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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] Re: your mail
Hi Ashley, So I take it instead of an actual company, you and your friends are a group of artists and designers with minimal programming experience? Btw, how is your experience with Animation:Master? I know they recommend saving often, but all the same, I'd prefer it more if it didn't crash as often as it does. But that's just me. ^_^;; > We have already made our graphics, they are full 3d pictures we made > using Animation:Master and don't know how to add them to game, I have > heard they are called bobs no? Umm... bobs? Has anyone heard of this term before? ^_^;; Or is it an acronym for... background objects? bitmap overlay backgrounds? ^_^;; Basically, at least from my viewpoint, the rendered images you have from AM or any other graphical application can be used as a background or backdrop for your other images/characters/objects to exist upon. So if you rendered a landscape for an area, then that landscape would be the background upon which you impose game based restrictions in terms of movement and the like to make your background image "come to life". > We have absolutly no idea of what to make first when it comes to > making the game with c++, even though we have followed everything on > this site and even set up pans of what our game is about and every > little detail of the game, especially the way a little petal will move > on a small plant that we are using in game. All these little details are nice and the way you are describing what you and your team can do is reinforcing my opinion that your group is like 75% artist, 20% story writer/designer, and 5% coder. I could be wrong. :) Speaking from personal experience with programming projects, you would normally work out the "big" details first. Then, break down those bigger details into somewhat smaller blocks. I think this is referred to as the "top-down" approach to programming. It's kinda like your arm. You use the larger muscles to control the big motions and the smaller and finer muscles like in the wrist and fingers to make the small detailed motions. The same is with programming. Work out what you want first. Not in terms of graphics, but in ideas. Concepts. Storyline. Where do you want to take the game and how do you want to get there? What technique do you want to use in terms of story telling? You mentioned a "3d rpg strategy". This can mean alot of things... so let's use your category or target as an example. :) We can break your originating subject into three categories: [3d], [rpg], and [strategy]. All three of these are encompassed by the overriding concepts of storyline and goal of the game. I'm going to assume you have a storyline already in place. If not, then you will probably want to get an outline of your storyline to work with and flesh it out later, as you progress. An RPG is where the player assumes a role of a character in the game. Lunar, Final Fantasy, Dragon Quest, Phantasy Star, etc.. these are examples of RPG type games for game consoles. They involve a great deal of exploration and often times, requires management of the characters under your control. There are also battle systems built in and storyline plays a big role. Note: Some older games didn't involve combat, but were puzzle solving and thinking RPGS. Zork, Adventure, and Dungeon comes to mind. Strategy games are those which are not unlike chess, stratego, Final Fantasy Tactics(which is rpg-strategy), StarCraft, WarCraft, Red Alert, Romance of the 3 Kingdoms, etc. Amoung these types of strategy games, there is turn based strategy and real-time. These games also have battle systems and game systems. While a storyline doesn't play as strong a role here, a general history and background story does help the player to see why exactly they are doing what they are doing. 3D games, I think, are a bit over-rated, but a good deal of people out there like them, so... they sell. Basically, any game making use of either/or/both 3d image work or a 3d based game system involving 3d dynamics like space, motion, and physics. This is really more like a sub type as opposed to an actual type since it describes the technology applied as opposed to the game itself. Games based purely on 3d type to fall into the simulation category or the first-person-shooter category. *takes a deep breath* Okay. Now that those have been described, let's get back to your original description: "3d rpg strategy". This can better be described as an RPG involving strategic combat scenarios rendered in 3D or incorporating 3D elements. So your main focus should be to focus and develop your storyline. Where are you starting your "world", what condition is it in? What condition is the part of the world where your characters begin? And where is this world heading? What is the compelling thing which forces your characters to live out their adventures? Once you have worked out this concept, you can then decide on how you want to implement those ideas into the game itself. And this is where we start looking at how you want the "gui" of the game to be like. The layout, the information the player will see, how you want the game to look. This will all affect how your underlying code will be written. Continuing with translating your ideas to code/structures, you will need to examine how you want your character's abilities, history, and actions to be represented. Whether there will be items to use, spells, attributes, names, emotion points, etc. Next would be the inventory, the items, the spells, the effects, and their descriptions and characteristics. You will also need to create a menu'ing system or command interface for your game. The various modes of the game: menu, movement, battle, interaction, story progression, etc. Once you have gotten most of these ideas translated into a general method of how you want to implement it and what it will look like, you can then focus on writing code to create those effects. If it sounds like alot of work, it is. But then again, you get from your code what you put into it. So spending the effort in developing your ideas to determine the best way to put your ideas to code will pay off in the long run. Just make sure you and your team are in close communication and can understand what the others are doing in code. But once you start outlining your programming project from the uppermost ideas and start breaking them down, you will begin to see how your image work and/or wiremeshes or objects can be imported from external apps and how they will be incorporated into your game. This does not mean it will be any easier as you will still need to study and learn the language you intend to use as well as any langauges you will need to learn to make use of other peoples' code/libraries. Best advice is to keep at it, spend the time to learn, and to try and experiment. You'll learn faster as well as be more open to finding new ways of doing something. > I am probably very vauge in my description of my problem, but thats > just me! Thankyou Ashley Rowe Don't worry about being vague. And I hope my email above doesn't sound condenscending. Sometimes, it helps to describe the starting point before going forward. And so I try. ^_^; But good luck with your game development! It would be nice to see a good game come out. ;) Wing. ================================================================= The GameProgrammer.Com mailing list is for the open discussion of any topic related to the art, science, and business of programming games. This list is especially tolerant of beginners. We were all beginners once To SUBSCRIBE or UNSUBSCRIBE please visit: http://gameprogrammer.com/mailinglist.html
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