theOneAwaited

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About theOneAwaited

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  1. Hello, Arc Interactive is a new indie gaming company based in the Netherlands. We can help you create game design documents, buisness plans, small prototypes and more. Please check out our website at: www.arcinteractive.webs.com Also feel free to PM me or email at: refransen@gmail.com. We can work together with you to make some great games! Cheers! Arc Interactive Creative Gaming Solutions
  2. Calling all Games Developers

    Hello, I am the director at Arc Interactive, a new indie gaming company based in the Netherlands. We can help you create a game design document, buisness plan, small prototypes and more. Please check out our website at: www.arcinteractive.webs.com Also feel free to PM me or email at: refransen@gmail.com. We can work together with you to make some great games! Cheers! Arc Interactive Creative Gaming Solutions
  3. OpenGL working with opengl matrices?

    Quote: In addition; if you're looking at specific jobs, you should tailor your portfolio to that. I'd be looking for different things if someone applied as a Tools Programmer (show some useful game-tools, maybe for mods or for internal use), Rendering/Pipeline (maxing out that video-card), or gameplay programming (fun gameplay, and a polished data-entry path). I definitely agree. Your demo and portfolio should support the job that you are applying for. And you should supply 2 - 3 examples. Each one should demonstrate something a little bit different, such as clean code, ability to solve problems, good documentation, originality and FUN. I also agree that some jobs are harder to break into, like a game designer position for exmaple. These types of jobs require a portfolio of work; don't have to be published, but the more games you have the better. Even board or card games are accepted!
  4. so many ideas arrg

    Ahhh I'm still in the midst of developing all the ideas, core game mechanics, and story of this indie game I am working on. I have so many notepad files with lists of coding features, editors, and tools. And I realized that while planning all the features of the game, I haven't really decided how the game is supposed to played. The game is a multiplayer FPS. How can I make this game different from the bigillion other failures on the market today? Why would people want to play this game instead of many others? Like I've said before, every game should be intertwined in story. Even an FPS. I know a lot of people like CSS. I've also heard that people would like a game like that in a mmo style. AND I'm sure there is a way to add in the story. To show story, I also think there should be more integration that cut-scenes. The gameplay, NPC's, and world should expose the story in every way. NPC's should show loyalty to their clan or race: show jealousy, hate, and sadness. The player should overhear information that matters, that they can use in the game: they could find secret passages, special items, enemy secrets. The gameplay should involve the player with combo attacks and twitch gaming. The user needs to be a constant part of the game, not a mindless zombie......On the other hand, wouldn't it be cool to let the player choose which way to game? These are some of the questions ever bouncing in my head all the time. Ultimately, I think the best game would be customizable to the player. Let them choose every thing....that is IMPORTANT. Never give the player choices that don't matter. Ahhhh....prob need to make another list about how to integrate story into gameplay now:)
  5. I downloading build 145 of the C4 engine demo and am having trouble joining a multiplayer game. My friend and his brother can connect in the game (they are on the same network), but I cannot connect to them. I type their IP into the "Address" line, in the C4 "Join Game" option, and I get no response.Can anyone send some light?
  6. The Engine Craze Part II

    Well after I sent out a bunch of emails to a couple different engine companies, some of which I got rather rude replies, I think my search for an engine is coming to an end. The C4 engine is gonna win the race, simply because of the length of our project. We have a time schedule of about 3 years to create a MOFPS. I've heard the networking capability of C4 is limited to about 16-32 players at one time...HOWEVER there is a rumor that Eric updated this?? HMMM? Other than that I am looking at a networking middleware solution, like RakNet. It's inexpensive for the most part and is a nice old standard C++ library. Any other suggestions would be cool too:) Perhaps to add the the outdoor terrain I will use Freeworld 3D and import the maps. I do believe Eric of C4 is going to add a vegataion update to his engine too, so we'll see. And for physics, I believe there any many physX plugins and wrappers available for free. So I think using the C4 engine and applying our own modifications, we can come up with some good multi-player goodness and eye-poppin graphics. Hehe And of course, any suggestions are welcome!
  7. Too many engines!

    Quote:You would be better off talking to someone at the company who is more up-to-date than me, too. I believe you can register to receive more detailed information on their site, and they have a special program for indie developers you can apply for. I am sure they would be happy to discuss whether the engine fits your needs. So, I'd say to register for information on the site or send an email Thanks for the info. I registered on their site and requested more information. Still wondering what happens after the six-month trial period of the Rising Stars program is over. Guess we need a publisher to buy the engine for us...
  8. Too many engines!

    Well I just joined an indie group to start development on an FPS. I also joined as one of the programmers, so I have been having an endless discussion about which engine to use for our game. I know, the most discussed topic since ninjas vs. robots. Well I have been looking at C4, Torque, Vicious, and even Unreal. The most impressive is the Vicious engine. It has cutting-edge graphics, multi-platform conversions, next-gen capability, almost everything our team wanted. HOWEVER their site stinks:( The lack of information is really quite depressing. Does anyone know about the license or its expense? Could anyone recommend the engine? Has anyone WORKED on it?? Slightly frustrating:) Our backup plan is to use C4, since it is a stable engine and the second best. The license is inexpensive and they have a good support community. Another question I'm facing is, would it be too much effort to change engines later in the game if C4 doesn't work out? My gut instinct says yes.... So as I mindlessly dig deeper into the internet for scraps of information, maybe one of you lucky souls out there could drop me a line! You know you want to!
  9. Quote: In addition; if you're looking at specific jobs, you should tailor your portfolio to that. I'd be looking for different things if someone applied as a Tools Programmer (show some useful game-tools, maybe for mods or for internal use), Rendering/Pipeline (maxing out that video-card), or gameplay programming (fun gameplay, and a polished data-entry path). I definitely agree. Your demo and portfolio should support the job that you are applying for. And you should supply 2 - 3 examples. Each one should demonstrate something a little bit different, such as clean code, ability to solve problems, good documentation, originality and FUN. I also agree that some jobs are harder to break into, like a game designer position for example. These types of jobs require a portfolio of work; don't have to be published, but the more games you have the better. Even board or card games are accepted!
  10. How to make an installer for my game

    Quote:Original post by Fingers_ I'm currently using Inno Setup, it's free and very nice once you get the hang of the scripting language. Hey thanks so much for the tip! Inno worked great, although I had so many files to add to my compile code (it took a while:) Hopefully I'll have my game uploaded to my account soon!
  11. Hey guys. How do I create an installer for my game so I can upload it to my GameDev account? Heh Im a noob and just need some help with that. I don't think I can simply post the exe because it depends on texture and sound files too...so help!
  12. Finished

    Alrighty reading through your document sounds like you have a solid idea of what the game should do and how it should play, but there weren't any real details about how it would be created. I also think that this game is going to be a satire, you need to go to the extreme with it. A half-thought satire will totally suck. If you have ever played Bard's Tale, that game switch's up the RPG format with a narrator talking over the story of the game, with your hero snapping cynical remarks back at him. Pretty funny:) But if you don't firmly take hold of the satire, then I suggest actually trying to make it an RPG; i agree to give the story serious points and an arcing storyline.
  13. Why this type of battlefield?

    I do like the layout of the battlefied you have now and getting an artist to do some of the work really helped. I think this battlefield could definitly work with your game idea, although not by itself. There would need to be some special effects or "action sequences" triggered when placing the cards, starting a battle, or winning. The player would need to feel tense, excited, and anxious to see what effect his card will have on the game/battle. (As long as I am reading your game idea right anyway lol :)
  14. The Classics: Part II

    So I played some more of Ico tonight, secretly sneaking online ONLY ONCE to solve one of the puzzles. While I decided that the intricate level designs of ICO's rooms and dungeons are great, there are some things I need to remember to dislike. 1)If I am standing in a pool of water and there is a pipe with a circular handle staring me in the face, I WANT to turn it. 2) If I am leading around a girl who can climb ladders, I expect she can climb ladder-like objects as well, such as a pipe with little handles jutting out of it. 3) If my feet go over a fence when I try to jump it, but collision detection keeps me from jumping, makes me a sad panda.... So the point that I have come to realize is this: don't mislead the player!!! Rah. Great level design can only get you halfway to a complete level. If the player gets hung up on a feature of the level that is simply part of the scenery, the level design needs to fix that problem. I don't mind when games use a little flash on important objects in the room, or useable objects are well-lit, in the point of view of the player, or useable objects all have a similar visual format. I think the player should spend more time figuring out the solution to the level or puzzle, instead of figuring out where/what the puzzle actually IS. Well with ICO almost finished, I know some of the do's for design: - character interaction is key, not speech - puzzles are awesome, especially ones with multiple ways for a solution - HUGE levels really create a great atmosphere for an epic adventure Don'ts: - Do not decieve the player with scenery - If actions are to be repeated to solve problems, design the level to remove discrepencies - Didn't mention this before, but give the player a sword early in the game:) Next is Shadow of the Colossus, the next "chapter." ohhhwoowowooowoooooo....:)
  15. Wow...

    hehe that was awesome! Ha too many functions def equals slow:)