Rudy Crimson Bellwether

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About Rudy Crimson Bellwether

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  1. Location-based Action-RPG [Mobile]

    To add a bit to this beauty pageant of sorts: I'm most definitely set on using the Transvoxel algorithm as the game is set in England. It's of utmost importance to convey the topography of the country with its hills, valleys, etc. Which puts me in a corner, of sorts. I hear the C4 engine bodes well for all intents and purposes; the question remains, would it support the dynamics of location based programming and multiplayer network physics that I envision?   Unity 3D comes with a price-tag, but If the benefits outweigh the costs, it's def. worth it; unfortunately, C4 is not particularly fitted for mobile development, or perhaps i've misread the guidelines. 
  2. Location-based Action-RPG [Mobile]

    Hi there,   I've been reading the forum for a bit more than a year and I find the discussions quite useful and informative, but I've yet to encounter a thread that really poses and/or attempts to answer my own paradigms in game development.   I have a strong background in C++, C# and Java most of my undergraduate education focused on C++ for computational physics. At the moment, I'm an independent programmer working on Objective-C applications for iOs. I've taken courses on functional programming using Scala; taught myself Ruby, Python, Perl, PHP; and, at the moment, I've taken upon myself to learn more about Clojure and the lisp dialects that I touched upon vaguely during my college years (4 years ago). All these skills have proven trivial when it comes to accomplishing my primary goal of making my very own game.    I am envisioning a location-based 3D Action RPG with feasible properties that allow users to interact with other players in the vicinity (square-mile radii). The game itself will not depend solely on the players involved as there will be automated (AI) challengers which will comprise 57-68% of the population. In essence, players will have the ability to group together in teams, co-exist, and compete with one another; but, in reality, the majority of the game will have automated characters that will help us reduce the cost of production and/or inflicting too much burden on the servers [both of these are not mutually exclusive]. We are, of course, willing to attract investors and garner profits in order to grow as needed.   I've looked into Unity 3D and it seems reasonable for my goals: I have a clear idea of the themes and plot, but I have time constraints. I could study building a game engine, but I just cannot wait to get my idea out to the world. I'm looking to fail quickly, if that, and move along to something else; then again, I could rather fail miserably at making a worthwhile game engine, but Im more of a visual thinker, and therefore I rather spend my time designing a 3D game which is beautiful.   My question to you is, can Unity 3D support location-based programming in that fashion? Or, will I encounter too many limitations that building a game engine from scratch would seem most efficient?