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Nipah

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  1. Quote:Original post by jyk Quote:So do I just make a gray character model in the "T" formation or do I need to add bones/joints as well? Also, can I make soft-bodies in blender and then move them to Unity?What do you mean by 'gray character model'? Whether you need to add bones/joints depends on how you'll be using the model, but if you're planning on using skeletal animation (and it sounds like that's what you have in mind), then the answer is probably yes. IIRC, Unity has support for skeletal animation (not sure about soft bodies). by 'gray character model' I mean the plain, no mesh/color model of the character/item one is trying to make. I guess what I'm trying to say is "how much of it is Blender and how much is the game engine?" (in this case Unity 3d)
  2. Bump, this is probably my last question.
  3. Quote:Original post by jyk Quote:This may sound dumb but is there any reason to have anything but Unity? Or do I have to make the model/bones in Blender and upload it to Unity?Unity is not a modeling program (unless they've added that feature recently :), so you'll most likely need to create your assets in another application (such as Blender) and then load them into Unity. This goes for other assets types as well, such as sound effects, music, and textures (each of these will most likely need to be created using another program). So do I just make a gray character model in the "T" formation or do I need to add bones/joints as well? Also, can I make soft-bodies in blender and then move them to Unity? [Edited by - Nipah on December 17, 2009 8:37:04 PM]
  4. Quote:Original post by sybixsus They don't. If you plan on using Unity, don't do the physics in Blender. Unity has a full-featured and very easy-to-use editor which lets you set the physics up. Use it. This may sound dumb but is there any reason to have anything but Unity? Or do I have to make the model/bones in Blender and upload it to Unity?
  5. Ok, so I am going to go with Unity and Blender, this brings me to my next question: Blender makes its own joints and such but uses some kind of integration with Bullet Physics for physics. Unity has its own joints and such and also uses physics from Ageia PhysX. So how do these things work together?
  6. Thanks for all the input guys! Also, I've been looking for a 3d model program, I've heard a lot of good things from Blender (and I've used it a few times before) but does anyone have any suggestions regarding this subject?
  7. Quote:Original post by dashurc Something smaller scale is definately advisable in my opinion. Not that you shouldn't try, but my assessment would be that you'd never be able to take it beyond the "testbed" stage, or at most make one or two small levels. Once I have all of my characters, textures, environments, objects, items, ect. wouldn't it (aside from the bug testing) be pretty much like putting together a puzzle? And once I got it to a desirable size I would advertise it for free to the public, with the request that they report bugs/glitches and suggestions to a specific e-mail. Over time things will be fixed, edited, and created until a new and much more polished version is completed, making the original look like a alpha/beta. Of course this would only start once I get it to what I think is the "done" stage which could be any number of years from now. Two new questions popped up. 1. Since Torque uses straight C++ would it be better for what I'm trying to do or am I looking at it through the wrong lens? 2. One of the (if not the) main weapons will be a short spear, probably held in two hands, so are there any important things I should keep in mind before I make the permanent character/weapon model?
  8. Quote:Original post by dashurc 4) OOT and MM are big budget games. There are few professional developers (by this I mean companies, not individuals) out there that can come close to competing with the attention to detail and depth of gameplay that Nintendo provides. These games are some of the highest rated games of all time. You will not be able to come close to these games without a lot of high end industry experienced talent (these guys don't come cheap). You can easily compete with the visuals (although the sheer amount of content is beyond your capabilities), but that is entirely due to hardware limitations at the time of those games. They were big budget games, 10 years ago. Now that's not to say that what they made is easily replicated today, but I'm rather confident that with enough free time and creativity one (in this case me) can make a game with the same attention to detail and good gameplay if they work hard enough. What I'm mainly worried about are things like the special items. Targeting and lunges should be easy enough but do you remember the hookshot? That weapon that would poke baddies and work as a kind of grappling hook on steroids? How the heck would someone make that? How would someone devise a inventory system with equipped items that show up on your character (well, that one has probably been done already)? I am getting a much clearer picture of what needs to be done here (thanks to you guys) and I think that the big challenges are going to be putting in those "special items".
  9. Ok, got a few more. 1. Do you think I could make my own plugin to do something in Unity like that video displays in Torque? 2. Does anyone have any good starter sites/books for C++/C#? 3. What is the main difference between C++/C#? and 4. My game is going to be about as complicated, if just slightly more then Ocarina of Time/Majora's Mask I hate to keep mentioning that but it's true. Try and think back to those games and the stuff you could do, is this something easily accomplished with things like Unity/Torque with maybe the occasional plugin, or am I looking at something a lot more time consuming?
  10. Ok, I have a few questions, the first one is that if I ever stumble upon a part of my development that the current engine does not allow me to surpass, could I simply code my own plugin into something like Unity that could overcome it by adding in the missing feature? The second one is I am wondering what peoples opinions are of Torque versus Unity, I'm was leaning toward Unity until this video threw me a curvball: http://www.youtube.com/watch?v=I8k-V3czlXQ
  11. Ok, and when it is time to learn how to make/edit an engine where should I start? Also, are there any tutorials or anything that specialize in things like RPG's as apposed to the 1000+ FPS tutorials I've see. EDIT: Also, I've seen an engine called Torque and it looks neat, anyone have a opinion on it?
  12. Quote:Original post by wicked357 since you plan on releasing the game legit I am not entirely sure about releasing it as some kind of indie game to appear on Steam or whatnot. The entire idea out of this is to create a game that lets me make my own sort of Zelda-esque universe for people to enjoy, I would imagine most of my money from this would come from donations. However, if it really does turn out to be THAT good then maybe I would consider hooking up a sequel or expansion or something on Steam. EDIT: Also, I have a pretty defined idea of what kind of features I want in, so I would be happy to answer any kind of question
  13. Quote:Original post by jyk Quote:That being said, I talked with some people already and have come to the fact that I need to create my own engine/get a open source one and expand greatly upon it.How did you (or they) come to that conclusion? To be more specific, why is it a given that you'd need to use an open-source engine (as opposed to closed source), and why do you think you'd need to 'expand greatly' upon it? The main reason being I cant edit a closed source engine, if I realize I want my game to do something the closed engine cannot I'm out of luck, But if I make it by scratch or use a open source that can be edited directly, then I could simply code in that missing feature. I thought I would need to 'expand greatly' on one because I do not really expect an open source engine to let me do all the things I want to.
  14. So, to give you guys a basic idea I want to make a 3D free-roam action/adventure RPG (ah-la OOT/MM, Assassin's Creed2 ect.) And my only experience is making crude models in Blender and messing with Game Maker. That being said, I talked with some people already and have come to the fact that I need to create my own engine/get a open source one and expand greatly upon it. I was also suggested 3D Studio Max for models. I expect the actual making of the game to take at least 5 years, it is probably going to be little more complicated then OOT/MM. So, by this point I'm sure you all know why I am here; I need suggestions on how the hell to get started.