General > Discussion

UFO:AI Online

<< < (6/11) > >>

vedrit:
Dark, I know its hard. Believe me, I know. I wouldnt be bothering if I had to make everything from scratch.

Most MMORPGs have large teams, corporate funding, years of development, and several testing phases. Its done as a job.

This would be done just how UFO:AI is being done; more as a hobby than a job.

To be honest, no, I havent figured out everything, or even close to it. Thats why, if licensing werent an issue, it would be in the 'concept' phase.

Destructavator:
I think I now see what the big difference is here - you may correct me if I'm wrong vedrit - but there's talk of two very different situations going on in this thread, one being the idea of making a for-profit commercial game and the other being more of a personal, "hobby" project.  When I first heard that your idea won't likely be GPL I had assumed you were shooting for the first scenario, which I apologize for.

A full-blown commercial, for-profit game obviously has to follow certain rules because it has to be successful, so that the developers (part of a large, full-time team) earn a living.

A smaller hobby project, or something done mostly for fun, doesn't absolutely have to count on being a huge success and take on all the competition, because the smaller group of developers who make it don't depend on it for their income and to pay their living expenses.  The advantage, though, is that such a hobby project - because it doesn't demand world-class success - doesn't really have to follow any rules that the first scenario/case would, because it isn't critical that it attract and appeal to the majority of gamers out there.

Regardless, I do have other models I've made and other content that I haven't suggested for UFO: AI, some of which I guess I could offer to your project, although I admit it wouldn't be quite enough for a complete game.

If you consider switching engines, I've been working at learning to code in C++ with the Irrlicht engine for some time now, it is possible that down the road (but not right away) that I could contribute a little coding work - I could certainly use the experience - and that engine has been used in network and multi-player games before, including at least one MMORPG that I've heard of, as well as being available under a very liberal license fully compatible with both GPL and commercial works.

Right now I have other things on my plate I need to digest first though, and if I do help out in such a way in the future I would need help, because if I was the only coder/artist/contributor it wouldn't get done for a long time.

If you can find other people willing to help in various ways, including more content-makers, you might just be able to get your idea off the ground and going.

vedrit:
Refusing to let this die, I have been looking for a GPL-compatible engine. Ogre is ranking fairly high on the list.
Also, note, that I am trying to combine RPG and FPS. Thats the way to go, I say

Destructavator:

--- Quote from: vedrit on April 12, 2010, 08:14:40 am ---Refusing to let this die, I have been looking for a GPL-compatible engine. Ogre is ranking fairly high on the list.
Also, note, that I am trying to combine RPG and FPS. Thats the way to go, I say

--- End quote ---

Yeah, I've looked at Ogre before, it's a bit slow on systems that aren't new with all the latest technology, and the programming isn't for beginners - To even have a simple room with a first-person camera moving around in it requires a lot of setup and codework just to initialize all the stuff.  I'm not saying its bad - I've built Ogre-based little programs before, but it is really for the "big boys" meaning serious programmers, not for a novice at coding.

I've also played with Irrlicht, which I've mentioned before, and Crystal Space, which is complex and takes serious know-how much like Ogre.

I personally stuck with Irrlicht because it is so *easy* to use, just a few lines of simple code that is relatively easy to understand, and you have your simple room with a user-controlled camera flying around looking at stuff.  It also has a simple collision system built in, and GUI stuff too.  Ogre and Crystal space require 3rd party additional libraries for most of that stuff, and require large downloads with lots of initial setup work, by comparison, while Irrlicht is just one DLL file needed next to your EXE to work - if you link dynamically, because when it gets to a more final development point you can link statically and have everything packed into your one EXE.

That was my attempt at an un-biased (yeah, right...) quick review of several of the major, popular graphics engines commonly used for games.

Edit:  I can tell you right now that if you're weak on coding, you'll *choke* if you try to learn Ogre or Crystal Space.  You'd be better with one of the easier ones to learn (and Irrlicht isn't the only one that's much easier).

vedrit:
Arg...coding...
Yeah, Irrlicht doesnt look too bad either. Have you looked at Sauerbraten?

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version