Green_Gill

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About Green_Gill

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  1. Internal Indies

    Hey, [insert profitable indie developer here] made TONS of money, let's make our own indie developers to do the same thing. http://www.gamasutra.com/view/feature/193163/internal_indies.php   http://kumolumo.com/contact/ Cool, it was blitz game studios, yeah, wow, awesome....   http://www.gamespot.com/news/blitz-games-studios-closing-down-6414369 And... everybody's fired...   What have we learned?  The high risk/reward ratio of Indie's does not balance well with the budget of a regular steady paycheck. Or to quote contests: Many will enter, few will win!   That... is my commentary... comments to go with my commentary?  (I could have put this in business or something like that, but then the conversation might have stayed on topic... no... the lounge is much better.)   Zach, of Zachtronics created infiniminer, which he abandoned/opensourced after people started hacking/modding.  It was taken up by Notch who created minecraft.     Notch then created a second game, which he abandoned. (Though his fans [note: I said his, not the games] are trying to finish it).   Zach created a second game called Spacechem, which is on a few top iOS games lists.  I haven't played either of the games, I don't really care about their gameplay (yet, as I'm still learning the basics of game dev), only their success.   I assume, that Zach has something, or knows something, or is something that lets him succeed repeatedly.  And here's why: I was reviewing most mod   It's a natural assumption to assume that if you keep plugging away you will get it eventually... but in life... in constant competitions with competitors... is that likely to be the case?  No, you must have the keys, whether or not you can make them yourself.  Notch was given the keys (infinicraft), and took the other part from a natural counterpart (dwarven fortress), also there is a lot of procedural code in infinicraft, if anyone wants it, and it's open source.   Soooo... I don't think who has failed and why have they failed is as relevant a question as who has succeeded and why have they succeeded.  In successful venture capital firms they keep the 'why' a closely guarded secrets and check, before investing, against this 'mark of success' to determine if the venture capital firms match. These firms account for many times their market share in terms of overall profits.  I argue, the same is true of game development.   I believe Zach is an innovative creative craftsman.  He's not perfect, from forum posts many people claim his work was inferior. (I've played his game but I can't directly compare to minecraft as I'm too cheap to pay for it and I don't particularly care anyway, user opinions give me the information I need.)   Who has succeeded, and how?  No game details (other than Genre), just origin stories.
  2. I'm not good enough, now what?

       Could you do anything profitable with the engine as-is and plow some of the profits back into finishing it?    The engine is unweildy at best. It is a professional engine. While it could earn the creators over half million (assuming 10 cents per registered user per year).    It's a professional engine, it needs a pipeline.  I figured out how to cut the content costs, but I can't program that either.  It's in C++ and I've only had 6 months of that doing command line applications in an intro course over a year ago.      Your best bet of that ever happening is to make smaller games to build experience, assemble a team of like minded people once you have the experience to lead them properly, and work to get the engine complete.     Many people I know have taken the approach you describe and failed utterly.  Some of them still struggle to this day.  Look up Radu Privantu.  Additionally, like minded people with the skill won't do it for free, so it's the same, I'll still have to earn the money.    Also, the economy is going to get worse (it will not rebound) if I'm going to do it, I had better hurry.    With the type of graphics Everquest Next is going to be putting out, this is the only engine I've seen (short of crysis/unreal) that can compete. (Though, Unity is on roughly the same path, I saw a couple of posts that reminded me of the developers posts in 2008, 1.5-2 years, at most, until Unity3d surpasses [the completed version of] this tech.)  That said, this engine is an RPG... Unity3d isn't the easiest to make an RPG/MMO in.    The previous version was used to make 14 games by many companies.  The completed version of this engine will have similar utility.   There is nothing I can do until I can get the engine to at least render a character and look pretty... theirs does, and the rendering thread should be there, but theirs has a year more work into it I don't have.   My options so far: Make smaller games.  I'm thinking platformer to start. Finishing school isn't an option, financially.  Flipping burgers is.   I could make some company a million dollars, but I can't do anything for my self.  Deja-vu.  I didn't solve this problem last time either.    Okay, to expand, I also know of a game (very addictive) owned by a professional programmer that's currently bit-rotting on a website.  I could probably finish/fix that but contacting him has been difficult.  A lawyer would need to do that.   My current steps to success are: 1: small game 2: buy bit-rotting game, upgrade. 3: profit. 4: pay to have engine finished. 5: profit more   That said... it's been over a year and no small game (or college).  Other ideas would be appreciated.
  3. What drives you to make games?

      At current I have two games running in my head simultaneously.  I just tried to see how many I could pull up, only 5, but only the front two were running, and they were kind-of erratic.  The character on the left was just standing there and jumping, while the character on the right was leaping across caverns.   The games were: Two 2d platformers(TT, St[I'll probably forget this one)), two 3d platformers(VVF, a 3d version of ST) and one that I'd hardly classify it as a game, it was a cutscene.     I played tons of games, grew up without TV, used to read a good bit, and have tons of game related ideas. I've lived in my imagination since I was a child.  My favorite authors were C.S. Lewis, Arthur Conan Doyle, Isaac Asimov, and various other strange creators of various lore.   One game runs fine... platformer.  Two 3d games are... strange... I have to mirror one upside down and then I can't really maintain the upside down one, only the rightside up one works properly.   That said, I'm... making simple 2d games too.  I design ones more complex than I can actually code yet.  The metanet tutorials are good, the techniques explained in them power the collision detection of crafty.js.   I am a creative person, I hear in the long run it will actually hurt your programming ability/productivity.  You may not be the best at designing innovative games, but most games aren't innovative. If you polish simplicity enough it can shine.  If you want to code something, try the metanet tutorial and look for the art from the 'lostgarden' called 'cutepeas'.  Please release the result as MIT if you manage it before I do.  There's already a GPL version, I don't recommend looking at it as Similarity + Availability = Copyright infringment, so learning from MIT licensed code is better.
  4. Can Water Filter Air?

    Yes, for a live demonstration go see your local Rainbow Vacuum salesman!
  5. Any new fps games which have learning AI (like quake)?

    It doesn't learn.  The player drops cookies and the AI eats them, following the player.  Eventually, after you've dropped enough cookies, the AI can then follow the cookies and do everything you do.   OM NOM NOM!!!   Learning AI!  Yay!   OM NOM NOM!   Oh noes, pwned by the cookie monster!   Edit: Ninja'd by the apple man.  The bots drop them too, nice to know.
  6. Can Pyglet or PyOpenGL make high quality graphics games?

    Yeah, until you realize you're getting half the FPS you would otherwise because some silly billy used a depracated OpenGL function like GLBegin or GLEnd instead of doing it the DirectX 3 way and the entire thing is CPU bound instead of GPU bound like it should be.   Python is a scripting language.  Unreal says not to do any heavy lifting in the scripting language.     LUA?   I've seen beginner games with professional models taken from professional games... they still look terrible.   Also, on the High Quality Assets... DEAR GOD, HOW MANY POLY'S IS THAT THING... high quality or not, anyone who uses THAT in a game wants their engine to fall on it's knee's in terror.
  7. The Obligatory MMO Thread... or not.

    My kingdom for a game company that just closed down and lost all their tech.  "Give me your tired, your poor/Your hunched over game developers yearning to code free to play!"   And yes, there will be Mountain Dew ad's in game. (probably).  "Why does my potion give me a +3 caffine boost to speed and reflexes??  And why is it's description 'Do the Dew'?"
  8. I CAST WALL OF TEXT, NONE SHALL PASS. (Summary at bottom).   I WANNA MAKE A PLATFORMER... Yeah... weren't expecting that, were ya.   That said, I have an MMO engine from a company whose last single player RPG had a budget of 3 million.  The same engine powers an MMO with millions of registered subscribers.   I have this engine at the state it was in 1 year prior to completion.  I have the full legal rights to use/sell/distribute/modify/sublicense this engine.   Now what?  3 years (not counting pre-existing code from previous versions) of work by a company and the best programmer I have ever seen, and I have it like it's Christmas day. This engine can power graphics capabilities 1 point below Unreal Tournament on an IGN graphics score. And apparently Crysis... how did Unreal Tournament and Crysis get exactly the same graphics scores?  I would expect at least a half point of difference).  That's out of 10.   So basically, the graphics are AA quality if done full-up and it does an MMO very nicely.  The lead developer (I don't have the tweaks he made, only the notes) has even managed to get it running on a web browser in more than one way.   I also have... a server generator (domain specific), an AI toolkit that siimplifies world generation, years of roleplaying experience, and an imagination most people would kill for (if it didn't kill their productivity).  "Sorry, I'm back on earth now... but just so you know, the princess is destroying the kingdom and kidnapped the dragon." "Don't you mean the dragon is destroying the kingdom... and has kidnapped..." "I know what I said. Oh, and riding a dragon side-saddle is a bad idea, FYI."   So... what would you do.  Is this business... working out the business side was rather challenging.  I want to walk with the engine and the first guy I started talking with went immediately to collateral.  "We want to own something." "Okay, I want to walk with the completed engine.  It's pretty much the only reason I'm talking to you.  I could do an entire game for 1/4th the cost... in millions... if I didn't have to worry about collateral for investments." "Then what would the investors get?" "It's called profit... hopefully.  Yes, sometimes with less insurance people expect more."   But... I couldn't say that.  It didn't fit his worldview and trying to put it into his worldview didni't leave me with enough wiggle room to figure out a solution. (I really need to respond to his last e-mail... from 6 months ago).   But, I've been sick.   So... I could make another type of game... but I'm an expert procrastinator and I accomplish surprisingly little.  I can work around it as a game designer, but as a programmer, I'm slow.  I could work with another person... but my games are all like my children... and letting go of them or splitting them is difficult.     Most of them want half.  "So you get half... I get half...  the artist gets half?  Sounds fair.  And then if we stop working together the game becomes a rights nightmare with two leeches for each of us so we never finish because we have to give away 2/3rds of what we make... GREAT!!!!"      (I wish I was working with that 'Fez' guy.  "Just let me make the game and I'll make you rich." [from the movie]  "Dude, I'm not evil, ALL I WANT IS YOUR SOUL... mwahahaha!"  "Okay, maybe I'm a little bit evil.")   Seriously, I hate it when rights get divided and people become enemies.  That's another reason I'm slow to work with anyone.  I'd honestly rather they get the first X of profit (within X years... 1.... for quick turnaround... 2....).  I'd honestly rather struggle at the edge of poverty and risk making nothing off of my game while another guy gets paid for the work he did than compromise the future of my work.  Maybe I need to stop being such a sissy artist. [INTENTIONAL GOAD!!! C'mon... bring it... ]   Ah, finding an artist is another problem.  There are so many great artists... but I mostly don't care.  I've got pixel art from guys who draw on 16x16 panels before and backflipped for joy. As long as it fits the game and I have $20 to pay for it, and it's worth at least $20.  (Legally, you have to pay SOMETHING for art or you can't transfer ownership to a multinational soul-sucking mega-corp... or consolidate rights to one source to make sure it's not divided up, as I said before.  That's why I usually use public domain art).   And none of those are relevant... the platformer, I'd sell out on in a heartbeat.  That said... when the other guy realizes I'm going to take what I make on a platformer and parlay it into a rediculous international MMO... he may not be so happy about getting his fair share. "You did what with the money... a lottery ticket... and you won?  I hate you."  5 months and a huge lawsuit about whose 50 cents that was later... "Half of that dollar was mine dude."   I know I seem down on partnerships... but if you've ever read up on David Braben and Ian Bell, they created Elite and hated each other.  The other guy (Not Ian Bell) is... (It's probably against the rules to call people that here, so I digress). And then there's Notch. He got the idea from the infiniminer guy (Zachtronics).  ... XD   So, I want to save them.  I want to create an MMO, to employ as many people as necessary (I'd say possible, but better 10 guaranteed jobs than 20 walking tight-ropes).  I want to make simple fun games.  I want to craft worlds.  And I want to share all the worlds inside my head with people.   Too conflicted, too inexperienced, too much of a procrastinator, too unfocused, and yet I have all this amazing stuff.  I can do it for a lot less than ANY competitor.  And my subconscious rocks at solving unsolvable problems.  Apparently not this one though.   Any ideas?   Yes, someday I will PAY FOR an MMO... why make it when you can write it.   It'll start with a few monsters, a few NPC's, and a game engine... it'll grow from there.   I'd better post, Lightning.   ****Summary, with relevant info, to prevent duplication ********** I have an MMO engine with probably over a million dollars of 'developer is more awesome than I ever will be' infused into it.  I want to make a platformer, and an MMO, and more games. I've tried talking with companies, it hit hurdles like 'investors' and 'collateral'.  "By collateral, do you mean collateral damage?  Yeah, we should totally add WMD's into the game." Anyway, I am poor, flip burgers by day, stare at 'my precious' wishing I had the skill to finish it (it has hundreds of thousands of lines of code and if I lived to be a hundred I would die shortly after I finished duplicating it, according to source code analysis... yes, the programmer is that good.).   Mostly, I just want the engine and I have pieces and improvements that will help them complete it faster and get a full production quality engine/game in a short(er) amount of time... but... they seem more concerned with owning things than making money?  I'm not sure they're actually a business.   How do I complete the engine?  I lack the skill and nothing can replace it.  (Ogre wishes it was this engine, when someone tries to use Ogre to make an MMO... I die a little.  Ogre is not a game engine, it is a rendering engine, it renders nicely but you cannot play it as well as an actual game engine.)   This is a specialized professional RPG Game engine.  Not a general use engine.  It currently powers an MMO with millions of subscribers and has powered AA games whose graphics scored in within 1 point of Unreal. (If only their plot scored well against other major RPG's).   Basically, I have MOST OF what every guy dreams about when he says "I wanna make an MMO" and it's going to waste. *sigh*   How do I accomplish... something productive.
  9. Daz3D 100% promo is NOW

    Actually, I'm having trouble finding their Game Developer EULA (which, if I recall, was very restrictive.) Also, it's limited to certain items (Vendor=DAZ3d) I doubt things listing multiple vendors are included, though you can contact Daz for clarification. I think it would be better if they would just post a list. Daz3d is a content provider, but considering the amount of work they do through 3rd parties, and that the primary benefit to said 3rd parties is their application and base meshes, they would benefit (economically) from vendor lock-in. They have a fundamentally different business model from other content providers who do not convey a platform.
  10. I'm not good enough, now what?

    I apologize if this is longwinded. It has to be longwinded because I am constantly berated with anti-mmo propaganda every time I post and treated like a noob. Am I a noob: probably. Do the other noobs actually have an RPG engine, no. Do the other noobs actually have an engine that is currently in use in a commercial MMORPG: No. Do the other noobs have full rights to the source code: no. So, please, do not make me post ANOTHER of these longwinded threads with YET MORE disclaimers again. First off, let me say that this is not another MMO thread. I have an engine, I have an AI toolkit, I have a replacement renderer that's faster than one from the multimillion dollar company that made the engine and it held a world record. (Admittedly, not for very long, world records are very competitive). I have procedural generators for a lot of things (nothing modern for scenery, but indoors should be doable via extrusion/csg and I have a paper that if implemented should help with that[estimate, one week to code, 6 weeks to debug, it's a simple algorithm]). When I last posted the engine I had wasn't being used. Now, two years later, it is actually powering an MMO. It had already been used in several titles the highest budget one of which was just over 3 million, if I'm recalling correctly. It should (without the pieces I have, of which the utility is unproven) be completable with 1 year from a person with over 12 years (absolute minimum) of game development experience, though 20 would be more likely. The sad thing is... I have this amazing engine that I have no hope of attaining the skill to complete within the next decade. It's modern and up to date now. It's over-engineered for any task other than RPG's and is not suitable for an FPS. (If you want an FPS, I honestly just recommend cryengine, if you want an MMOFPS, I just recommend crying.) MMOFPS with either Cryengine or Unreal: the profit margin is too slim. MMOFPS on your own: people nowadays expect Crysis or Unreal level graphics. I'm a realist, I'm a pragmatist, and that's causing me two problems. One: I have this engine, if I don't use it that's a wasted resource. It represents hundreds of thousands of dollars of developer time. (Before those of you chime in 'oh that poor developer', it was funded and the copyright is owned by a company. You could download the engine today... all you have to do is recognize it's greatness[amongst all the thousands of junk engines], find it, and actually posess the skill to use it. Good luck.) The license, however, is irrevocable and grants me every permission I could ever need/want. Including the right to restrict others from doing the same should I provide it to them, so... not GPL.) Two: Considering my skill and the economy, developing a game is rather impractical. While I am most of the way through a degree in computer science, I'm nowhere near a game developer, am not in the game development curriculum, and I actually hope to get a rather mild-mannered job as a UI programmer someday. :) Give me a regular 9-5. Anyway, back when I was a noob, I, like everyone, got bit by the MMO bug. As I still considered it impractical, I did not start developing an MMO, I, instead, logged hundreds of hours on the internet scouring it for every thing I could possibly need to complete the one engine I could find that I felt had hope. (I found the disc recently, not sure where I put it, guess I should look for it again). My goal was to enable a single person, without assistance, to create an MMO. (Except for world models, though I do have a procedural human generator that, when combined with something else, might not even require artists.) The sad fact is that while a single person could do it with the completed engine, the last piece that takes it from 'a team' to 'one person' was never completed... and will never be. The original developer was good enough, but I doubt anyone else will be capable. I have multiple choices for SSAO shaders of varying optimizations as well as a genetic shader generator. Now what? Honestly, I just want to see this engine finished and in my hands. Now that it is proven, it is more important than ever to me that I have the finished version of the engine. I don't care if any of my 'pieces' are added, honestly, I'd rather have the simple completed engine that exists now... the one from the MMO... but that isn't available to me anymore as the company that created it is no longer releasing new versions of the engine. (A change in management). Please do not ask me to post the engine, others are pursuing it's open source completion, and I leave that to them, I am looking into different routes, while I would love an open source solution, based upon their results it is unlikely/impossible. There are plenty of other great engines... (maybe) if I did not have this one and could not stand closed source I would likely look at http://g3d.sourceforge.net It has been used 4 times professionally, though I only know of Titan's Quest. Most people lack the skill to complete the engine and will likely not understand what it is capable of. The FPS programmers I have shown it to called it overengineered, while the game programming grad students I have shown it to were impressed but are busy with other projects [Also called: a paycheck, though one guy is trying to complete it... but he's not sharing and I didn't give him the engine anyway. Ironically, he almost tanked a company last time he tried to finish a previous version of the game enigne and they both died... it had a design flaw he was unaware of]. The engine is 1 year from completion by the original author and anyone capable of taking his place would need to be solvent for a year and VERY capable. In short: they would be fictional in this economy. So... how do I get the engine completed. Please save whether or not it should be as well as trolling/spamming me for another thread. (Feel free to link), this post is simply... how would you get the engine completed. No nonconstructive posts please. I, honestly, believe it would be more useful for me to write a novel, as that is where most of my talent lies. That said, this is likely the closest I will be to such an engine for many years and it's currently being used. It's no longer just a theory, the finished engine works... and it works well. I... only have most of the years of work that went into it. So, any ideas on how I can get it to completion.. Yes, I realize I can't make an MMO with just an engine. That doesn't change the fact that I want the engine and am not good enough to finish it myself. Yes, it is multithreaded and multicore. Yes, it is portable. Yes, it is professional. No, you will not be able to use it by yourself even if you finish it, it is a professional engine designed for an AA pipeline, it doesn't even have a blender importer (there was either a Maya and/or a 3ds max importer, but I don't think I have that). Actually, the fact that it is a professional engine is likely why open source authors/coders haven't picked up on it. Why complete an engine when you'll need to find a team (who likely won't work for free) to use it. And finally, no, the engine I have is not better than Elder Scrolls, Warcraft, [Insert RPG with budget of millions here]. Actually, being multicore helps a game engine surprisingly little as the bottleneck is usually the GPU. Please, if you have any ideas. I've tried talking with companies(only smaller ones, bigger ones are too difficult to communicate with), they seem interested, but want 'exclusive collateral' to drum up investment basically meaning they want something only they own. That's fine... but I suspect that it would be the engine, and that's not someting I'm prepared to allow. (My only reason for talking to them is to get the engine finished). They're after money, I'm thousands of dollars in debt from college, and would rather have the engine. I have also considered a kickstarter to drum up the $200,000k+ to pay the few programmers capable of finishing the engine (who are also capable of writing said engine from scratch) to work for a year. I think, in all my searching, I found 3 such programmers... one is making his own game. I"ve also considered other methods of developing smaller games to pay for the engine. (Simple games) That, and the writing, are the two I am pursuing directly, though my own completion rate is staggeringly low. This is specifically about the engine, NOT about developing an MMO. The engine is perfectly suitable for a single player RPG and has been used in multiple single-player commercial titles and only one MMO, if anything it is MORE suitable for a single player RPG. So... what can be done to get this engine finished?
  11. web based dungeon creator

    Other than the legal problem that most of the tiles on OpenGameArt are cc-by-sa or cc-by-sa-nc... be careful when serving ad's as you may be liable for copyright infringement. Be careful to design the site with the safe harbor clause in mind. I can point you to a great tile engine design. And yeah, such. things exist, but they're usually 'you host them' deals (I think the legal issues is why). Also the fun sprite-rips that people upload to other websites. There are some challenges. Checking takes the safe harbor clause off the table, not checking doesn't. I'm wondering about automated checking with a lot of tile sets with known licenses. Was thinking of doing the same once... sans user upload (predefined tile sets). Was also going to use an 'is NC' flag for advertising to disable it when noncommercial content is being displayed... though that makes me wonder how YouTube handles cc-by-nc content.
  12. Though, in general, as said... it's far easier to fake it with good writing.  (I say that, but I can't honestly think of any examples, so maybe it's not).
  13. With a randomized character, this isn't storywriting. In my opinion, this deals with the technical aspect of game design and how it affects the plot, so it is not purely creative, and thusly not storywriting.  It's more like the 'postmodern paper generator'.    As evidence, I post a related link. http://www.godpatterns.com/2005/07/self-contained-resuable-plots.html   So the question we're now asking all the writers (Yay, forum bouncing is fun)... how do you code a modular plot that can be fit to a generic character? You'd need gender abstraction, personality abstraction, an 'interesting engine' designed to take fun snippets... you'd basically have to code something to write like I write. XD   From a writing standpoint, you could always try 'not involved'.  Where characters have their own interpersonal spats and it has an 'apparent' effect on the plot, but it has no functional impact.  Basically, you write in such a way that you introduce BIAS and let the players ASSUME the characters spats are having an affect on their abilities/performance/etc.   Second, you can pick key variables that can be influenced.   Third, you can do more.   Look at how RPG's are coded... they usually use key items.  Actually, a fake 'emotional inventory' can work rather well and use pre-existing systems.  I've seen it done once with key items, though it was never explicitly called as such... cutscenes functioned a lot like objects and the interaction of the event system and the inventory worked it out.   Generalizing the system is surprisingly difficult, but should allow for the inventory, plot, and character actions to function using a single data structure, though, again, I'm not sure this is optimal as it makes further downstream changes MUCH harder should the systems diverge.    I actually have instructions on how to write what could be effectively an 'emotion simulator' (and if I look, I have source for some of it), but it's a lot of work and I'm not making an RPG.  Estimated delivery date: December, 2040.  Just tried integrating them conceptually, and there are some issues.)  Not going to bring them up here, but just know that it can be done.  <deleted> it's all tricky parts, top to bottom.  Look up Planner... maybe that can help (from shrdlu).
  14. So I have a game engine...

    I don't think it would take a genius savant to finish it... just someone with reasonable experience. (Note, 8 years IS NOT reasonable experience when you've been making games and not working with serious engines. 8 years of doggie paddling does not an olympic swimmer make.) For those of you making an engine, I encourage you to look at Jobswarm by john ratcliff scarab, G3D available at http://g3d.sourceforge.net, and The DirectX Command Buffer Lib by Emergent. It's not as good as what I have, but as a base it should be usable by a single person. Yes... I have one monster of a game engine. G3D was used in the commercial game Titan Quest (though, a while back), you can also sub your own rendering thread. Job Swarm's creator also made Planetside, and The DirectX Command Buffer Lib is from Emergent, all technologies I listed are commercial, not hobbyist. I don't want advice about starting a business venture. I'm having the same problem someone with an idea has... getting a game company to even look at the engine. It is clearly a problem of 'breaking in'. Ah well, I won't dispute the change/relocation.