game dev forum

Thanks, now he’s thinking about it ^_^

lets everyone start putting a little effort to get this game developement forum rolling. either nobody is working on anything or we are just to busy to post..i’m going to post tomorrow after i get all my stuff together..im working on a first person shooter called trembler..i’ve had some problems in the programming which is now up to about 8,000 lines of code…i got most all the glitches worked out now so i’ll have time to post here.

everybody get involved, pirate

I am extremely interested in game dev, as I’m creative director for a small, loosely-knit group of creative people who are building a First person real-time 3D adventure game for PC (porting to mac and unix) set far in the future (it is not a FPS, but rather more of an adventure in the style of the Myst games).

I initiated this project together with a friend a little over 2 years ago, and over time, others have joined us. Although everyone involved only does it in spare time, by now, thousands of hours have been put into the project, and because we hope that we might one day bring the game to market, I must remain reticent about many of the details of the game, such as plot, puzzles and story line. However, there are many aspects of game development which are general enough to be shared, and I would enjoy participating in such discussions.

Those who model for our game are using a variety of software, including 3D Studio Max, Lightwave 3D, Vue5 Infinite, Poser6, Wings 3D, Milkshape 3D, Blender, and now, of course [b:1o4210ue]3DC[/b:1o4210ue] <!– s8-) –><img src="{SMILIES_PATH}/icon_cool.gif" alt="8-)" title="Cool" /><!– s8-) –> Eventually all models will need to be imported into Conitec’s 3D Game Studio, which we’ve chosen as our game engine ^_^

I originally modeled the characters in Poser6, but as you may be aware, these models are extremely poly-heavy.. so, eventually, I’ll be doing them all over again with a view to keeping them low poly.

… and meanwhile.. there are a LOT of things that need to be modeled.. so, I’m learning 3DC as fast as I can, as it seems ideal for many of the items we’ll need <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

*Edited for typo

trembler is a fast paced shoot em up but does have a story line, puzzles and traps hidden doors etc. the story line basicly is about a scientist in charge of a bunch of labs on different planets. the head scientist went crazy along with almost all of his staff in every lab. they injected themselves with a serum the mad scientist created turning them into horrid monsters..your job is to go to each planet on a cleanup mission..destroy all monsters and rescue survivors..the scientist named himself trembler because he is supposed to be so scary looking people tremble in their boots just looking at him..you must find the house of trembler to destroy him….

sounds a little stupid but it sure is a lot of work for one man….pirate

Heh heh it sounds fun.. even though I’m too clumsy to be a FPS player (dratted arthritis!) Great scenario – would love to see it when ready.. sounds full of possibilities.

@: Butterpaw

Talk to your coder about reducing the number of polys in your meshes in code. There is a method to do it.

I code in Visual C# and Managed DirectX 9. I’m still a rank beginner at it. But I know that it can be done. There’s an example in my copy of ‘Managed DirectX Kick Start’, by Tom Miller, published by Sams Publishing.

Richard

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