The Irrlicht Game - every1 involved
i heared network, managers, server discovery....
is there actually a concept on what this is going to be??
Maybe first come up with a concept for something. and maybe a bit more innovative than a multiplayer fps...
Maybe even a card game can do it...i guess some of u heard about Eye of Judgement( PS3 ). Its a card game where u place real cards that are then read by the camera and brought to live....well ok thats not really cool to just copy something like that but maybe u get what i mean.
The german irrlicht community wasn't able to make a game maybe the english can...lets see
is there actually a concept on what this is going to be??
Maybe first come up with a concept for something. and maybe a bit more innovative than a multiplayer fps...
Maybe even a card game can do it...i guess some of u heard about Eye of Judgement( PS3 ). Its a card game where u place real cards that are then read by the camera and brought to live....well ok thats not really cool to just copy something like that but maybe u get what i mean.
The german irrlicht community wasn't able to make a game maybe the english can...lets see
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
without reading the previous posts (short on time now), I'll reply to the poll:
It's a great idea, but chances are that the group will be so unorganized that it either never starts, or starts but falls apart shortly after.
I've been on so many game making communities in my lifetime (primarily the MORPG engines such as the old Player Worlds and Eclipse, and the RPG Maker comminuties), and this idea has been brought up more times than you could even guess. And not once has it ever worked.
In order to accomplish something like this, you need to be horribly over-organized, and everyone has to have the same thoughts on the game - which is incredibly rare since you are talking about more than 10 different people all wanting to pitch in their ideas for the project. Disagreements will be made, there will be no solid structure for the game - no matter how hard you end up trying, and generally it will fall.
However, make it open to only a (small) set number of people, and the task's difficulty plummets, and it's possible - although still difficult - to be done.
It's a great idea, but chances are that the group will be so unorganized that it either never starts, or starts but falls apart shortly after.
I've been on so many game making communities in my lifetime (primarily the MORPG engines such as the old Player Worlds and Eclipse, and the RPG Maker comminuties), and this idea has been brought up more times than you could even guess. And not once has it ever worked.
In order to accomplish something like this, you need to be horribly over-organized, and everyone has to have the same thoughts on the game - which is incredibly rare since you are talking about more than 10 different people all wanting to pitch in their ideas for the project. Disagreements will be made, there will be no solid structure for the game - no matter how hard you end up trying, and generally it will fall.
However, make it open to only a (small) set number of people, and the task's difficulty plummets, and it's possible - although still difficult - to be done.
Someone has to take this job for this idea to move. I'm not going to do it, already I have so many stuff on my plate. Though I can download the server code and put it up on my VPS. Host it for the game client. It has to be Windows Server 2003 DotNet 2.0 and SQL Server 2005 code for that to move forward.devsh wrote:ok so...
Who will set up and care after the SVN?
production document (they have a wiki).
Start it yourself and see if there are any volunteers willing to help, I will join later as a member only.devsh wrote: I will make a google code page in sometime, there we make game production document (they have a wiki).
If you need help setting-up the server dev environment on your machine, let me know. I'll find some URLs you can look into.
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I don't see any problems as long as the most features (which require high-end hardware, like shaders) can be disabled.
Generated Documentation for BlindSide's irrNetLite.
"When I heard birds chirping, I knew I didn't have much time left before my mind would go." - clinko
"When I heard birds chirping, I knew I didn't have much time left before my mind would go." - clinko
what defines next-gen?? shaders?
In case shaders define next gen, then i really don't see any problem for you guys to go next gen.
In case shaders define next gen, then i really don't see any problem for you guys to go next gen.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
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- Location: France
Next gen can be shader is also a matter of the way to create mesh and animation. And guys before starting anything you'll really need to know what kind of game this will be... (FPS? tactical? Rpg ?...)Sudi wrote:what defines next-gen?? shaders?
In case shaders define next gen, then i really don't see any problem for you guys to go next gen.