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#Actualpsyhcopig

Posted 11 December 2012 - 01:30 AM

1. By far C++, as I see the application of learning or at least understanding it's basics can help me in more than just gaming, or just a solely in game creation. Though I'm flexible in this aspect as I feel most Coding application can be applied to most languages I'm willing to go where the Engine takes me, so long the engine does what I need.

2. Easy enough, I'll just have to find one I like, thanks for the link! I downloaded a random one but it freaked out not having other distro packages available or something.

3. So many Engines. It's hard to wrap my head around which one would be best. I'm not looking for high graphics power (As the PC I'm currently running has trouble if I Render 3D models too hard) but I'm definitely looking for simplicity, most of this comes from me wanting to flesh out in my mind what my actual combat / skill system will be like. I'm mostly interested in working with actual distances, attack ranges, damage, Health, anything related to combat and skill progression more than making the world (As the world is Waaaaaay to vast for me to even want to try and tackle without a fun core concept of gameplay). When I think of Engines I have a hard time defining what's better at what, and what's capable of what. Of course my first steps were googling what some of my favorite games use as their engines and take those games as example, but also fear the limitations... For example I love almost anything Bioware, and a handful of Iconic ones (Dynasty Warriors, Fable, Elder Scrolls) Problem is, 90% of the time they of course have an in-house built engine...Which is fine, but I can't seem to find a good comparison of actual mechanics, the coding is not what worries me, the limitation of 3D space is what worries me. I'd had to start to learn one Engine only to find out (Not that this would happen) that by some chance it doesn't allow for a jump function, or doesn't allow actions to be performed while a model is not on a surface. Edit: After going over several engines, Time of Day seems to be questionable, if due time I'd like the engine of choice to be able to support dynamic Time of day... Not sure if it's possible on an engine which doesn't natively support it to code it or not. I figure time of day would simply be a dynamic set of code working in the background not something that exactly has to be pre-installed, but a lot of engine seem to boast 'Time of Day System!'

4. Understandable. As for right now my concept is simple, just a learning experience.
1. Understand basic world generation, how to actually call a landscape, ground and boundaries.
2. Understand basic movement, generating an on-screen character, POV and Camera work.
3. Formulate a more complex backend to this basic world, starting with a UI, code to perform a simple attack skill by a keystroke.
4. How to call an enemy model, give the enemy model health, define how to determine a collison between the two as to form a 'Hit'
5. Generate a character sheet UI, the ability to gain XP or gain some method of advancement (Still undetermined, thus why I wish to play).
6. Have the ability to try out skills in a 3D space, see reasonable limitation and simply explore the possibilities based on my current concepts of progression and imagined gameplay.

Scenes and story are far, far in the future. If I can get this basic framework above, I'll move from there of actually building environment for this starting area, eventually craft a menu, and who knows if I run with this long enough maybe actually some a something which could coherently be considered a game. xD The passion and drive is there, and I have plans to set aside time for it, give it some dedication, I just needa concrete base that seems reachable. Of course in the world of code the world is incredibly vast to me. Though the basic outline really helped! I didn't think of needing a compiler (I always assumed there was some way to do this from within the game engine, or that the code was written within the engine)

#2psyhcopig

Posted 11 December 2012 - 01:08 AM

1. By far C++, as I see the application of learning or at least understanding it's basics can help me in more than just gaming, or just a solely in game creation. Though I'm flexible in this aspect as I feel most Coding application can be applied to most languages I'm willing to go where the Engine takes me, so long the engine does what I need.

2. Easy enough, I'll just have to find one I like, thanks for the link! I downloaded a random one but it freaked out not having other distro packages available or something.

3. So many Engines. It's hard to wrap my head around which one would be best. I'm not looking for high graphics power (As the PC I'm currently running has trouble if I Render 3D models too hard) but I'm definitely looking for simplicity, most of this comes from me wanting to flesh out in my mind what my actual combat / skill system will be like. I'm mostly interested in working with actual distances, attack ranges, damage, Health, anything related to combat and skill progression more than making the world (As the world is Waaaaaay to vast for me to even want to try and tackle without a fun core concept of gameplay). When I think of Engines I have a hard time defining what's better at what, and what's capable of what. Of course my first steps were googling what some of my favorite games use as their engines and take those games as example, but also fear the limitations... For example I love almost anything Bioware, and a handful of Iconic ones (Dynasty Warriors, Fable, Elder Scrolls) Problem is, 90% of the time they of course have an in-house built engine...Which is fine, but I can't seem to find a good comparison of actual mechanics, the coding is not what worries me, the limitation of 3D space is what worries me. I'd had to start to learn one Engine only to find out (Not that this would happen) that by some chance it doesn't allow for a jump function, or doesn't allow actions to be performed while a model is not on a surface.

4. Understandable. As for right now my concept is simple, just a learning experience.
1. Understand basic world generation, how to actually call a landscape, ground and boundaries.
2. Understand basic movement, generating an on-screen character, POV and Camera work.
3. Formulate a more complex backend to this basic world, starting with a UI, code to perform a simple attack skill by a keystroke.
4. How to call an enemy model, give the enemy model health, define how to determine a collison between the two as to form a 'Hit'
5. Generate a character sheet UI, the ability to gain XP or gain some method of advancement (Still undetermined, thus why I wish to play).
6. Have the ability to try out skills in a 3D space, see reasonable limitation and simply explore the possibilities based on my current concepts of progression and imagined gameplay.

Scenes and story are far, far in the future. If I can get this basic framework above, I'll move from there of actually building environment for this starting area, eventually craft a menu, and who knows if I run with this long enough maybe actually some a something which could coherently be considered a game. xD The passion and drive is there, and I have plans to set aside time for it, give it some dedication, I just needa concrete base that seems reachable. Of course in the world of code the world is incredibly vast to me. Though the basic outline really helped! I didn't think of needing a compiler (I always assumed there was some way to do this from within the game engine, or that the code was written within the engine)

#1psyhcopig

Posted 11 December 2012 - 12:04 AM

1. By far C++, as I see the application of learning or at least understanding it's basics can help me in more than just gaming, or just a solely in game creation.

2. Easy enough, I'll just have to find one I like, thanks for the link! I downloaded a random one but it freaked out not having other distro packages available or something.

3. So many Engines. It's hard to wrap my head around which one would be best. I'm not looking for high graphics power (As the PC I'm currently running has trouble if I Render 3D models too hard) but I'm definitely looking for simplicity, most of this comes from me wanting to flesh out in my mind what my actual combat / skill system will be like. I'm mostly interested in working with actual distances, attack ranges, damage, Health, anything related to combat and skill progression more than making the world (As the world is Waaaaaay to vast for me to even want to try and tackle without a fun core concept of gameplay). When I think of Engines I have a hard time defining what's better at what, and what's capable of what. Of course my first steps were googling what some of my favorite games use as their engines and take those games as example, but also fear the limitations... For example I love almost anything Bioware, and a handful of Iconic ones (Dynasty Warriors, Fable, Elder Scrolls) Problem is, 90% of the time they of course have an in-house built engine...Which is fine, but I can't seem to find a good comparison of actual mechanics, the coding is not what worries me, the limitation of 3D space is what worries me. I'd had to start to learn one Engine only to find out (Not that this would happen) that by some chance it doesn't allow for a jump function, or doesn't allow actions to be performed while a model is not on a surface.

4. Understandable. As for right now my concept is simple, just a learning experience.
1. Understand basic world generation, how to actually call a landscape, ground and boundaries.
2. Understand basic movement, generating an on-screen character, POV and Camera work.
3. Formulate a more complex backend to this basic world, starting with a UI, code to perform a simple attack skill by a keystroke.
4. How to call an enemy model, give the enemy model health, define how to determine a collison between the two as to form a 'Hit'
5. Generate a character sheet UI, the ability to gain XP or gain some method of advancement (Still undetermined, thus why I wish to play).
6. Have the ability to try out skills in a 3D space, see reasonable limitation and simply explore the possibilities based on my current concepts of progression and imagined gameplay.

Scenes and story are far, far in the future. If I can get this basic framework above, I'll move from there of actually building environment for this starting area, eventually craft a menu, and who knows if I run with this long enough maybe actually some a something which could coherently be considered a game. xD The passion and drive is there, and I have plans to set aside time for it, give it some dedication, I just needa concrete base that seems reachable. Of course in the world of code the world is incredibly vast to me. Though the basic outline really helped! I didn't think of needing a compiler (I always assumed there was some way to do this from within the game engine, or that the code was written within the engine)

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