Game Concept (such as UI and how the HUD will look)
Graphics
Story:
You use on of the lifeboats to get off the Von Braun, to shuttle down to Earth. You arrive at Area 51, gretted by all of your friends. Alot has changed since your depature. You find out the implant technology you currently have are ages old. You go ahead and find your family, and tell them how much you missed them. You then head over to the hopisital to get your implants upgraded. You then awaken to find out something bad has happened. You ask yourself "Where are the nurses and doctors?". You soon find out the answer to that question...
Teaser:
Right after you destory Shodan, you walk to the window of the bridge and stare out the window you see the green and blue globe called Earth. You have finally made it home. Not known to you, fate has more plans for you...
Background:
This game is going to be a unoffical continuation of System Shock 2. System Shock 2 is a great FPS/RPG where in the begining you start at a train station and as you start you have to pick a military branch. Each branch influnces what abilites you will have later. After you pick you have to 'train' for 3 years. Then you awaken on the von braun, where something VERY bad has happened. You have no memory of what happened, but you have a feeling it wasn't anything good. You go throughout the game collecting clues on what happened.
In this game you interact with your environment, you can hack a keypad, a security station, or a vending machine. You collect logs and listen to them. You can wear armor, upgrade your weapons, wear implants to enchance yourself.
Well, there may be some bugs in the port because I don't think we will be able to port exactly. But, this is what Ken Silverman (He wrote Ken's Labryinth, and the engine for Duke Nukem 3D, Shadow Warrior, Blood and amoung others) did, he wrote some of his programs in QBASIC first, then ported them over to C. And he still did a great job .
Heres his site: http://advsys.net/ken/ .
Granted since QBASIC is to old to use, I chose VB 6 because VB 6 is more common today than QBASIC, not only that but I don't think you can use Direct X to easily in QBAISC .
Also we might not use 100% VB 6, I think as soon as we get the harder stuff done we are just probably going to use C++. Don't know, It'll be up to everyone else.
Ok, now Pie told me that we could use a SDK to make it. But, I would rather not make it with a SDK, I would rather make it from scratch. It would make it as a better learning experience. Thoughts?
Well, using an SDK would be much easier, and would also make this game seem more like a sequel to System Shock 2. However, if we're looking to make it a learning experience, then yes, building it from scratch would probably be best.
I really want to make this using Direct X, because it in it self will make this process a snap because Direct X is just like your video card on steriods XD. With Direct X you have easy access to anything you would need to make a game.
I really want to make this using Direct X, because it in it self will make this process a snap because Direct X is just like your video card on steriods XD. With Direct X you have easy access to anything you would need to make a game.
If you have any clue how to write C++ then you should be using that as your first language here. You will learn about the language while you are coding. If you used VB6 as your first language then you will not learn anything about C++ and you WILL fail when it comes to porting to C++. I can only imagine you want to use VB6 because you have little experience of C++.
VB6 is too far away from C++ to be portable AND get any benefit from the port. VB6 is NOT object orientated in ANY way, C++ is fully OO. Any port to use OO will involve a major re-write anyway so you should start with C++ and forget VB6.
Your current strategy will fail, and that would be a shame because you can do it all in C++ if you put your mind to it and you'd learn a lot in the process, the end result would definitely be better too.
Forget VB6, or forget C++, using them both will get you nowhere.
So you got some maps to work eh, killerdragon? I think I finally sorted my BSP problem with gtkRadient. The header file was the links to the folder systems Quake3, Return to Castle Wolfenstein or Enemy Territory. See, the version I downloaded expects you to have at least one of those games installed, thus owning ALL .pk3 files in the game that holds all the textures. The header in the BSP tries to draw the texture/other files from RTCW or which ever program you picked on the BSP editor startup. Which means, if other people want to use the maps we make, we have to effectively give them the pako.pk3 and the RTCW directory on their computer, stupid eh? So, I'm thinking maybe just sticking with creating the maps as a .x becuase Irrlicht still supports the use of .x and collision detection with it, since it mainly supports DirectX. What do you think?
Oh n ps. I figured gtkRadient is only a BSP editor so that you can test out the maps with the game you OWN, so you can have better online senarious for clans... oops
Oh and by the way, what editor DID you use to make the map?
Last edited by RadBrad; Nov 14th, 2005 at 02:45 PM.
Blender3D is very good for this (blender.org). But it messes up since I installed new drivers for my graphics card. But I'm getting a new graphics card soon, so download it and seriously consider it, it's very very good.
Hmmmm, not much action in this thread like the LightFusion and DoomSharp threads. I got a good 3D engine going so far for ya, but it's far from complete.
Hmmmm, not much action in this thread like the LightFusion and DoomSharp threads. I got a good 3D engine going so far for ya, but it's far from complete.
You should post it so we can all see how it looks so far.
As for inactivity, not so many people on the team are programmers, and most of the people said that they couldn't help out much because of work/school/other. But I don't understand why my friend Tsukasa hasn't done anything. I'm going to have to bug him until he does. Kai really wants in, but he is rarley on his computer (he knows C++ to so...). Maybe I should get a new more active team? :\ Or find others ?
Be sure they use VB6. wossy and NoteMe tend to use C#.
Why should I make sure they use VB6?
I decided it would take to much work to write it in VB6 then convert to C++. So, I picked an engine in C++, and we were going to use that (look at top). Unless you have a better idea?
Hmmmm, not much action in this thread like the LightFusion and DoomSharp threads. I got a good 3D engine going so far for ya, but it's far from complete.
Why should I make sure they use VB6?
I decided it would take to much work to write it in VB6 then convert to C++. So, I picked an engine in C++, and we were going to use that (look at top). Unless you have a better idea?
Cause I'm gonna push VB6 to its absolute limits to see how far we can go with this in that language. If we need more of a boost in speed, we'll convert it to C++. Gotta crawl before you can walk, right? Why make it harder for us?
Cause I'm gonna push VB6 to its absolute limits to see how far we can go with this in that language. If we need more of a boost in speed, we'll convert it to C++. Gotta crawl before you can walk, right? Why make it harder for us?
True. You are thinking the way I was. . Could you attach the code you have so far (or PM it to me) so I can take a look at it, because this Direct X programming is pretty new to me. But, it shouldn't be to hard for me to learn.
Let me get a simple Teapot example going. That object alone from my .RAW file (which is not the same as the mesh already built and ready in DirectX) has about 3784 polygons. I'm gonna see how many teapots I can display on the screen at once to see if VB can handle a 100,000 - 1,000,000 polygons.
Last edited by Jacob Roman; Nov 18th, 2005 at 11:03 PM.
So far it's doing fine with 27 objects, 102,168 polygons, and 306,504 vertices. It's maintaining 30 frames per second. Each object consists of 3784 polygons. You do the math. I think your game should do fine in VB.
Nice, I'll take a look at it later today. Because my comp that was connected to wireless broadband got infected with spyware (my dad was using it eariler) want to make sure its off.
Oh and btw, Jacob do you need hosting, or is that just like a temporary site?
Nice, I'll take a look at it later today. Because my comp that was connected to wireless broadband got infected with spyware (my dad was using it eariler) want to make sure its off.
Oh and btw, Jacob do you need hosting, or is that just like a temporary site?
It's a crappy site I store crap in. I ain't worried about web hosting just yet.
Well, thats a lot of code o.o.
Going to go more depth into it tommrrow. Looks like I'll be pseding a long time with this Direct X. .
Not necessarely. Compare my code to Quake 3's SDK, or Doom 3's SDK. For a game that you wanna make, you are looking at a million lines of code to get a decent engine going. Hell, I haven't even put in a physics engine just yet. Or BSPs, portals, octrees, 3D model loaded, 3D terrain, collision, an interactive menu, etc. etc. etc. for that matter either.
I hope you guys are pretty good at math. You may even want NoteMe's help with it. I've seen a few routines for "Traceing" through the 3D world from 1 point to another. Most are really slow, even in C++.