The Dragon King, an innovative open world RPG

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42 comments, last by afakasisoljah@yahoo.com 11 years, 8 months ago
I'd also like to see more. I'm interested in a more in depth visual demonstration involving characters, structures and other objects. Is there any current limitation on how much damage something can take? Look's like you could make a really cool surgical simulation with this. This would also be really cool to see in a SAW like game. Every cut you make stays and can be effected by the previous cut.

I'm also curious if you're able to convert objects into granules. Say I modeled a statue. Is there any limitation to where an object can be damaged i.e: a sword strike leaves an impression or cut where it hit. And, is there any polygon budget that you have to adhere to?
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Aloha Stormynature. The game you are referring to was a failed attempt at developing a The Legend of Zelda fan game. There were several factors that contributed to its failure but the main reason was a lack of dedication. I created a team of DIY developers from around the net and we agreed to work together at no cost to make our game. It only lasted for a few months before the team disbanded. You may notice the characters from the fight scene look similar to certain Nintendo copyrighted characters, it is because they are assets that were created for the failed fan game. My company structure pulls its inspiration from the command hierarchy of a maritime vessel. The chain of command model found on board a maritime vessel allows us to create an ordered structure to easily manage our workload and development process. The only writing I have published is through local media, i.e. newspapers, community magazines, etc. I have quite a few short stories and several in depth articles about the state of my nation. I do appreciate the thorough review of both myself and my company. Let me know if you have any other questions.

@ FLeBlanc - I appreciate the review and I suppose the old adage "You get what you pay for" is quite relevant here. I totally agree that I would do well to have an elaborate and fully functioning demo, but until I can get more funding to continue development I will have to settle for what my own meager skills can accomplish. Honestly I don't think its that bad for being well outside my skill set.

@ Aerin - It will be slow going, but I will eventually update the demo with a more in depth demonstration and I will be sure to let you know when I do. The system itself has no inherent limitations in regards to the amount of damage a single object can take, but everything is based off of real world physics and consequences so there is a breaking point for most things. The scenario you describe is one of the selling points of this system. All models can be made granular regardless of polygon count and will become completely interactive upon conversion. This allows us to have truly destructible environments and characters that suffer real consequences based on our vital points life system.
In other news, I have just learned that a friend of mine will be joining the development team as a casual writer until we can secure more funding. He runs an online pen and paper Star Wars campaign that has been active for quite some time now. This is really exciting for me so I thought I would share it.
Andrew,

You know, what you're developing sounds really incredible. I'm not as excited about the game as I am about this system you're developing. Since it currently isn't an independent program, you're limited to using this in Blender, and the SPARK Particle Engine correct?

I don't see why funding is so necessary at the moment. In fact I would consider dropping the development of the game entirely, and start working as often as you can on this system. I'm sure you have things to tend to in daily life, but developing this system seems like something you should focus entirely on.

It would be spectacular to see it develop into it's own standalone program. You could even write support for other programs to use it, say, other game engines. You could even provide compatibility for other 3D applications. Autodesk Maya was built with C++, and Python. MEL script, or Maya Embedded Language simplifies commands in Maya and could be written to execute commands related to the application inside of Maya, or to even build plug-in based support allowing you to add to the UI. Of course, the people over at Blender.org would be just as grateful I'm sure.

I could see more people supporting this as a standalone program. Being able to integrate it into other game engines and 3d applications could make it very popular as well. I'd envision myself willing to support something like that. Something I would contribute money to, in fact, something I would buy all together. I would definitely think about working on this as hard as you can and push out as much demo material as possible. Get people excited that you're developing a new technology.

It's seriously something I would have so much fun with. It would make animation, and particle simulation a hell of a lot easier. Special effects can even be applied to a system like this. Without a massive impact to performance there's a lot I can see myself doing with something like this. At the moment I'm forced to cache all simulated particles so I can play them back smoothly to identify artifacts, and make changes. That's only in cases when a simulation requires more than a few million points, but what you're describing could very well become an essential tool for artists.

I think your Kickstarter should revolve solely around this system you're developing. However, I do think it's very early to start a Kickstarter. You should wait until you have a multitude on content to show.

I... I'm actually very excited about this system you're working on. I think, that even if, you don't make a game. If you worked on making this system into a standalone program, and didn't use Kickstarter and presented this as a product. It would sell. It would just require your time. Not all of it, but a bit of it each day.

Heck, I'm not a programmer. Is it content creation, and hiring extra programmers to work on this the reason behind needing funding? You can easily create something on your own or in small circles that won't incur any major costs. I'd help you create content just for the demonstration of the system you're developing. I wouldn't charge either.
Aloha Aerin. I appreciate the support and the words of wisdom. Allow me to briefly explain why we decided to launch this system as a video game. I have often thought it would be wise to develop it as a stand alone program and I can't tell you how many more hours I have spent thinking it over. In the end I always come to the conclusion that for this system to reach its maximum potential, work effectively as a stand alone program and remain competitive on a global market it needs more than just a revolutionary modeling and rendering method. We decided that in order for this system to have the desired effect on the industry, it needs an intuitive and equally interactive IDE that is easy to use for even the most inexperienced developer. This approach presented its own obstacles and each solution had one thing in common, video games. It didn't take us long to realize that video games provide the perfect avenue on which to launch this new technology and overcome a few hurdles that were in our way. There are still a few hurdles remaining and with a little more funding the system will be complete. It will then launch as a video game that includes the IDE and teaches you how to use it by playing the game. The games we develop all have this in common, they serve the secondary function of teaching the average player how to use the IDE and create their own content to use in their own adventures and share with the video game community. We believe this to be the most effective approach for instigating the change we feel the industry is longing for. I still intend to freely distribute this innovation, but in order for us as a company to endure the revolution that is sure to follow we need to assert our own ability with the system and establish ourselves as the benchmark for its capability.

I hope you don't take it personally, but I have to decline your offer to help us for free. I don't doubt your dedication or your skills, but as a matter of professional integrity I do not accept free work.
Hey Andrew,

I understand now. As I was reading with Euclideon, they are developing their technology to be used in game development, as well, potentially in other industries such as medicine. So I see why integrating this system into a game serves as one of the best possible ways to demonstrate it's capabilities. Something anyone can use for learning or entertainment. So, I think you're right. I still stand by my earlier post though without regard to dropping the game, that it should be standalone. Perhaps this is a course you can take after the game's completion? Honestly, what you've shown makes me jump up in excitement.

No worries, I don't take your decline personally. In fact it's great to hear you're intent on not accepting free work. Maybe it will urge some people to work on building their portfolios if they're interested in working with you. It may even help people generate some kind of income. Creating jobs... I like that. Do you accept paid freelance work? I understand this is better suited for the Help Wanted class field. However I'm just curious.

Well, I have your website, Kickstarter, and this page bookmarked. I'm following it so I eagerly await new updates.

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