Posted by Dwarf King
on 14 September 2014 - 10:14 AM
With no sight of income you will have to show exceptional leadership and spokesman-ship in order to keep the team together.
You will be the problem solver, the middle man, the glue and you also have the job of telling the team who important they all are and why the whole Clock will break if one person(wheel) breaks off or stop.
Look up social engineering and management on the net.
Also you need to read about Mintzberg's roles in companies:
Also google mintzberg model and look at the picture.
A leader needs to make people in the organization get over their controversies. If a conflict among group members become too big then you might wanna split them up in lesser groups and act as the middle communication link. Some skilled people simply just do not get along. In order to save a project from the sure death you might wanna choose such a solution.
In other situations taking the whole group out to drink and shake them together in the same bag so to say and hold a speech about how strong the team is when working together toward the same goal(making the game) might be a good start on a beautiful teamwork.
In some very rare cases where a person is completely out of reach when common sense is applied one will have to get rid of a person.
No art no game. No tool(game engine etc.)
no events, no story or script no sense of entertainment(sometimes).
No game player programmer no sense of advancement.
It is your job to fully communicate those fact out to the group. You as the organizer hold the future of the whole project in your hand. You have to say the right things to make people feel the right way and respect each other. That becomes even more important when a conflict pops up. Make the team into a part of their identity and make them feel like a part of the project.
If you cannot do this then you will see other in the group step up to do this(natural leaders) or the whole group project fall apart.
And yes, you can easily make a game which looks like a AAA game with relative amount of ease. In fact a couple of years ago I saw someone's game level which was on par with Far Cry 3 (They are partnered with Garage Games). The effects where stunning, and it did look good. . . . . Until you moved, the level ran between 4 and 12 frames per second on mid range machines (i5 6GB ram 2GB graphics card (unsure of the specific specs)). Adding any medium-high poly model to the level kills frame rate, and lighting/water effects only makes it worse.
Torque 3D is a fine engine if you understand what you are dealing with. It has its limitations. You will not be able to throw hundreds of particle effects into a level and still use tons of high polygon numbered 3D art and keep huge view distances. Yeah it looks good but hardly makes it playable. Low polygon models and the illusion of being in a huge world can be done(valleys, skyboxes, blocking view etc.). Triggers to spawn AI and trigger particles and effects is the way to go.
Unreal 4 is a fine piece of tech as well. But if you take the elemental demo and run it on a pretty good machine you will understand that games with such effects will demand some real killer machines. I ran that demo on my Alienware m17x R2 machine and it had some lags now and then ;)
Unreal 4 and Unity I have not used much with multi player.
Many scripted events
All three mention engines are fine here. Unreal 4 comes with the Blueprint system that is a visual scripting system. You can make your own blueprints with C++.
Nice special effects, such as "out-of-this-world explosions", etc.
Well that Unreal 4 can do but you have to tweak the particle system to your will. Torque 3D has a commercial plugin called AFX 2.0(http://www.garagegames.com/products/afx-2.0-torque3d) that gives you a whole new Torque 3D RPG engine with tons of already done special effects that you easily can twist(you work with datablocks and Torque Script). For example you can change the color of the zodiac art(circles with symbols etc.) for a spell in Gimp or Photoshop and twist range, animations etc and then you have new spells.
Of course I am kind of biased as I have been using Torque tech more or less full time
The community is utterly strong you can always find a solution to an issue on the website. Torque Script is still used and most solutions from years back can with few twist be implemented in your own game.
Torque 3D has some drawbacks:
Not yet multi platform but it can more or less run on Linux now and Mac people are working on
DX9 support only but DX11 is on its way
65 K polygon import limits(Collada) for models...
No fbx support...
Many people like to hate the engine...
It is no longer supported by Garage Games as such. The community nurse and develop the engine(the Steering community)... okay hardly a drawback as the engine has seen a huge boost in stability and bug fixing since I started use Torque 3D 1.2 back then.
Some positive pros:
MIT license(without plugins.. Clean engine)... Free to use it in any way
Access to all the source code(if you need that, some don't)
A fine simple C like scripting language
Many awesome plugins and powerful techs you can implement or use external
Techs? What techs?
AFX-2.0 explosions and storms here and now!
UAIK, click drop and you got evil enemies or allies round you.
PureLight(a little like Beast in Unity)... kind of expensive, awesome prebaked light. Dynamic lighting can then be used less and better fps performance is then seen when making killer awesome good looking levels/zones/areas.
Embed HTML menus in your game? T3D Awesomium Search youtube for it
You do not need to use 3ds Max, Blender will do fine for modelling and the export to Collada
Now then I can sleep well. I feel that with my post Torque tech in the 21st century has gotten a fair review and as such cons and pros of this tech has been presented to all who read this thread. Oh and as a side note I no longer develop in Torque 3D since a few weeks ago my company has moved to another platform. So I am no fan boy. I simply just feel that the truth should be told about Torque tech.
Torque 3D is a fine engine if you know its limitations and capabilities and you find them to fit your needs
If you want to see with your own eyes then this will amaze you:
Okay now you surf those sites and built the system. You then have a good idea about the price. I have used an Alienware m17x r2(old system with i7 m620 cpu, 5970 ati 1 gig ram card, 6 gigs of ram and two hard disks) system for like 5 years now and it works very well with most stuff.
I still like my desktop(a no name home built) better as you get a better hardware profile for the cash, Also working long time on a laptop is not good for the shoulders and the back.
In my legally naive phase of game development I was grabbing everything I wanted, and I grew attached to some of it, and I dread having to replace it all.
Never do that. Also on the Open game art site you can ask the artist by posting under the art before using it. You also have several licensees to choose among.
On last thing. Each time you download some art then you take a screenshot of the page, open up a notepad plug in the url and a copy of the licensee it is published under. Then you have something to show your lawyer IF you ever need to go to court. However my experience with Opengameart is that many people there are very fair and honestly.
For a huge bunch of free texture with a very clear license you also have the option of:
that site is cramped with textures. It is published under the CC BY 3.0 except that the sites owner writes that credit is not required
"The stock textures, texture packs, brush packs, and any other resources available for download on this site are completely free and may be used in commercial or non-commercial applications. Credit to texturemate for use of available textures or brushes is appreciated, but not required."
Also bear in mind that:
"The only exception is that they cannot be redistributed commercially in their unedited form. These textures cannot be re-packaged and resold without significant modifications to their appearance. Brush packs may be used to create unique images in Gimp or Adobe Photoshop, but they cannot be redistributed without being significantly edited."
if you can agree to that then you have access to some very nice texture packs and the site's collection keeps on increasing.
The trick is to keep you back safe by keeping some visual proof and then only use websites with clear licensees that are clearly written.
Here you MUST credit the icon designer and the website.
There you go, free icons, texture and art all under the legal public licensees in all shapes and forms but take screenshots and credit where credit should be done and ask where ask should be done. That way you show the designers and artists the proper respect for their hard work
And if you can afford it then donate some for these great websites(it cost some to host all these resources).
Why? I already have one. Actually I think you did not understand my post very well. Lol
I've worked with a few people without degrees: someone needs to answer the phone at the front desk and someone needs to be on-call in the IT department.
Well with that attitude I would not dare put you into a team. It would look fun if the lead programmer had to hear that he did not have a degree all the time from you. What a mess hearing you telling him to pick up phones. Lol
Would you think about ApochPiQlike that? I mean he is a very smart person without a degree(or at least when he started). He knows a lot about network programming too and currently making his own language. What a waste making him pick up the phones only Lol
Sorry guys but you are so wrong about this degree only thing. Sure they are fine. But by no way the only road. Be more open minded.
So only people with degrees in CS and Engineering can succeed in the Game development/software business?
Somehow I do not believe in that. I have outsourced plenty of jobs to people with no degrees. Some of the best Scripters/coders I have seen and worked with had degrees in liberal art or just high school or were drop outs. I look at the actual skills and not the paper. Sorry if that offend some, but being able to make stuff will be the must important factor for me.
Some of the best of the best engine developers I have seen or worked with did not hold CS degrees or any engineering degrees(granted thay have read the same books or similar along the process in becoming so good) and quite a few did get head hunted by small firms later on. This sites hostility against creative resourceful strong people who know how to learn by themselves without paying expensive fees for universities really surprise me. Also it does not matter much as those kind of people will succeed no matter what as talent is talent. The rest is pure words. Also please bear in mind that not all people like to work in big companies as they feel that can grow in skills in the small companies.
Degrees are good but not the answer for all people. For me I found out the many of the CS classes I took did only merely scratch the surface of what I should learn to develop games or software. I got schooled hard by the very good open source society(games and software) and many of my simple CS theories about algorithms and workflow quickly turned out to become not so useful, however still valid(here I recommend Jonathan Blows talk at UCLA and pay attention to his talk about http://the-witness.net/news/2011/06/how-to-program-independent-games/). Please pay attention around 23:00 minutes. I think the most important thing I learned from the game industry so far is, do not reinvent the wheel and keep on learning new stuff from the old veterans out there even though they do not hold the relevant degree and are self taught.
The old guard of developers are really full of knowledge and skill. That is hard to come by in a CS department ;) Sorry if my post about reality offends some but someone had to speak out so I did it.
To the OP I say pick one you like if you can find the time and money to spend on it, but remember those degrees only teach you a small fraction of what you need to know out there. Keep on learning and keep the passion alive and do not judge people on a piece of paper alone but on their actual skills and personality
Actually the whole Torque 2D engine is under MIT and might be worth a look for you. Also I am not a super user of Torque 2D but I know from experience that the community is friendly. The engine is free and you can convert it if needed(you get all the source code also for free).
At least I gave you another option if needed and all for free
Posted by Dwarf King
on 27 December 2013 - 05:14 AM
Just fyi, if any part of a codebase uses GPL, the entire codebase must be licensed under GPL or equivalent. This means, if you use GPL code in a library, game, or engine, you don't have a choice of whether it's opensource or not: It is legally required to be opensource by the license.
And that is why MIT license is the King of all licensees
Posted by Dwarf King
on 22 December 2013 - 07:38 AM
Torque 3D, like any game engine, is mostly what you make of it. For a learning system, absolutely nothing wrong with investing a year or two with it. Some commercially sold games have been made with it and continue to be made, which supports what I am saying.
plus one for that one. I use Torque 3D every day and I find that it does the job just fine.
Some very talented people work on upgrading the engine to DX11 and Linux and the progress is looking very promising for Linux at the moment. Dig into the forums and you shall see a very active and alive open source community. In fact I find the community to be a real gem of the indie world.
By using Torque 3D MIT one will learn a lot about how games are made. You cannot lose anything else than your time by using this engine.
Posted by Dwarf King
on 06 December 2013 - 08:43 AM
I cant think of any programs to make that would help me develop my data structures and low level machine basics. Do you guys suggest any programs i try to build from scratch that would help me get a grasp on it?
May I suggest that you read "Data structures for game programmers by Penton". It is excellent for introducing you to how data structures works in game related programming. It also assume that you are a beginner with only a little programming experience. I actually find that book to be one of the gems among game programming books.
When you have read that book you can consider other stuff. Start small and simple. Start with that book and then you will be more clear afterwards.