What to continue with?
hey guys.
i'm now nearly finished with my game environment.
-sky
-day/night cycle (although the sun is giving me headaches)
-terrain with different lods
-rotating skybox
this is what i've done so far. but i'm not shure what i should do now.
what i want to do is a remake of the old Super Smash Brothers on the N64, with better graphics and newer characters, but the same fun :)
perhaps you can tell me what thing is should do next?
level ( class to load a level, different objects in a level etc... )
characters ( well, animation system etc... model format blaaa... ^^ )
or something else?
PS: if you want screens, they're here
I'd start with setting up the level loading and getting basic objects in the game. A way to create and save maps would be even better to do next (i.e. a 3D map editor), but isn't required at this stage. Then once you have basic objects loaded, move onto the models and animation stuff.
thanks for the advice, i shall start then with my level loading class. there's a lot of work to do ^^
good chance to try out my new scripting engine, i hope it works.
*edit*
after a short reflection, i think my own scripting engine is not good enough for an entire level structure to save. what format would you use to store information?
my level would need such things as:
modelname
position
rotation
scale
etc...
but for several objects.
if xml is the best for this, wich parser would you suggest? there are tons out there, but i haven't worked with any of them.
good chance to try out my new scripting engine, i hope it works.
*edit*
after a short reflection, i think my own scripting engine is not good enough for an entire level structure to save. what format would you use to store information?
my level would need such things as:
modelname
position
rotation
scale
etc...
but for several objects.
if xml is the best for this, wich parser would you suggest? there are tons out there, but i haven't worked with any of them.
It depends which language you are using. If you are using the .NET framework, then you can use the built-in XML handling classes, which make it very easy to use XML.
i'm using c++ in msvc 2005.
do you know any other particular parser library for c++? when i search for it in google, i get tons of librarys to parse xml files and everyone states to be the best ^^
this would help me alot, since i don't need to try and error each lib ^^
*edit* i tested the first lib. it's not worth the download. the examples have errors and it won't even compile...
there isn't much to say about it. i followed the tutorial blub and all i get are linking errors ( and yes, i DID include the libs to the project )
you would really help me if you could post any library that you had luck with.
[Edited by - SiS-Shadowman on May 29, 2006 12:15:55 AM]
do you know any other particular parser library for c++? when i search for it in google, i get tons of librarys to parse xml files and everyone states to be the best ^^
this would help me alot, since i don't need to try and error each lib ^^
*edit* i tested the first lib. it's not worth the download. the examples have errors and it won't even compile...
there isn't much to say about it. i followed the tutorial blub and all i get are linking errors ( and yes, i DID include the libs to the project )
you would really help me if you could post any library that you had luck with.
[Edited by - SiS-Shadowman on May 29, 2006 12:15:55 AM]
I also use TinyXML, though I wonder why you produced an engine with a day/night cycle before determining what to build with it and planning out your game's design and schedule. What if we told you that you had to scrap the whole thing and start over to make it flexible enough for your idea?
what do you mean by flexibel?
this is my first game project and i have much to learn. i really had fun to create everything i have implemented so far. i don't think that i need to screw half the code up, but: you'll never know
this is my first game project and i have much to learn. i really had fun to create everything i have implemented so far. i don't think that i need to screw half the code up, but: you'll never know
I don't think you'll have to screw up your code either, but it's a good thing to have learned: it's much easier to fix features on paper than it is after you've written them.
I advise you ti start thinking of your game logics implementation. Otherwise you will end up with a full-featured engine, but possibly impractical to use. So keeps things balanced and get the game logic grow at the same rate as your engine. That will help you detect design issues and they might be easier to fix now than later when so many other features rely on it.
So, rephrased, my advice is you should turn your game into a first playable version asap. That means it should have every basic fetures. Graphics, inputs, sound, levels, game logic (start screen, one level starting, a few basic enemies, you main character, etc.)
> Aim at making a playable version, don't dig to deep into you engine neglecting evering thing else.
I wish you good luck
Regards,
Janta
So, rephrased, my advice is you should turn your game into a first playable version asap. That means it should have every basic fetures. Graphics, inputs, sound, levels, game logic (start screen, one level starting, a few basic enemies, you main character, etc.)
> Aim at making a playable version, don't dig to deep into you engine neglecting evering thing else.
I wish you good luck
Regards,
Janta
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