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Aah, a place to concentrate on what's important here: Me!
LFGame « General Discussion 3/09/08 1:34:28 AM
Right now, I'm not putting my money down on any thing. See that list of released games on the left? I've tinkered with most of those and they all have their gems but also their flaws. Is this where I'm suppose to put my wish list of things in a game? May as well. I feel like a rant anyway.
Well, I'm hungry. Comments, flames, bizarre misquotings all welcome! |
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General: A Tribute to Gary Gygax 1938 - 2008
News Discussion « General Discussion 3/08/08 6:35:31 PM
See, permadeath DOES suck. |
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Does this games Graphics put anyone else off?
General Discussion « WAR (Warhammer Online) 3/08/08 6:22:58 PM
That said, I still fire up Horizons every now and then (which, yes, is still alive somehow). Those graphics suck eggs but the people who still play are there for the community and pretty much nothing else. To reiterate my first point though: this game *isn't* selling. |
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My first multiplayer environment was a text adventure called cave, which was on my school BBC micro network. It was probably based off collosal cave, but it had multiplayer elements such as two people having to be in the room at the same time in order to operate pressure switches and so on - it enforced teamwork. Now that I think of it it was probably a sneaky educational game/tool. UO was my first graphical MMO |
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i came i came back |
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Just wanted to say hi |
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Playstation 3 used to simulate black hole collisions, "1 PS3 performs better than a highest end desktop"
Hardware « General Discussion 3/08/08 5:11:47 PM
Why simulate a black hole when we can just make one? |
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I'm writing a book on game development... Help needed
LFGame « General Discussion 3/08/08 4:58:14 PM
Wow, wouldn't it be great to have a game exactly like I imagined everything to be. It would bo sooo fun to play. Perhaps what I should do is write a book on how to make such a game. Obviously I'd need to be able to write - well that's ok because my posts on most forums sometimes take up over three paragraphs, and I have my own blog - a sure sign of journalistic abilities - so that means I'm qualified. Now, I've read many (more than four) of the hundreds of books on games already out there, so I know they practically write themselves. All I need is an intro by some buy mentioned in Game Develop magazine one time, a colour section towards the back showing renders of teapots and jet fighters, and a section at the back telling you [the readers] where to look on the net for actual information you might really use, such as sealed behind the commerciual sections of gamasutra. Also, practically done and done. Now that that is sorted, I'll need to flesh out the structure I'm going to use. That, too, is obvious. I'll base it off my own experience of games.
Oops, I seem to be building the ultimate first person shooter. I better add some chapters that a strategy game would use. I don't know that much about it, so I'll google for a while and just pop in the things that get the highest results. [quote]Chapter 7: A* Pathfinding Ok, RPG's now and MMOG's. Shouldn't be too hard! I've played many and seen what people complain about on fan sites the developers don't even know about, so obviously I'll mention those in the order of prioroty they should be implemented:
I'm nore sure about that last one but it did come up a *lot* on one of the forums I was reading so it seems like it's the sort of thing people are really looking for in a game. 19 chapters already? HeftY book, and I haven't even gotten to the game engine yet. Better put that in.
There. Here would be a good spot to put those colour plates of teapots and perhaps a capture of the first level of Doom 1. Ooh, it's getting big. I might not be able to finish this book before lunchtime, so I had better wrap it up with the really important stuff: Information about the companies who will be queueing up to buy your game once it is done.
There we go. Wow, that was a lot of hard work. I suppose I should go get myself a cup of coffee and fire up my open source editor (making sure I switch off the spell checker, of course). I'll have to mention that I used an open source editor as well, as it will give me more credability with the people thick enough to buy this book when it hits the shelves. Off to work, then! |
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Well it quite nice to know such requests are being read and thought about. I look forward to your results! |
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I'm lonely. Someone cheer me up. |
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Maybe it's my eyes. Maybe it's my glasses. But I find it HARD to read light text on a dark background. This web site has always been a light text on dark background site, and in the last skin a year or two ago I had made myself a special stylesheet and tool for injecting it when I'm browsing this site. That of course was several system rebuilds ago... There's a thing you can do to specify alternate stylesheets that turn up in the firefox Page Style menu (under View). Please, it would be much appreciated for people like me if you could provide a stylesheet with an alternate colour scheme that has a LIGHT background and DARK text. Most people would see this one: blue's, blacks. It's all very cool. But we could then choose to switch to a different colour scheme to stop our eyes watering. Thanks :-) |
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RealmCrafter and any MMO maker software is garbage.
Programming « Developers Corner 12/30/06 1:11:57 AM
Like all "game makers" they allow people who are artistically creative but who are not programmers (since 75% of programmers have the artistic capacity of a wet paper towel). These people are still willing to try a hand at being expressive and creative in the form of 3d games. If they seek a career in mmorpg development, then tools such as realmcrafter can let them experience the depth of skills they will need in order to proceed. For other people, just the act of being creative is enough. Now, back to work on my MMORPG world creator... |
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How long did you play horizons?
General Discussion « Istaria: Chronicles of the Gifted 12/30/06 1:02:29 AM
I had an account for exactly 2 years, from the day it was released until the day I realised my account was still being billed (which was about 3 months after I had quit). Never looked back, but I know people who still "play". |
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When someone rates something as badly as DnL got, of course I want to try it out so I can also rip into it. So I downloaded the 1.3gig client, waited for the extra 300mb patch (really guys, why not pre-patch the client?), and was greeted by prompt after prompt of missing dll's and fatal pointer exceptions and so on. So no go right off the bat. Then I tried to post my errors on the DnL forum - first the support forum, and then ANY forum on the DnL site, but lo and behold, they've disabled starting new threads on their support site. Oops. |
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musing. but a new idea once every few months would be something too. |
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depends on the engine. In one 3d engine I'm trying which can use heightmaps for terrains it's entirely up to the programmer to decide. You can scale the terrain to be the size of a small country with a single 512px object, but it all comes down to the level of detail you want in your landscape. Think of it in vertexes. If each pixel in the original heightmap represents a single vertex in the terrain heightmap, then the resulting terrain object will also only have 512 (or 511) vertexes. If you scale the mesh to be a "typical" landscape size with mountains in the distance, then there may be quite a large gap between each vertex, which may also limit how much detail you can add to the polys in your material and lighting passes. But you might also decide that each pixel could represent several vertexes, and use pixel averaging to calculate the vertex positions. You can more vertexes but you lose the control on the exact positioning of those vertexes.
I use a paged terrain system, where small chunks of a more massive terrain object are loaded. These chunks may only be represented by 256px square elements, but in total represent a 32768px square image (a bit like the way google maps only loads a small area at a time). I need to do this in my simulations (tens of kilometre representation at metre or sub-metre accuracy), and I often use L3DT (the pro version), which splits up terrains for me. Such a program might be worth exploring for you (there's a free version) in order to get your head around the way heightmaps work. |
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This is the concept behind It's the same process here. Ideas are easy to have, and aren't sacred. If some one else shares your vision, well and good, but you first have to share it with them. But asking someone for their brilliant idea is asking for trouble - it's hard to give a well-rounded description of your game idea in a small forum like this. If it were me then I'd say "You have 1 month to post your idea as a properly structured design document". That would shed quite a few people who were unable to properly conceptualise their ideas in the first place. It might shed some idea that were good too, but the first step to building a new game is to clearly define its goals and boundaries. Oh, and I'm aware that a month is a ridiculously short time frame for such an ambition. I've tried! |
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i haven't posted in this thread in quite a long time - or even been back to browse. It's like I never left. EXACTLY the same topics going around and around, even the same concepts being thrown in the air and denounced with exactly the same half-baked reasonings. Well, perhaps another twelve months away might see things start to move into new territory. |
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