Hello. I would like to ask you all:
What are the features that a program/library/module needs to have to be called a 'game engine' I have been working for years on my little and still very incomplete Python 3D engine and I found today that it is not mentioned in any list of engines! While this has the advantage of not adding pressure on me, it still feels a little wrong. I'm thinking that it is ignored because it still lacks something very important that prevent it from being considered a real game engine., but I don't see what. Right now it features:
Forward Rendering with OpenGL 3.2
Cross platform windowing
Totally incomplete GUI (Panel, Image, Label)
Full screen effects system (none included)
Plug-in system (None included)
The beginning of an Editor
What do you think it needs, besides more work on what it already has? Thanks.
Score points by shooting enemies! Before you is one of the best representatives of the simulator sniper games genre, with stunning graphics, quality effects, and realistic ballistics of bullets. It will not be easy to win for sure. Are you ready? Then take a sniper rifle and fight!
I've been making games as a hobby for a long time, but it was some years since I actually finished a project. This is slightly frustrating, and I guess a pretty common problem for someone who isnt pushed by deadlines and economy to finish projects.
I have typically at least 4 more active projects at any time (and many more games I've started but pretty much never touch any more). My projects are all fairly ambitious (but not impossible to finish, all are 2d for example) as I don't find working on very simple games fun.
I think projects often loose pace after a while and I just gets fed up with that particular project/setting and it's just more rewarding to start a new one. I have too many ideas I want to realise (or sometimes just prototype). Do you have the same experience? Any advice?
Thanks a bunch!
Right now I'm designing a fantasy tactical turn based game. Originally the game was inspired by Vandal Hearts ( for reference see https://www.youtube.com/watch?v=gc6yp7DH3ts&list=PL5V4iNEm527MCEyGwSkmhJ12aAkFNHKtz ).
As it was inspired by Vandal Hearts I currently have the class and unit progression using points (damage, for example is the [ unit's Phys.Att. + weapon Phys.Att ] - [ defender's Phys.Def + defender's armor Phys.Def ] = base damage (minimum damage is 0) + 1-6; it has a rock-paper-scissors type class superiority ring.
The challenge I'm facing is this is extremely difficult for me to balance.
I've been considering the possibility of changing the character progression system to something along the lines where level/rank unlocks class tree abilities (sort of like a mix of WoW skill trees and X-COM) -- and then having weapons do base damage with variable damage like from Terror from the Deep (damage * (0.5 .. 1.5)); I would like to keep the rock-paper-scissors balance where skills chosen determine the unit's class and access to weapons. -- you know writing it down makes it sound more similar to the modern XCOM system.
I've already redone spells so that they are more like the modern XCOM's abilities with cooldowns and limited uses per combat session.
Any suggestions and/or tips would greatly be appreciated! Is the Vandal Hearts point type system a sacred cow or is a more XCOM-ish system workable and fun for a fantasy tactics game? Please reply in-thread as I have it set to receive notifications.
So I've been having some trouble with loading fonts in Android (using the NDK). I've successfully (I believe) compiled the FreeType library as a shared-object library next to some other libraries I am using plus my game/framework code. I am using the following commands to get things initialised.
FT_New_Face(ft, filename.c_str(), 0, &face);
This is what the FreeType tutorials (plus other various online pages) suggest using to get things going. When I run this code on my Linux laptop, it runs fine but if I run it on Android, it fails on the fourth line loading in the font. So I know the library is probably compiled and linked correctly or it would fail on the first or third line right?
The other issue is where to put the ttf file. I've put it in the assets subdirectory, which is again where (almost) everyone online suggests putting it. Some suggest putting it in assets/fonts sub-directory which I tried (and didn't work) and also res/font (which ndk-build complained about while compiling so definitely doesn't work). I'm a little stuck now since I feel like I've exhausted all the obvious options so if someone with experience using FreeType on the NDK can tell me the magic formula for getting this to work, I'll be very grateful :-) . Thanks