Beezillion

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trickey
Posts: 3
Joined: Wed Jul 09, 2008 12:37 pm
Location: Kyoto, Japan

Beezillion

Post by trickey »

Hello,

My name is Barret Trickey. I'm a digital arts student at Kyoto Computer Gakuin, studying 2D and 3D computer graphics.

For my senior project, a small team and I are working on a relatively simple action game with puzzle and rts elements. The main theme of the game is "beekeeping", where the main point is to raise an amount of bees and produce an amount of honey in a certain time limit.

My lead programmer and I decided to use Irrlicht for a few reasons. A) While we want to make a 3D game, neither of us have any engine coding experience. B) Even as an artist, Irrlicht seems easy enough for me to do simple content coding. C) Most of the team can't read English and Irrlicht happened to have Japanese tutorials.

Unfortunately, however, the Japanese site doesn't seem to an active forum, so I'll probably be posting questions on this site on behalf of myself (a non-programmer) and the programming team.

I've already checked out a few project threads and am seeing really great work. I look forward to seeing more of your work and getting some valuable programming advice.

Here are two initial concepts/mock screenshots that should give a general idea about the "look" of the game. They were made in photoshop and maya, respectively. [edit] fixed the broken picture links *

Image
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rogerborg
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Post by rogerborg »

I love the concept and the art, and am looking forward to seeing this progress.

The only advice I'd give up front is to write down and agree on detailed requirements, and to keep them to an absolute minimum. Even the simplest idea can take weeks or months to implement. It's generally better to do a few things well than to fail at a lot of things.

Best of luck.
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BlindSide
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Post by BlindSide »

Kyoto Computer Gakuin
KyoGaku!
Irrlicht happened to have Japanese tutorials.
Wow, I didn't know those existed.

Looking at your screenshots, I think you should go for Arras's tiled terrain. It's good for endless sloping hills, and the default Irrlicht terrain scene node can't handle very large sizes. Also look for Bitplane's grass scene node for grass.

That aside, I agree to keep it simple. It's ok to have high expectations but make sure you don't try to do something that takes way too much time, as rogerborg said.

Cheers
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dlangdev
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Post by dlangdev »

is that is a school project? make sure you set the workload enough to be completed, i know it only takes a couple of weeks to do most of it, that is not enough, i'm telling ya from experience.

do not commit to a workload that is similar to the ones being done in commercial bighouse game companies, they take years to build. just go for the simpler ones enough to fit for two to three weeks.

set this aside:
1) two weeks for the artwork.
2) two weeks for coding the application.
3) one week polishing.

last step..
4) get the A grade.

congratulations!
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trickey
Posts: 3
Joined: Wed Jul 09, 2008 12:37 pm
Location: Kyoto, Japan

Post by trickey »

Hi all. Thanks a lot for the positive feedback and advice. I agree with keeping it simple and getting the planning as tight as possible.

Luckily we have until next February to submit, along with progress checks with our advisors to keep us in line. We've spent the first half of the current semester nailing down concepts and getting a feel for irrlicht, so I hope we can make a solid game.

I'll keep you posted with our progress. Thanks again
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