Slackjaw0xs

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About Slackjaw0xs

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  1. So, I've been delving into the idea of making a game like League of Legends, DOTA 2, Champions of Newerth (etc, etc) for the XBox/PC using XNA/C# framework. Obviously, the first thing needed will be the game engine so I've come to you, oh wise and benevolent gurus of technology and programming, to ask you this: Do you think I should take the massive amount of time and energy to build my own game engine, or should I simply purchase my own? This is a big deal and it's something that I know I will ultimately need to decide for myself. The catch is that I want to get down to creating my game, but I don't know that any game engines with Warcraft 3 / Starcraft 2 styles that fit within the XNA framework. This is a huge bummer. I've looked at engines like FlatRedBall (2.5D seems a little less than cutting edge), Kochol Engine (I don't think works with XNA) and a few others but found nothing that comes near to Blizzards engine style. Finding an engine like that will not be easy, as I'm aware that Blizz creates their own engines from scratch but the thing is, so did League of Legends! So that leads me to wonder: should I just make my own? The caveats to that are numerous. First off, I'm working on this game alone. As much as I'd like to find help, I've found no one willing to work with me without expecting cash up front which I really don't have. In working alone, I have a limited amount of wisdom, knowledge and experience to draw from. Point being: I've never made a game engine before. As much as I know I would learn a lot from it, I don't think I'd make a good one (first of all), and second, it would take me a year or more to do, I think. Taking that long just to get down to creating a game that I've already mapped out on paper seems frustrating at best. So, why am I posting this blithering rant on your forums? Because, frankly, I'm at a loss. I don't want to get caught up this early on, but I don't know where else to go to find advice, suggestions or support. Do you think I could find an engine (free or cheaply) that can do what games like League, Warcraft 3 or Starcraft 2 do? Should I just take the year or more and build my own? What do you think? Also I was wondering (to save myself from posting a separate thread); how exactly do game engines "hook up" to XNA? To clarify, say that I purchased a game engine. I open that engine and begin making a map. How exactly does that map communicate with any code that I would create in, say, Visual Studio?
  2. MOBA in C# XNA

    So, I tried to run UDK with the MOBA kit but it won't let me look at the code and runs very slowly. I'm unsure where to go from here.
  3. MOBA in C# XNA

    Thank you for all your replies! I tried getting a hold of Isles, which would have been awesome, but loading the source and the game itself game up with errors and I'm having a hard time getting it running. I've decided in the meantime to try UDK's MOBA kit in order to design a basic outline of the game and get a feel for how to code it from scratch. I think the UDK will hopefully give me enough of an idea to get going so that once I finish with my own MOBA on UDK, I can go ahead and begin my own personal build. The reason I don't want to use UDK altogether is mainly due to licensing, since I want to eventually sell my game for XBox Live. I was also wondering (and this may not be the correct place to ask this) if a MOBA on Xbox would be able to support purchasing options such as those had on League of Legends wherein you can add money and/or make purchases to buy new champions, runes and "boosts"? Any additional comments or suggestions are greatly appreciated!
  4. MOBA in C# XNA

    Hello everyone. I'll get right to it! My goal is to build a DOTA/MOBA style game using XNA in order to play on the XBOX 360. The problem is, I'm having a hard time finding a place to start. I do not want it to look almost exactly like Warcraft/Starcraft as League of Legends seems to, but I'd like the style of play to be very similar. Granted I'm having to work out my ideas as to how to take control of the character from the keyboard to the controller but I have some great ideas worked out for that. I've got some of the first key "champs" to be used in the game, along with some unique powers they'll be using, and more than a few maps worked out. The problem I'm encountering is the code. Does there exist a source code for such a game that I could take a look at to get an idea of where to start? Do you have any tips or suggestions as to a good starting point? Thanks in advance!
  5. Hi everyone. I've been playing Super Meatboy (XBox Live Arcade) for a while now and just learned that there's an "alernative" version called Super Tofu Boy. Besides being free, Tofu boy seems less streamlined, less sharp and overall, less playable than Meatboy. Does anyone know why this is? I'm looking into creating my own platformer on XLA and I want to avoid my game looking like Tofu Boy when it should look and feel more like Meatboy. Input is greatly appreciated!
  6. In need of some muses.

    Hello everyone. I am designing a game where the hero and most of the villains are stick figures or simple and delicate in appearance. As I'm making them, I'm having a hard time finding inspiration from other games, however. Does anyone happen to know games that have a very simplistic, delicate style that might fit into the "stick figure" concept? I am considering black and white with splashes f color for the important stuff, but I haven't quite decided, yet.