Operation 600: Restarted

Blitz3D Forums/Blitz3D Programming/Operation 600: Restarted

wizzlefish(Posted 2005) [#1]
Oh GOD! Ok - I can't believe I've actually held this long. I've been DYING to start a community project, and I sorta-kinda-not-really already have, it's just that it's somewhere else and not here. ANYWAY: I've been *dying*, I mean, actual on-the-ground dying to start a community project. I've always wanted to be the head of some sort of team. Some sort of group!

But it looks as if I'll never get there. But I've started this thread just IN CASE anyone wants to join my community project. As I said - I have held it in too long - so I am finally unleashing the powers within.

I've completely restarted my new project, and got it completely organized so many people can work on it at the same time. If anyone is already preoccupied with a current project, then, well, too bad. I guess my project won't really be as great.

But I really think I can do this. I've organized - I've typed stuff up, and I've programmed *almost* the entire base of the game. I really think I can pull this off.

Basically the game is a sci-fi FPS game, although it will be complete with vehicles such as tanks, cars, jeeps, missile trucks, and high-tech weapons.

The FPS will really take some work, and I'd love to make it a community project. If no one wants to work on it, that's perfectly OK with me. I can just crawl back into my lair coding in my dark room, slowly turning pale.....

Anyway, I was just wondering if ANYONE at all would be interested in programming and designing a full game. It would take much of the aspects of Halo (mainly just the weapons, the setting, and the vehicle functions), although it would be completely different. I really think we'd all have fun doing this.

So give me your opinions. I'm ready!


Techlord(Posted 2005) [#2]
Optomistic,

This was the purpose of Project PLASMA FPS. The project is still alive and is in a semi infant stage. I say 'semi-infant' because there is a great deal of media (music, level mesh, animated character) and the new PPFNet code is fully functional FPS code base. All that really remains is getting media into it.

Of course you can add extra features like portals, LOD management, Single Surface Particles, Vehicles and simple Physics. It would be advantageous to build on top of the existing code.

I'm no longer Leading the project, however, I will backup any contributed content and update the WorkLog. BlitzScript3D will be my final contribution to the project.

PPF is just engine and its a good starting point. It can power Operation 600 or any other FPS Game. Its a project that literally dying for participants.


wizzlefish(Posted 2005) [#3]
Well, my game isn't an engine at all - it is just a game.


Techlord(Posted 2005) [#4]
Well, my game isn't an engine at all - it is just a game.
If your using external media and data, your using a engine.

There is a formula: Engine+MediaData+LogicData=Game

If any component is missing you dont have a game.


wizzlefish(Posted 2005) [#5]
Hmmm....OK.....

Well, then I guess I've written the "meat and potatoes" of the engine. The only data my game has is level data, in the form of ".op" files, and config data, which are the options the user chooses. Other than that, I don't think I'll need a complex engine made especially for an FPS, as I've already written and/or designed it.


wizzlefish(Posted 2005) [#6]
So....do you think I'm ready to begin a community project? If not here, then I'll go somewhere else.


Techlord(Posted 2005) [#7]
complex engine made especially for an FPS
When your game is running at 5 frames/sec it shifts to COMPLEX mode instantly.

Trust me my friend, if you intend to have a game worthy of play, Portals, LOD, Single Surface Particle Systems, Timing, and simple AI, Pathfinding, and Physics will come into play.

Blitz Basic is powerful and relatively simple, but, writing a FPS with is not.


wizzlefish(Posted 2005) [#8]
Well, I did write an FPS - and it was fully functional - but then I noticed how unorganized it was, so I restarted it.


Gabriel(Posted 2005) [#9]
Trust me my friend, if you intend to have a game worthy of play, Portals, LOD, Single Surface Particle Systems, Timing, and simple AI, Pathfinding, and Physics will come into play.


Maybe we could just let him get a basic FPS going before we try to turn everything into a hideously complex and intimidating structure that brings everything to a crushing halt?


wizzlefish(Posted 2005) [#10]
OK - mods, you can delete this post. I guess I shouldn't start a community project.


Techlord(Posted 2005) [#11]
Opto,

For the reasons I've mentioned, is why a FPS is a good candidate for community project. That is, if your goal is to develop a game of at least Quake I caliber.

I didn't even mention shaders, ragdolls & complex physics, shadow and dynamic lights, and network. There are just too many aspects for one person to address alone.

But very few want to deal with complexities, which is why you see very few good quality FPS games made with Blitz.


Gabriel(Posted 2005) [#12]
But very few want to deal with complexities, which is why you see very few good quality FPS games made with Blitz.


Interesting. Do you have any insight as to why we see so many unfinished projects?


Techlord(Posted 2005) [#13]
Interesting. Do you have any insight as to why we see so many unfinished projects?
Actually, I do considering I've attempted to lead a Community Project on more than one occasion. When things got complex... folks lost interest. Its that simple.

I don't feel bad. With each attempt, I've learned something new, and bring back new code and ideas with me. I've coded or attempted to pratically every aspect of a modern day FPS and I can assure you there is nothing simple about them. They are complex and frustrating. But I give it a shot knowing that, in the end I learn something.


jfk EO-11110(Posted 2005) [#14]
Optomistic - don't give up so quickly. An FPS Community Project is a good idea, just know what you want and know who you may listen or better may not listen to.

Don't expect to make a competitor to the big engines on the market, unreal, doom etc. but making a simple engine is pretty easy, no matter what selfdeclared specialists say. I tell you this and I'm one of the very few blitzers who have made a working fps game engine, using blitz3d (you probably played one of the demos). The basic functionality isn't that hard, and additional features may be added later, and by the community.

Just make a decision to keep things simple: decide if it's gonna be single player with a mission goal and adventure-like tasks, or a Multiplayer game that can handle one or a few simple MP Modi like deathmatch, capture flag etc.

And simply don't give up easily.

BTW. I have made the very first Demo of my engine in less than one month.


N(Posted 2005) [#15]
*whistles*

You all know what I'm thinking.


GfK(Posted 2005) [#16]
Trust me my friend, if you intend to have a game worthy of play, Portals, LOD, Single Surface Particle Systems, Timing, and simple AI, Pathfinding, and Physics will come into play.


I didn't even mention shaders, ragdolls & complex physics, shadow and dynamic lights, and network.
Um.... gameplay not considered important, then?

The "king of vapourware" is talking out of his ass, as usual.


jfk EO-11110(Posted 2005) [#17]
Noel - no, please elaborate :P BTW. any news about the chars (remember the concept drawings)?


N(Posted 2005) [#18]
no, please elaborate :P


What I'm thinking would probably get me banned, as it contains numerous vulgar words and some insults you have never heard of. Of course, these are directed towards Frank 'n' all those others who start community projects.

any news about the chars


Oh right, forgot about those. Yeah, I got some base stuff done, just haven't installed 3DS on my new PC yet (it's one of those "awww, do I have to?" things).


Techlord(Posted 2005) [#19]
I'm entitled to share my opinion, just as you are. If you don't agree with my opinion, thats fine too. But, I have not intentionally offended anyone or directed insults. If you are offended by my theories, vapourware, concepts, contributions, or whatever then there is truly nothing I can do.

But, just let be known you wont stop me from sharing my views and opinions.


N(Posted 2005) [#20]
I don't have any intention of stopping you. But making you aware of any foolish decisions through subtle replies is definitely on my to-do list.


wizzlefish(Posted 2005) [#21]
The main focus of my game is to be fun, challenging - and somewhat "free-for-all," where you don't have to follow a SPECIFIC campaign line, but there are many ways to complete the game.

Somewhat like the gameplay mentioned in the book "Heir Apparent."

And jfk - thanks for the support. I want to lead this, although I just may have to start it on another forum. Maybe an official "Operation 600" forum or something.

If anyone wants to join me, just send me an e-mail. I want to make this happen.


wizzlefish(Posted 2005) [#22]
So....is anyone interested in this project?


fall_x(Posted 2005) [#23]
Optomistic,

I think you're a bit too, how shall I put this, enthousiastic about this. A bit too oooh-oooh-oooh-I-reaaalllyyy-wunt-2-lead-a-community-project-pretty-please :)
Not that it's a bad thing, but why do you think anyone would join you, except for the fact that you say that you think you're up to it? I'm not saying you're not, but maybe you should have something to show first, and maybe then people will be interested.

And what's with all the hate here? As far as I can tell, Frank Taylor is a pretty good programmer and he usually has some good points. So why is he being "flamed"?
Off course, I'm pretty new here, and I probably missed something in the past.


wizzlefish(Posted 2005) [#24]
OK.

Yeah - I'm always too enthusiastic. About everything.

I'll get a working demo up - although it's going to take a while, because I just started programming two days ago.


wizzlefish(Posted 2005) [#25]
Well - whether or not this is a community project - I've already made a model for it:


It's a keypad. Tell me what you think.

I modeled it, Mista P did the textures.


wizzlefish(Posted 2005) [#26]
Well, let's pretend I've already got a demo working.

Do you think I'd make a good team leader? I can piece things together - I can keep things under control. I really think I am able to start a community project.


wizzlefish(Posted 2005) [#27]
I'll try another forum.


fall_x(Posted 2005) [#28]
See, that's your problem... You think you're capable of doing it, which may be the case, but then you turn to us to tell you wheter you're capable or not. How should we know? Oh, and if you want an answer, you should wait longer than 2 hours for it.
If you really want to do this project, start doing it, and don't depend on others to tell you that you would do a good job or not, because we don't know. If you work on it, and you have something interesting to show, then maybe others will join you - if they have the time.

BTW, may I ask how old you are?


wizzlefish(Posted 2005) [#29]
I'm 12 - but God, I don't feel like it. :)

And I've already organized everything on my forum. If you're interested:
http://noenemies.proboards34.com/index.cgi?board=cproject


wizzlefish(Posted 2005) [#30]
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wizzlefish(Posted 2005) [#31]
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GfK(Posted 2005) [#32]
Please stop spamming. We get the picture.


wizzlefish(Posted 2005) [#33]
OK.


wizzlefish(Posted 2005) [#34]
OK, I have a question -
For a gun kick, should I hard code it by mathematics, etc, or would it be easier to make a hand model that held the gun and was animated?