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UFO:AI Online

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docwild:
Making a two player version would be relatively simple. An interface for controlling the alien side and then getting rid of all AI code (basically just different buttons). Games without AI are much.. much simpler. As for MMP, well that would be a whole different story... Probably just end up as deathmatches, may as well make a different game, IMO.

The beauty of this game is its engaging story, the bells and whistles of graphical eye-candy tend to get in the way of gameplay like this which is why we dont see three billion clones of it being released every two months by big software houses.

UFO EU is probably the last game I enjoyed playing (except the civ franchise), otherwise all games are doom or command and conquer. If anyone remembers the heyday of gaming, on the Amiga, the amount of innovative games which were invented is astonishing. Then the MS windows lot moved in and everything was about the latest greatest hardware, playability and innovation have been sacrificed. If you dont own the latest hardware, you cant play the latest games, and people continue to fall for it.

You know what, thats fine by me. Ill fire up UAE or dosbox and Ill play something which entertains me, and has done for decades rather than something you play through once and never touch again. If I want to look at pretty pictures I'll go to an art gallery or I'll play Myst.

Destructavator:

--- Quote from: vedrit on April 12, 2010, 04:20:43 pm ---Arg...coding...
Yeah, Irrlicht doesnt look too bad either. Have you looked at Sauerbraten?

--- End quote ---

Nope, I never researched Sauerbraten, so I can't really offer a comparison or comment on it.

If you do go with Irrlicht I can help with the coding part because I'm familiar with it, and because its easy to work with you'll probably be familiar with it as well by the time such a project gets mature.

If you go with Ogre - or Crystal Space, for that matter, I can help you just a little bit - mostly setting up the programming environment - but you would really need to recruit someone who really knows programming with Ogre, and you would have quite an uphill battle attempting to code anything.

If you go with something totally different or something not even in C++, all I could give would be a little extra artwork and some sounds and music, that's really it.

FYI I glanced at a game engine, open source, called Apocalyx (sp?) which is geared specifically for games and aimed at developers who don't know serious coding, but after trying a few demos I have to say that it is a bit limited, mostly because although much of the harder coding work is done for you it is hard to custom-tailor your game the way you really want it, leaving you stuck with "generic" or "stock" implementations of features.  Also, it runs mostly on Windows and only somewhat on Linux under Wine.

Edit:  If you give me a little time I can show you examples of a few things I've put together with Irrlicht, although I don't have any large, full-blown projects completed with it.  I do have a third-person shooter/RPG project I've started, hopefully one day to become a cross between Deus Ex and Max Payne, but I don't have a lot of it done yet.  (Mostly at this point just a single character with a few inventory objects/weapons that can run around a tiled (randomly generated) 3D map and shoot the weapons, with bullet impact marks, and change between different types of ammunition.  That and the target finder/crosshairs are a little cool in a way.)

Legendman3:
There is a multiplayer but it dosent work because noones on

vedrit:
Well....I wont be going with Irrlicht. I cant even get it to run

Destructavator:

--- Quote from: vedrit on April 14, 2010, 04:46:31 am ---Well....I wont be going with Irrlicht. I cant even get it to run

--- End quote ---

Do you mean you can't run the already-compiled and built examples (in the "bin" folder)?  Or did you try to build something all by yourself (without help)?

If it's the second case, and you didn't even ask for help on what part you're stuck on, you're going to have about ten times as much trouble getting Ogre up and running (as well as many of the other, more difficult ones to work with).  Irrlicht is really the easiest of the ones out there, and if you can't make it work then I don't think you'll get your idea of a project off the ground.  Unless, of course, you go with one of those game-design kits that doesn't really involve programming, just lots of wizards for setting up data with pre-fab code that you can't really customize.  (which would make a crappy, cheap-looking game.  I know, I've looked at those.)

If you don't believe me, try getting your own Ogre program built and running from scratch.  It'll be even more impossible for you.

What exactly did you try to make Irrlicht run that didn't work?  I have a feeling that you tried something you weren't ready for yet and haven't given it a fair shot before jumping to a conclusion.  It works on just about any modern hardware, including iPhone and XBOX as well, right out of the box - by comparison Ogre and others don't unless sometimes done with lots of modifications and advanced tweaks.

Hint:  The examples - the already built and ready to go ones - require that they be run in the same, preserved folder structure as they are found in the entire downloaded .zip of the engine.  They look for the "media" folder and other folders in specific places to start up and run.

If you tried to build something yourself, did you set the include directories and lib path inside your IDE?  (So the compiler knows to include the engine and use it to build the program?)

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