Questions on Programming
Fora a while ive been thinking about war games and how there never really team based and they don't reflect reallife combat and all that. After a few inspirational breakthroughs, I came up with a pretty good model for a team based futuristic war shooter. One idea I came up with is per match map generation. I was wondering how hard this is to make and also what is the best way to get a skilled programmer to work on the project. I am a skilled modeler and I know some good artists and modellers so the art aspect of the game could be pretty covered. Is there any realistic way to make a game from start to finish?
I would suggest trying out your idea as a mod for some existing game, unless you can find real funding from somewhere. Everybody needs to eat, pay the rent, etc. Modding a game can be done as a hobby, but developing one is really a full-time endeavour.
Yes, you can generate levels procedurally, based on modules that are developed by modelers. For an example, see the instanced dungeons in the game City of Heroes/City of Villains -- each is generated randomly, based on a pattern of building blocks built by modelers.
For a game like a shooter, there are certain game play mechanics that need to be preserved, which can be harder to do automatically. For example, in Counter-Strike, the map layout is really important to the game, and getting an automatically generated map to work well would be a significant challenge. (It would probably be fun to work on, though :-)
Yes, you can generate levels procedurally, based on modules that are developed by modelers. For an example, see the instanced dungeons in the game City of Heroes/City of Villains -- each is generated randomly, based on a pattern of building blocks built by modelers.
For a game like a shooter, there are certain game play mechanics that need to be preserved, which can be harder to do automatically. For example, in Counter-Strike, the map layout is really important to the game, and getting an automatically generated map to work well would be a significant challenge. (It would probably be fun to work on, though :-)
Well if you suggest making a mod what are the limitations of doing so and which engine is most preferable to work on.
I once downloaded a utility for Half-Life 1 called Rmap that pasted together premade rooms according to simple rules and with some variation in proportions to create 'random' single-player maps. I don't know if this is the sort of thing you're thinking of, but I thought I'd mention it!
The results were aesthetically quite bad (though that may have been the fault of ugly prefabs rather than bad rules) but played acceptably well. Of course, the utility only created uncompiled raw map files, which then required a good few minutes to compile... not really the same thing as "per match map generation".
The results were aesthetically quite bad (though that may have been the fault of ugly prefabs rather than bad rules) but played acceptably well. Of course, the utility only created uncompiled raw map files, which then required a good few minutes to compile... not really the same thing as "per match map generation".
Yeah thats generaly the kind of think I'm talking about. What I picture is make a bunch of city street layouts, Then the map will randomly pick from prefab sections and place them over the map. I don't mean completely random though. I think basicaly each property would be one whole block including the building and the area surrounding it.
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