This topic is dedicated to:
-Game coding
-Scripting
-Technical Issues
-Mechanical Design
-HUD & Menu Design
Posted 22 January 2013 - 03:41 PM
This topic is dedicated to:
-Game coding
-Scripting
-Technical Issues
-Mechanical Design
-HUD & Menu Design
Posted 22 January 2013 - 10:50 PM
This is the part I'm most concerned about... who will actually be doing programming? Might as well shot down the project now if no one is willing.
Posted 22 January 2013 - 10:58 PM
Surely more like who is able? Seems like they'll be the designated drivers considering not many people can do it. Since this is using Unity as well right? How much programming is necessary? Can others simply use the program itself to create the more front end stuff while the coding chimponaut does the difficult and unappreciated stuff.
Posted 22 January 2013 - 11:32 PM
We could put down a list of who is capable of programming a game over here... Then see who will take the lead on it I suppose?
It'd be quite interesting to hear who is actually able to do something like that
I for one am able to program, but currently don't have the time... So only if I'm the only option will i consider being the "main man" on this project programming wise...
Posted 22 January 2013 - 11:43 PM
Luckily Unity3d isn't the worst of engines to work with, most of the classes are already done and you can in theory avoid a lot of entropy just by that.
Once you have a code that works well for vehicles, you've done half the job.
"I give you private information on corporations for free and I'm a villain. Mark Zuckerberg gives your private information to corporations for money and he's 'Man of the Year.'" - Assange
Posted 23 January 2013 - 08:50 AM
Luckily its quite modular, so if people prototype stuff its easy to integrate.
We should probably set up a github repository or something akin to it. Maybe we can manage with a dropbox account.
"I give you private information on corporations for free and I'm a villain. Mark Zuckerberg gives your private information to corporations for money and he's 'Man of the Year.'" - Assange
Posted 23 January 2013 - 10:44 AM
Well, I know ziltch about Unity, so I'll just assume everyone but me knows what's best for the programming.
Posted 23 January 2013 - 03:08 PM
Ask DIGI for his project's code.
It's worth a shot.
Break dancing into the hearts of millions
Posted 23 January 2013 - 11:49 PM
I'd rather ask if Digi would like to join up and sketch out some code here and there with us. But I've not heard from him in a while, and I'd hate to contact him just to try and steal him away from his own projects to ours. Still, can't hurt to ask.
"I give you private information on corporations for free and I'm a villain. Mark Zuckerberg gives your private information to corporations for money and he's 'Man of the Year.'" - Assange
Posted 24 January 2013 - 05:51 PM
I don't exactly have time to fully commit, but I'm generally around to answer questions/provide suggestions as I know my way around Unity quite well now.
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
Posted 24 January 2013 - 06:09 PM
Well you can do a few small programming projects, Nerty. It'll get you in the credits, at least.
I'd rather ask if Digi would like to join up and sketch out some code here and there with us. But I've not heard from him in a while, and I'd hate to contact him just to try and steal him away from his own projects to ours. Still, can't hurt to ask.
I'll as the Dig Mistro. We're like the best of friends.
Posted 25 January 2013 - 06:28 PM
Yeah. It shouldn't be that hard. Unity provides examples about racing games: http://u3d.as/conten...ar-tutorial/1qU
Maybe we should start with the reverse engineering of this "asset"...
Maybe it's quite too realistic for what we need/want, but at least it's a start.
Posted 25 January 2013 - 11:05 PM
Well you can do a few small programming projects, Nerty. It'll get you in the credits, at least.
I'd rather ask if Digi would like to join up and sketch out some code here and there with us. But I've not heard from him in a while, and I'd hate to contact him just to try and steal him away from his own projects to ours. Still, can't hurt to ask.
I'll as the Dig Mistro. We're like the best of friends.
HAhaah...
I'm on good terms with pretty much everyone and yea, i'd be happy to help and pitch in, don't be afraid, i mean even if its something small... jut give me a shout or let Radspakr know, he can boop me on Facebook
i do have my own projects but im normally scratching my head on something that i have time to help out in other area's
RIP 2323
Posted 25 January 2013 - 11:06 PM
Yeah. It shouldn't be that hard. Unity provides examples about racing games: http://u3d.as/conten...ar-tutorial/1qU
Maybe we should start with the reverse engineering of this "asset"...
Maybe it's quite too realistic for what we need/want, but at least it's a start.
that project is sorta good, and you dont need to 'reverse' engineer it, it comes with a tutorial to MAKE that...
that project has some issues tho, specially the wheel colliders are glitchy and can be unstable at times, so they are a use with caution thing
RIP 2323
Posted 26 January 2013 - 12:34 AM
Yeah, I saw there were other types of colliders around that costs cash, so I guess there are better options. But I guess increasing the iterations is a good start for prototyping.
"I give you private information on corporations for free and I'm a villain. Mark Zuckerberg gives your private information to corporations for money and he's 'Man of the Year.'" - Assange
Posted 26 January 2013 - 02:52 AM
if we had the interest, we could sit down and do a skype conference, we'd be able to talk and discuss things alot faster, down side is our time zones/work etc
RIP 2323
Posted 26 January 2013 - 02:59 AM
as for the vehicle setup, since your cart style is simular to mine, basically you have a base game object, with a default size rigid body square (shaped to a rectangle) then just below it a smaller one as a 'foot' and this is a trigger ( no rigid body) and basically it works like this,
if 'foot' is colliding with "ground/Jump/etc" (skipping other objects such as water) and "acceleration key" is pressed, then move
as for moving, theres a few things to look at, the traditional way is to translate the object, however that can cause clipping issues, essentially translating the object through the ground, personally i preffer to 'apply force to local' and have it when the play wants to stop increase the drag
some logic will have to be involved to determin when and if the play can stop, reason being if you set the drag too 0.9 while they are flying/falling, you'd have issues
and the list goes on
shall i continue?
RIP 2323
Posted 26 January 2013 - 10:22 AM
Concept for the hud, simple and effective for mobile platforms
for blade racer, but for you guys too maybe?
[attachment=31861:Concept.jpg]
RIP 2323
Posted 26 January 2013 - 11:16 AM
That's not terrible. Whatever we make it, it should be small, or virtually displayed on the characters.
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