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bazso

what does it take to make a online game?

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i got my 3d modeler texturer animator game engine with programing language what else am i missing?

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You'll need to be more specific as to what type of online game you're trying to make. Each game is different and requires different tools, skills, software, people, etc...An online Tetris game could be made by one person fairly quickly, but a World of Warcraft-killer MMO is a huge task that would take one person years (10?), or a small army (25-50 people) a couple years.

What are you trying to make?

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i am trying to make a world war 2 flight simulator a navel simulator and a ground simulator such as infantry tanks artillery trucks all into one world.

i need to know for what it is i am wanting to do to make a proper game and what is all involved in accomplishing my goal.

i also did try a dev team and they were taking out off of the focus and making it into something else so i am in this by my self the min i start hiring people they are going to start coming up with ideas and take it way off of the focus and try and see what they can do to get money out of it.

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Original post by bazso
i am trying to make a world war 2 flight simulator a navel simulator and a ground simulator such as infantry tanks artillery trucks all into one world.

i need to know for what it is i am wanting to do to make a proper game and what is all involved in accomplishing my goal.


Okay well that information helps a bit. :) Now, are you making all three games at once? Are they three separate simulations in one game or three separate games altogether?

By the sounds of your original question I would venture to say you've never made a game before, is this correct? It sounds like you have all the right tools, but do you know how to use them, properly?

Making a game is a fair amount of work (when you know how to use the tools) and even more difficult (and perhaps frustrating) when trying to learn the tools as well as develop at the same time. Have you ever made a game before? If not, might I suggest trying to make something like an online 3D Tetris game to get your feet wet before trying to jump head-first into a big project and getting frustrated with all the complexities (and potentially giving up after spending so much time on nothing)?

Anyways, hope my answer helps and good luck with the project.

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its going to be like 3 games in one and to be honest let me know if i am crazy for saying this i have this little voice that is so loud right now it does not give me any room to give up its a very strong drive that i have.

yes you are correct i have not made a game before my gaming engine is panda 3d with along with the engine i got to learn how to program in python once i hope i can do it fairly well under stand how it is done.

then i can expand on my game right now the most important thing for me is content i want to give my hopefully to be player base a verity to play with i do this not for the money but because i am a gamer my self and just want to make a game that makes sense and it is done properly.


so that's all of what i have listed in my first post of all i am needing the rest comes down the programing?

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Original post by bazso
i got my 3d modeler texturer animator game engine with programing language what else am i missing?


3d modeler/texturer/animator, i take it these are the art asset development tools?

so you have a graphics engine and a language it runs in. For a full game (which is what it sounds like you want to make), you'll also need...

- Some sort of archietecture plan/game engine. You've got a 3d engine, but how will audio/AI/Physics/Networking/Game logic interface with each other and the graphics engine? AFAIK panda is just a rendering engine? similar to OGRE?

- The aforementioned networking/audio/ai/physics/game logic code (and thus, appropriate level of knowledge as to how to develop these components). Even if you use existing engines/frameworks for these components, you still need to integrate them

- Developed art resources


I strongly advise building a few smaller games first. Make sure you understand the fundimentals of software design and development, or your game will fall on it's backside very quickly due to bad code organisation and structure.

Build up to your dream super fantastical online game...start with pong!

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Original post by Winegums
I strongly advise building a few smaller games first. Make sure you understand the fundimentals of software design and development, or your game will fall on it's backside very quickly due to bad code organisation and structure.

Build up to your dream super fantastical online game...start with pong!

Quoted for emphasis.

You're looking to build a skyscraper. Not the tallest in the world, but still a pretty decent one. You've got a nice little toolbox with you, but if you still need to figure out how that saw applies to actual construction work, then you're better off building a few wooden shacks first. After the shacks, try building a house. Then a multi-floor apartment.


I've created levels for 8+ years. Just for fun, in my spare time. The first few years were merely experimenting - trying to get things to work, exploring limits, and so on. Only later did I build some actually playable levels. By the end of my level-design 'career', I had a pretty solid workflow that enabled me to create levels that would almost certainly be fun to play (I planned in a lot of time for playtesting and tweaking). I wasn't capable of doing that when I just started out, even though I had access to the exact same tools and resources.


So yeah, I'd say that what you're missing is experience.

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Original post by bazso
the min i start hiring people they are going to start coming up with ideas and take it way off of the focus


That's the trouble working with humans, they have minds of their own.

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Original post by Winegums
- Some sort of archietecture plan/game engine. You've got a 3d engine, but how will audio/AI/Physics/Networking/Game logic interface with each other and the graphics engine? AFAIK panda is just a rendering engine? similar to OGRE?
\offtopic: Panda has fairly complete audio (on top of FMOD/OpenAL), physics (built-in or ODE integration) and networking (low-level streams or high-level object replication), in addition to a very nice rendering engine (shader generation in particular), and a decent set of performance and debugging tools.

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