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Re: Time to make some decisions?
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Pierre-Marie Baty
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Default Re: Time to make some decisions? - 26-05-2004

I've came to think about it but...

In definitive, aren't the game rules something we may want to worry last, after we get a rendering engine and physics system working, and convincing player movement physics ?

Once we get these we can build any sort of game on top of it, very fast.

Every FPS game starts out by developing a crude deathmatch. Team code and game rules get added later, if one thinks about it.



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Re: Time to make some decisions?
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FrostyCoolSlug
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Default Re: Time to make some decisions? - 26-05-2004

*thinks about it..*
*Gets Headache*
I hate thinking

Anyway, i suppose to an extent, you are right.. but.. it would be VERY crude, no real weapons or player models, more like a bunch of skeletons running around. Its more a 'proof of concept' rather than a crude deathmatch game, once you can get more than one player into the game, spawn them, and have them all running around together, its THEN that you can start adding game rules. (You could always give them guns, and release it as 'skeleton deathmatch' ). I Think from there, you add teams, then weapons. It seems more logical that way, rather than code a load of stuff for deathmatch, then have to change it all again for teamplay :p


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Re: Time to make some decisions?
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stefanhendriks
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Default Re: Time to make some decisions? - 26-05-2004

Yes, basicly we need:

- a rendering engine (taking care of rendering the world but also the entities)
- a good working entity system being able to spawn players and anything else needed. If possible something dynamic, so we can extend this easily.
- a physics system (not required, could be done later)

when these 3 are in, we can concern about game rules. I'd be more then happy to see some players run in a basic room together at first.


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Re: Time to make some decisions?
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FrostyCoolSlug
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Default Re: Time to make some decisions? - 26-05-2004

I think the final decision on the main game engine has been decided, (Ogre, there havnt really been many others that offer the graphical support and abilities of it).

I agree on the entity system, seeing as this will be coded by us, anything will be possible at the end of the day.

When it comes to physics, i think we should concider this from the start rather than later, This way, we wont have to concider doing player animations before physics are implemented

On your last comment, once we see a couple of players running around in a room, we will be making serious progress


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Re: Time to make some decisions?
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Pierre-Marie Baty
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Default Re: Time to make some decisions? - 27-05-2004

Frosty is right: physics must come with the engine. It's a whole. Ogre doesn't feature any physics/collision system. Without physics players would be floating in the air through walls.

Ogre + ODE is the way to go. We'd have to investigate on the different collision plugins existing for Ogre.



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Re: Time to make some decisions?
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FrostyCoolSlug
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Default Re: Time to make some decisions? - 27-05-2004

if i remember right, one of the ogre examples contains a minor implementaiont of ODE, throwing a ball at some bricks from a first person view.. maybe look into that a bit more


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Re: Time to make some decisions?
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Brainz
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Default Re: Time to make some decisions? - 08-06-2004

Originality and realism? Ironsights. Modeled Iron sights preferably. As far as I know there is only one 'good' modern combat game to utilise the system, and thats a HL mod.
  
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Re: Time to make some decisions?
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FrostyCoolSlug
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Default Re: Time to make some decisions? - 08-06-2004

Quote:
Originally Posted by Brainz
Originality and realism? Ironsights. Modeled Iron sights preferably. As far as I know there is only one 'good' modern combat game to utilise the system, and thats a HL mod.
can you please be slightly clearer, i have _NO_ idea what Ironsights are

thanks


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Re: Time to make some decisions?
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Default Re: Time to make some decisions? - 08-06-2004

Quote:
Originally Posted by FrostyCoolSlug
can you please be slightly clearer, i have _NO_ idea what Ironsights are

thanks
Iron sights mean that there are NO crosshairs...your character moves fast with his weapon drawn, but shooting is extremely hard because you're firing without aiming. You hit the iron sights key, and it bring the gun up to eye level, so you can see the sight.

If you have UT2004, this was implemented in the Red Orchestra modification.

http://redorchestramod.gameservers.net/

At least, that's what I always thought they were.
  
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Re: Time to make some decisions?
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TruB
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Default Re: Time to make some decisions? - 08-06-2004

call of duty use a kind of ironsight..
  
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