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Member Since 14 Apr 2002
Offline Last Active Dec 11 2012 03:55 PM

Topics I've Started

How much will creating cutscene videos cost, and other stuff (details inside)

02 December 2012 - 09:11 PM

Before we start, I'd like to direct your attention to the game that I'm working on: http://www.desura.com/games/beyond-beyaan. There's a demo that you can download. My game development blog is here.

I'm reaching the point where I need to make the game more "lively" with some cutscenes. I hope to start a kickstarter soon, but before that, I need to know how much stuff will cost before I set a funding goal.

Now, how much will doing an intro like Master of Orion will cost? To clarify, a short video of 3D models and some particle effects, very simple animation of 3D models (such as missile rack extending out of a ship, or something similar). The intro video as example. I want the video to be at least this detailed, but just the space combat part, without showing the pilots. It'd be more of big ships shooting at each other and dying. Maybe about 2 minutes or so long.

I also want to offer a "High Definition" version of my game (I will offer the option to use either the Pixel Definition or High Definition) where planet backgrounds, ships, races, etc are pre-rendered (just images, no animations). There are some people who didn't like the pixel art, and while pixel art has its charm and is cheap, I agree that there should be an option for pre-rendered beauty. Each race have three expressions, and 31 ships, 6 different sizes. Basically, converting all of the art assets that I have into pre-rendered artwork. How much will that cost? You can download the demo and take a look at the race images and other artwork. All artwork will be of the same size (so a planet background for example is 800x600)

How to determine if a line is fully contained inside a group of circles

16 May 2012 - 05:50 PM

For my 4X game, I'm considering switching over from a grid-based system to a star-to-star movement (basically a node-based system where every node is connected to another node), similar to Master of Orion 1/2. One aspect of this is that I will introduce "Supply Range" which restricts where your ships can go. Each owned system have its own supply range. So the problem is now broken down to this:

Each node has a circle with radius of s (supply range)
When moving from a node to another, the line between the two nodes must be fully contained by circles. (X1,Y1 is starting position, X2, Y2 is destination)
If the line is not fully contained, the route is invalid.

Here's two examples:
Two star systems on the opposite sides of galaxy are owned by the player, but no stars in middle are owned, so the player can't send his ships directly from one node to another.
One fleet is moving from one star system to an unexplored star system that is within range, so the route is valid.

I tried looking this up, but was unable to find any resources. Maybe I'm looking with wrong search terms.

I think I do have an idea of how to do this:

Find intersection points along the line where it intersects with circles, and call them l1, l2, l3,...
For each lx, lx+1, check to see if both points is within any circle, if so, remove from list.
If list is empty after processing, then the line is fully contained.
If list have at least one segment remaining, then the line is not fully contained.

Is this a good approach to this problem? Any pitfalls I missed?

Success and gratitude

05 April 2012 - 03:15 PM

I couldn't think of a good title for the thread, so I just summed up the post in it :)

A long time ago, I started played Master of Orion, and that game inspired me to make games. Actually, what I always wanted was to create my own Master of Orion game. After years of not knowing what is required to make a game, I finally registered for "Computer Science" class at my high school. I didn't know what it was about, but I knew I liked computers. This class introduced me to programming, and I realized that this is how games were made. I had absolutely no idea what programming was, or even the name of the act of creating a computer program (I'm deaf, so English was actually my second language, so that explains part of the reason :) )

But once I discovered the joy of programming, I was hooked, but alas, the high school class only taught programming using C++ and Command Prompt. Our final assignment was to create a simple game, and I managed to create a simple pac-man clone in DOS. But where to learn windows programming, especially 2D/3D game programming? I'm not sure how, but my parents found "Tricks of Windows Game Programming Gurus" and gave it to me as a Christmas present.

That opened up the game programming for me, but I struggled with simple concepts such as moving sprites over time, acceleration/velocity, etc. At the end of the book, there was a list of useful links, and one of them was "www.gamedev.net". That's when I really started learning, and learning how to learn.

Fast forward to now. I'm now a professional developer, working on my own Master of Orion game in my free time. Desura has just accepted my game for alpha funding, so I guess I'm an official indie developer now :D

The high school class and the book was just enough for me to find what I really need for game developing, and that was gamedev.net. Without you guys, all of this won't be possible. I've made the classic noob mistakes in my early days here. But with your answers and advice, I matured and gained experience. I wanted to say thank you for those who've helped me attain my lifelong dream.

Without you all, I probably would still be programming DOS games. Again, thanks for all of your help over the time! It wasn't an easy journey, but it was well worth it! Anyone else have success because they found this website?

Pathfinding in non-grid-based 2D environment

19 March 2012 - 10:52 AM

I've been doing a lot of research, but I think I'm looking in the wrong places. I'm working on a 4X TBS space game, and am now working on the space combat part.

In the space combat, all objects are squares, and don't rotate (although the sprite may rotate, their physical properties are always squares that are parallel to X/Y axis. The objects in combat can be of different sizes. There are no grid, other than the normal pixel X/Y positions.

I've looked at Navigation Meshes and Graphs, but I can't find algorithms for dynamically generating them, and I think there must be a simpler approach to this problem since all objects are squares.

There are two parts to this problem, creating a "navigable" map for the pathfinding algorithm, and the pathfinding algorithm. I'm very familiar with A*, having implemented it for the galaxy map, but I'm unsure if it's applicable in this situation. I guess it depends on how the "navigable" map is generated?

Looking for a name of this visual effect

16 February 2012 - 11:43 AM

Alright, I know what the effect I want, but I don't know the name of it. It's where a line slowly moves in a vertical direction, making that part of the image a bit distorted. You can see it in Borderlands' menu and Cholo game (it's an obscure robot controlling game, an image is found here, the line I'm talking about is in middle of the screen, moving downwards).

Basically what I want to create is an effect where that line moves the pixels right a bit, the pixels are moved more the closer they are to the line. I tried looking for the name of this effect, but the closest I can find is "scan lines" which isn't the same thing. Do anyone know what I'm talking about?

I want this effect for my 4X game, for the diplomacy screen, to simulate that it's a projection.

I'm also working on space combat part, and I was wondering if there's a website with different shader applications (I already know about facewound) that I can look at to get ideas for special ship effects? Thanks!