Fire Front - Rise from the ashes
Posted 06 March 2008 - 12:16 AM
I was firstly looking into different games to mould into this type of game but the final conclusion is to use an open source game engine. I have had a look at the different ones available on DevMaster.net according to overall functionality and have chosen 3D game Studio.
The attached document is a basic overview i have written in the past 3 weeks, bear in mind none of it is set in concrete just yet. The storyline is almost finished but there is couple of paragraphs missing at the end so it doesn't connect efficiently just yet. All of the features mentioned in this document will be implemented if conventionally possible with in the bounds of the chosen engine.
Posted 06 March 2008 - 11:30 PM
Also enclosed in the attachments is the first model ill be using to get the pre-alpha up and running. Its a tank chassis ready for texturing.
Edited by Dregan, 07 March 2008 - 07:56 AM.
Posted 08 March 2008 - 03:21 AM
One thought on the chassis though; it doesn't seem like a usable design. I think the game would have a much better feel to it if the designs were kept realistic. If you take the time to plan out the little details you can then feed information back to the player to help immerse them in your enviroment. Why I say this designs poor is theres no connection from chassis to the drive wheels (typically front or back, the other being an idler), thus drive would have to be on a middle wheel which would just be useless given the track setup; you want as much track contact on the drive as possible. The tracks are also only connected to the chassis on wings far back, which would mess up balance and structual strength if there was any great weight before this, and with the engine between the wings the turret would have to be pushed further forward and mess up this weight distrobution. The front being flat just makes it the easiest point to penetrate, wheras most AFV's have the fronts as the strongest point, and the way it juts at the bottom means it will probably get easily bashed and stuck on an uneven battlefield. Theres also no clear stop where the driver would sit, unless the slope above the flat face is where the viewports are, in which case he's at the very front next to the weakest point and couldn't possibly sit down without getting his legs amputated.
Now, thats a lot of pedantic drivel, but my point is, if you're able to justify your designs, and explain them and some backstory/design notes when the player come to choose them, you'll do better in immersing them.
World Domination Status: ▾2.7%
Posted 04 October 2008 - 01:17 AM
Edited by Dregan, 04 October 2008 - 01:17 AM.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users