Help with Indie Space/Ground Sci-Fi game???
Hello, I am making a standalone space and ground game. Starting with ground. It will be more indie with hints of some Star Trek influence but I would like to bring a lot of more characters, scenes, and etc. Like I said I made the stand alone client and could use programming assistance. The link to the current interface http://imgur.com/a/JJkxP Above all, I am seeking any graphic and/or conceptual artist, writer, someone experience with producing a game, or music artist whoever would like to contribute.
As to everything, if anyone wants to help me develop it while I can focus back on the procedural expect. I welcome any additional developer and hopefully present Urho3D and provide a gaming experience. Aka. A game for now. Procedural, as in a pocket No Mans Sky.
Some areas I can see is more in depth, character display, ghost mode save and load, NPC(with varied AI), content like some starbases and ground map, object interaction, inventory attachment systems, vehicles, armor, guns etc and above all exploration objections with a bunch of surprise.
This is my call out to develop it full speed. My email is cgprojectsfx@gmail.com
Vivienne Anthony Also, I created assets already if someone like to focus on textures.
What programming Language do you use?
It is supposed to be a 3D game where you can run around?
Hello,
I am using C/C++. I'm using http://urho3d.github.io/ the Urho3D engine with some added components. I'm making one game for a desktop but will offset a smaller version some variation for android/ios/and web interface for quicker development. Since, it's not Unity. I've worked on both a client, server, server client and editor.
I would like to get a full development team contributor or full co-developer.
Vivienne
Destop definitely 3D but the other environment 2Dand/or 3D.
I'm doing a sci fi game as well, this looks pretty good the interface, you gotten more further than what I got with using a 3d engine, All I got was this far with my project tozan35.weebly.com using unreal udk engine because most of my game is all just written out in basic windows script, so I'm doing two versions of the game. windows script version which is all turn-based, and 3d version in unreal or unity engine.
Ah. Cool. The smaller version of the link that I'm doing is going be more straight forward. I'm working on the coding but the gameplay is simplier more tablet friend and web interface. If you are anyone is interested I can discuss it with them. As I am currently carving out some of the concept as to characters creating the story and dialogue to follow.
I already done quite a bit of the dialog storylines to the game. That's one of the advantges of writing it out in a simple script form first before sticking it into a 3d engine because then I can see the whole game idea all laid out before me before I start work on building it up in the 3d engine. Because the way the 3d game engines are set up its not easy to try to code the game into them and takes along time to wire it up. There needs to be a more simple user interface instead of one being bogged down with so much wiring.
Yeah the dialog for my game is all truncated at the moment, but I will fix it, it will take me a couple of hours to fix the text (because I have thousands of lines of dialog)
I just come across a gme engine called 3d rad. Free for commercial and non commercial uses, looks promising, but dosen't look like an AAA engine, but looks more budget title or indy based, but does it have a dialog system?
I agree. 3D is nice but hard to do from scratch where a good concept story is at least needed.
Well I managed to get the Text Announcements working in Unreal, but it won't suit what I'm trying to do as it put the text all in the middle of the screen, not on the top or the bottom of the screen.
And I found out that I can't import my models out of unreal 3 into unreal 4 without losing all the textures and I can't go back and download the 3d model again to get the textures because my credits have run out on that site that had the model avaliable for download with the textures so I can't re-download the model.... Its just one headache after another with these game engines. Because I can't export the model out into fbx format from unreal 3 without losing all the textures off if I do, and its the texture files I needed to texture the model but anyway Unreal 4 has caused me alot of big trouble because they don't allow any importing of any assets from unreal 3 into unreal 4. so I can't even export my ocean shader, or the other assets I imported.
Hope you been able to fix some of the import and export problems. I'm stuck taking a break working making base database to server code. I'm currently waiting for a developer to finish a project so he can help me take what i done to make the smaller game.
The biggest problem I see with the 3d game engines is that they are difficult to set up and take along time to get something all wired up in them because the game engines themselves have been all set up wrong to do 3d construction the hard way. If the interface of the engine is all confusing like Blender with all its 3d modeling jargon and you need to have a A grade in 3 modeling to unerstand what its saying, just switch over to a user friendly to a simple english one. How hard is that, just put in the option in the game engine to switch over to a more user friendly interface if you don't understand all the 3d professional modeling jargon in the default interface? There should be an option,
"TURN OFF all silly programming jargon, switch over to simple plain english." So you have a simple english interface for english users who don't know 3d and also for the advanced users who know 3d.
Unreal 4 has been set up as a bunch of DLC's marketing components now. You get the game engine, stripped of most of its game resources, but if you want the libraries and templates and resources to build things up in the engine quickly then you forced to have to download all these individual DLC's from the market place which you have to pay out money for. So you're paying out more money now for getting these little DLC's components than you were paying out for the unreal engine when it used to be under the subscription fees. So Epic Games has gone all DLC with Unreal 4 engine.
Almost as bad as those games that pop up that dirty little screen right in the middle of play saying, if you want to see more of of this level or game area, or if you want to get this armor or weapon or new clothes, please pay $$ at the marketplace to download the component. blabla. You've just paid for the game, but now you're paying also for its individual DLC components, so you not paying for a whole complete game anymore. but paying for levels or stuff as you go.
I check it out. I tried Unity and couldn't get it to run and since I knew programming was going be needed. I said screw it and made my own thing.
Unity has also gone the same way as Epic has its own DLC marketing place as well now. Instead of fixing up the user interface communication problems to make their engines more easier and efficient to use, they decided to also go DLC. I don't particularly like DLC. because you're paying for the DLC now than you are for the engine. So now its not Build all your level now and pay later, its Bulid along as you pay.