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| | #1 (permalink) |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 188
| So who actually has projects in dev? Was just curious, I know a few people visit this forum but not sure how many people are actually working on something of their own, or even what they're working on. Are you working on a project? Do you plan on starting a project? What type of project? |
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| | #2 (permalink) |
| Registered User Join Date: Aug 2002 Location: Paris
Posts: 326
| I'm working on my own "small" engine in my spare time. Ranges from core functionnalities like file system, logging system to 3D graphics and some gameplay stuff. Using C++ and Direct3D, I'm kind of stalling at the moment though since I'm porting what I had already done from OpenGL to Direct3D. |
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| | #3 (permalink) |
| EECFG Join Date: Apr 2002 Location: Salina, KS
Posts: 161
+4 Internets | Main thing eating all my freetime is I got an Rpg Maker VX game going. I've also been looking into Adventure Game Studio, for a point and click Sierra/Lucasarts style adventure game. The editor seems more than capable. It actually surprised me what all it does considering its Freeware. I'm too tied up with the RPG to make anything with it yet, but maybe in the future. They seem to be pretty easy to build games (with the editor anyway). |
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| | #4 (permalink) |
| Registered User Join Date: Feb 2007
Posts: 253
| helping out on a sports game, which seems to be a kind of promising project, but still looking for a project to work on that is more of my interest. oh and also doing some non game related own projects, like animation shorts (working on a godzilla meets bambi 3d version, others in planning) or just modeling practice. |
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| | #5 (permalink) |
| upper management material Join Date: Nov 2002 Location: Orlando, FL
Posts: 1,887
| I'm doing a Diablo/EvE hybrid in C#/XNA. Basically EvE, but with top-down Diablo controls, WASD movement, and point-click shooting. A simpler EVE with no tedium and maximum fun factor is the goal. Screenie below. It's for my PHD dissertation project. The research aspect is that every gun is controlled by a unique Neural Network, and the neural-networks are evolved during the game based on player usage statistics. Basically, its an experiment in automated game content generation. I'll be posting the full code soonish once I get the enemy ship AI working nicely. I'm prepared to do the entire thing myself, but I would welcome any help. I could use any of the following help: - XNA/C# coding - models: if anyone can do simple, low poly, ships or space stations that would be awesome - textures: character portraits, cool UI textures, etc... - story/lore writer (i need names and locations of 4 factions races, ship and weapon names, creative stuff like that) Last edited by Froofy-D : 04-13-2008 at 08:00 PM. |
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| | #6 (permalink) |
| upper management material Join Date: Nov 2002 Location: Orlando, FL
Posts: 1,887
| BTW, please post screens and updates on your stuff. It's interesting to see what people are doing. And personally, Cloud9 posting updates on his RPG kept me motivated on doing my own stuff hehe. ![]() |
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| | #7 (permalink) | |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 188
| Quote:
Btw if you need help on your project, lmme know.. im still new to programming but you've seen how I think at least with my code ![]() | |
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| | #8 (permalink) |
| Fuckin' 07er Join Date: May 2007 Location: Philly
Posts: 334
| Working on a 3D Environment (similar to a Mario 64 style game) that incorporates a device from the University's Biomedical Department that reads the player's concentration (from the oxygenation in the frontal cortex). You traverse the world and can select objects to affect "with your mind" and stuff, still in the earlier stages of development, but should be presentable in a few weeks. Working on it in the new Blade 3D engine, in Industry Preview mode right now, so support and documentation for it is rough, bleh, |
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| | #9 (permalink) | |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 188
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| | #10 (permalink) | |
| Registered User Join Date: Aug 2002 Location: Paris
Posts: 326
| Quote:
Brw, this thread is a good idea. It's nice seeing what people are working on. | |
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| | #11 (permalink) |
| So there's this plane on a treadmill... Join Date: Jan 2005 Location: Southern California
Posts: 2,858
| Just D/L XNA over the weekend and was going to mess around with it. I plan on putting together a multiplayer puzzle game, and probably a 2 shooter since I'm a huge fan of the 1945 type games. Always wanted to do my own. I'll put up some SS's when I get something decent working. =) |
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| | #12 (permalink) |
| Fires of Heaven Officer Join Date: Jan 2002 Location: Melbourne, Australia
Posts: 2,519
+3 Internets | Kinda working on the early early preliminary planning stages of my city building game. Maybe once I have a better idea of the design and the requirements I might see if Cloud can adapt his engine to implement it. |
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| | #13 (permalink) |
| Registered User Join Date: May 2007 Location: Wigan, England
Posts: 517
| Just finished programming the thing that's going to fail my dissertation. Was going to do a 3D version of the origonal Populous, with all the terrain editing you had to do to drown people and make nice cities. Unfortunatly I ran out of time to put any game in there, so it's just a terrain editor at the moment. As this certainly won't get me a job in a games studio I'll probally add some little people and UI once my final year exams are over. Feedback would be awesome as I have one week to write a 60-80 page dissertation on terrain graphics, and I'm only 30 badly written pages in.
__________________ FFXI: Black Mage/White Mage(20/10) LOTRO: Hunter(46) WOW: Hunter(D1), Restoration Druid(T2), Shadow Priest(T5 Main), Warrior(S1), Protection Paladin(D3). |
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| | #14 (permalink) |
| Conquest Join Date: Mar 2002 Location: Switzerland
Posts: 4,392
+2 Internets | Feedback N°1: There is no grass at the bottom of lakes. Feedback N°2: The number one thing that is ugly in most of digital terrains is how elements connect together. That is how a tree connects with the ground or, in your screenshot, how a body of water connects with the ground around it, etc. So a nice touch to your engine would be an automated river bank generator of some sort. Try to base your work on some photo material or better: go check some lakes and rivers yourself! Even if you fail to implement it properly, your professors might find the method commendable. As for me, I am still doing weekly para-games on Retro Sabotage.
__________________ -retrosabotage- |
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| | #15 (permalink) | |
| Registered User Join Date: May 2007 Location: Wigan, England
Posts: 517
| Quote:
![]() I'm using the same texture for everything you see because I suck. I guess yellow grass + transparent blue water = green grass... didn't think of that thanks. As for the conections... yeah your definatly right about that. You should see the buggyness I get with the sky and water, I took a screenshot to try and avoid those bugs. The thing is that the Water and Sky where an afterthought as the whole point is the terrain editing functions (craters and mountains ect). I think the sky is quite nice considering it was rushed in but the Water is just a big 2D transparent blue plane. I don't know if anyone can suggest anything to help the Water/Sky joins. This is a new screenshot, I changed the water (really thanks for that feedback) and made a cliff pointing in a different direction in the background to show what I have to deal with with the sky. Any advice is marks towards my degree ![]() I may have to raise the sky out of sensible reach of the terrain, but I do like how you can raise mountains above the sky. EDIT: The closer I goto the water/sky the more accurate the join between them and the terrain is. I'm not using any level of detail stuff, unless texture mimmapping is doing something ![]()
__________________ FFXI: Black Mage/White Mage(20/10) LOTRO: Hunter(46) WOW: Hunter(D1), Restoration Druid(T2), Shadow Priest(T5 Main), Warrior(S1), Protection Paladin(D3). Last edited by Chrisb3 : 04-14-2008 at 06:15 AM. | |
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