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Vox Member
Joined: 27 Sep 2005 Posts: 10 Location: US ©
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Posted: Tue Sep 27, 2005 11:09 pm Post subject: Crystal Nights |
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I'll upload more shots after I get it textured and mapped.
Crystal Nights is a MORPG that is heavly based on the game Omikron:Nomad Soul,
which was released in joint partnership by Eidios and Quantic Dream in mid 1999.
Because of financial limitations, and time; I'm useing DeleD Lite, Dark BASIC Prof-
essional, and DEV C++. This game isn't going to be no high poly world and models
like most modern games. That's ok though, I'm wanting fast renders and easy to
trasfer over TCP/IP x;y; z coordinates.
With the power of Dark BASIC Pro I can generate Fog and simple 3D Math fairly
easy. I'm useing C++ for things in the engine that require heavy data handling or
common untilitarian GUI widgets and forms.
I have the coding aspect of the game handled, I've been programming computers
since elementary school(Apple; Omikron BASIC; You can appreciate the irony.)
Anyway this is a nice rendering engine you have here, and practical. It's as if it
was plandestined for Game Dev with the perfect Poly counts, matrice layout,
and vertice manipulation.
I'm a bit curious/confused on things such as Modeling, Animation, and Texturing
Models; but I'll discuss that in another thread.
EDIT:If you've ever played Omikron then you know about the district gates. That
concept which I'm also gonna implimint, will allow me to make one big city( as in my snapshot,) and release the other districts in later updates of the game.
I am also impliminting locks in the game. These features mean a sooner release date
because I don't need to make all the district worlds before release, and the in game
updater will update accounts and worlds in my decentralized network and on the
players local directory. Other features include NPC's like the ones in ONS with the
same AI, and interiors in -ALL- the buildings.
Omikron screens:
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed Sep 28, 2005 7:55 am Post subject: |
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Wow great (and huge!) project you've got there! Keep us posted on progress! |
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Vox Member
Joined: 27 Sep 2005 Posts: 10 Location: US ©
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Posted: Wed Sep 28, 2005 1:22 pm Post subject: |
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It isn't as complex as you might think. The world is the easy part! Generating
NPC's in real time, and giving them AI is going to be the only moderatly difficult
task. I already coded the Animation for doors this morning in D.B.P., so that's
squared away.
I've written 3D proof of concept games before; some of them where vast like
this one will be. I like to use the block method of development, or OOP for
organization as I like to put it. In this form of development you put daily tasks
in blocks, and give time shares to each block. I,for example, have blocks
consisting of 4 tasks, that must be done each day.
Today I have to figure out how to open doors when a player, or random NPC
gets within a certain x coordinate from them (Done). I have to get more buildings
done on the current district/city sector(In progress). I have to learn to make
interiors for buildings in DeleD; I could just load the player to another matrice,
but I want to just go ahead and integrate them into the main model, and save
time and loading routines(any hints?). I also have to start texturing, starting
with the main building(the police station); the one with the crane, cargo, and
colums on the sides in the snap shot.
I actually calculated that at the current flow of work, I'll have it in beta by
december at most, and then I'll start on other districts. If I get another
modeler I could do all the coding and have this district done within a Month
, and set up the SQL Database so people could play the game online.
I plan on useing polymorphing for Indexing and tracking like you see on P2P
networks. What happens is if My node goes down or crashes than there
will be another node that already has the most resent Database entrys that's
immediatly connected to by all the client nodes. The indexing server can be a
simple 700MhzCPU;128MB DDR RAM node that is on any connection that is
80+KBps. It dosen't need a static IP ether. This game only trasfers simple 10bit,
at most, coordinates and basic network info. The client has all the graphics and
code in there local directory. The network is going to be efficient, and as
portable as possible. |
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Aarpa Guest
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Posted: Tue Oct 11, 2005 5:16 am Post subject: |
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Hmm...the name crystal nights...Some people could associate it with a real world event called crystal night [url] http://en.wikipedia.org/wiki/Crystal_night [/url] which could create some confusion. It's history and I think most people can see your game has nothing to do with it, but I thought it was worth a mention. |
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