are less important when you can be allowed to just pwn everybody's asses. And I LOVED the spyhunter power ups. You drove in that truck and came out awesome.


Fri Feb 26, 2010 3:41 pm
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Post Re: Prgrammers, Artists, musicians etc etc
Would be funny as an alternate idea or maybe as the best power-up for this. The heavy in a tiny tank that he can barely squeeze in, with a huge cannon on it. Engy hardhat just pokin out at the front. :)

Russian T-85 or something ofc ;) Well no actually, 50's or 60's theme, it would have to be something earlier then hehe


Fri Feb 26, 2010 3:44 pm
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