|
|
|
![]() |
|
|||||||
|
||||||||
![]() |
|
|
Thread Tools | Rate Thread | Display Modes |
|
|
|
#1
|
||||
|
||||
|
Re: FIRST Video Game: Hammering out details
Quote:
![]() This helps to keep everything nice and clean. ![]() Quote:
![]() Quote:
![]() Quote:
![]() |
|
#2
|
|||||
|
|||||
|
Re: FIRST Video Game: Hammering out details
The way I see it you have two options:
1) Slave away, doing everything from scratch, and if you don't kill youself out of frustration produce a crappy game. 2) Use ut2k4! Seriously, thats a very, very good suggestion. You're not going to top their physics! Actually, for the ultimate in pimp-age, use Half-Life-2, which is/will be mind boggling. Ragdoll physics for human players ![]() |
|
#3
|
|||||
|
|||||
|
Re: FIRST Video Game: Hammering out details
Or use a open-source engine.
|
|
#4
|
||||
|
||||
|
Re: FIRST Video Game: Hammering out details
i know i have said this before and others have brought it up also... with UnrealTournament 2k4, you get an editor to make maps and script with... the physics is already there, all you have to do is tweak it... everyone who used 3dsMax or Maya for the FIRST animation can make thier teams robot... the only problem with this is making a hook work or ball grabber or ball collectors... this would be coded in, which wouldnt take to much time when you learn it... Fields are easily made and can be configured in many ways... yes the robots would be diffrent files as would the fields... but i dunno how you would implement the human elemnt... its just something to throw around if things become to (something) in making your own proggy and physics... i could make the field/fields (i make maps atm for ut2k4) and show you what it would look like in game if you all want to see how it looks visual wise =D
|
|
#5
|
||||
|
||||
|
Quote:
anyway, i was thinking that, not for the first version, but for later versions, we could have a money system. it would be a continuous story mode. you start off as a poor team with hardly any money, spondored by a local car rapair shop or something like that. you use money register for a campaign (year) and you get the kit of parts. any extra parts will cost extra money. when youy win rounds, you get sponsorship points. the more sponsorship points you have, the more likely you are to get additional sponsors. here's where this idea would really work great: all the sponsor companies would actually be spionsors of the game. they would pay us to put them into the game as advertising. this would do wonders for the project. another possibility for this story mode would be to make a system that randomly generates a game. i would be willing to lay out the framework for this aspect. it would be a huge list of rules and game aspects with a permeation web so that there are hundreds of possible combinations, but so all make sense and work properly. |
|
#6
|
|||||
|
|||||
|
Re: FIRST Video Game: Hammering out details
Quote:
Quote:
Quote:
![]() |
|
#7
|
||||
|
||||
|
Re: FIRST Video Game: Hammering out details
Guys,
Do you think you're getting ahead of yourselves here? The most important aspect of any videogame is GAMEPLAY. Why not start with a simple FIRST-like, 2D game. You could either use a 2D approximation of a FIRST game, or an entirely new game. See what you can do. See if you can make it fun to play. I imagine the 1997 game would adapt itself well. Lot's of strategies that could be done simply. Craft in some decent AI. (This is probably one of the hardest parts, but one of the most important). With decent AI, the game can be challenging to play. Put in a bunch of different robots. Different styles, different mechanisms, different capabilites. Throw in some "videogame elements": Unlockable robots. Robot upgrades. Special "boss" robots for the playoffs (the super robot that grabs all 3 goals and walks to the endzone!). Make it into a 2D RTS type game. Think... Warcraft with robots...sorta. For every move, there is a counter move. Have people play through several "seasons". Each season you progress until your robot/drivers get beaten. Then you get some experience points depending on how well you do. These experience points let you develop your robot further the next season. Program in several such 2D games. Allow a "franchise" mode where you play through 14 seasons (with 14 unique games), gaining experience along the way. Program in some real life teams. There are ENDLESS possibilites for a simple game like this. Make it multiplayer online. Think NES era, not Xbox era. *shrug* I'd play it. John Last edited by JVN : 16-06-2004 at 11:23. |
|
#8
|
|||||
|
|||||
|
Re: FIRST Video Game: Hammering out details
Quote:
Quote:
Quote:
(NES did online gameplay?)I'm also half dreaming that this will double as a simulator. |
|
#9
|
||||
|
||||
|
Re: FIRST Video Game: Hammering out details
Quote:
Simple, Versatile, Fun. vs. Fancy, Complex, Overkill. I guess it all depends what your goals are, and what you're really trying to create here. Does the fun of this game come from manipulating the arm of a robot into position, and dropping the 3D poly-mapped ball into the 3D poly-mapped, bump rendered, goal? Or does it come from playing through different strategies against different teams, outthinking and outplaying the opponent? Or... are you going to try for both.... ![]() |
|
#10
|
|||||
|
|||||
|
Re: FIRST Video Game: Hammering out details
Accurate/fast modes?
Dual engines! ![]() |
|
#11
|
||||
|
||||
|
Re: FIRST Video Game: Hammering out details
I agree that it should be simple at the beginning, but for things like 2D vs. 3D, to be able to switch between them, no matter how modular and separated you are, is going to take a lot of work.
![]() Also, slight side note: If you would like to get the Crystal Space code from CVS, Astronouth has written a very nice bat file for Win32. Download that here, from my server. Extract this into any directory and double click on the "crystalspace.bat." And new directory will be created under it. Crystal Space is large, be warned! |
|
#12
|
||||
|
||||
|
Re: FIRST Video Game: Hammering out details
Quote:
And before you start thinking about dlls and classes ... come up with a gameline, a storyboard. Write down everything you expect the game to be, keeping in mind to start out simple and add complexity later, if needed. (And it doesn't hurt to remind you now that premature optimization is the root of all evil). Then, once you've nailed the game description, start working on overviews of the code structure. Have you ever worked on Pre/Post conditions, or writing programs from detailed instructions? Before you write the code, come up with those (it's infinitely easier and less agravating to spot crucial errors in structure/heirarchy this way, not to mention less costly to fix than after you've coded it all). |
|
#13
|
||||
|
||||
|
Re: FIRST Video Game: Hammering out details
Quote:
![]() |
![]() |
| Thread Tools | |
| Display Modes | Rate This Thread |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| 2002 game prediction contest!!! | Ken Leung | Rumor Mill | 41 | 31-12-2007 18:18 |
| [Official 2005 Game Design] OK, so YOU design the 2005 game... | dlavery | FRC Game Design | 37 | 26-10-2004 23:15 |
| FIRST Video Game | Mike Ciance | Chit-Chat | 40 | 14-06-2004 16:28 |
| Create a Game Details | Katherine | General Forum | 7 | 06-09-2003 23:44 |
| Ok, so YOU design the 2003 game... | dlavery | General Forum | 157 | 07-01-2003 23:55 |