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Everything posted by speed258

  1. Hello, I want to know is possible somehow to if you have any type application which works with steam keys, after user buys or activates gift or activates key from third party resellers to send key to publisher server so internal authentifaction system could recognize key or should I instead save user steam id and then identificate if he has my app. Probably it looks like noobie question, but this is my first time with steam so thank you very much for explanation. Since steam does not fully reveal how keys are managed by steam to publisher, so I would like to know if they have such event after key is activated in steam
  2. My question is steam provides event which fires up when any user activates my app key and does steam servers send key data to publisher server(which is mine) about key so that then user logs in in my app so I could recognize that key is valid and activated from steam.
  3. speed258


      Have you built that map yet? Really, concentrate on smaller things first, and don't already plan your "Bigger than GTA V" game without even having a working game prototype and a modest map size built yet.   Chances are good that you underestimate the work needed to build all of that by several orders of magnitude.   You ever worked with volumetric clouds? What is your plan to make your map mesh seamlessly into the horizon if people can see it from high up? I could go on and on... but really, it doesn't matter. Don't worry about those things until you have the foundations in place.   "But I worry we go into the wrong direction and have to throw away parts of our work!" - Yes, we hear that a lot on these forums. Don't worry. You will throw away way more than just parts... its part of a normal learning process which all of you will have to go through. Which all of US go through on a daily basis. Getting too attached to your work is quite a big problem.   Chances are good your first few 3D Models suck. They might even look good in the modelling tool. Once imported you might find out they do not work for your game, period. Throw them away. Don't try to fix things that take ages to fix. Mark the time down as part of the learning process, start over, do it better this time. Your first 1 KM^2 most probably will never get finished. You might still try to hand populate it with assets and find out that it literally takes you days to only arrange all the assets that make up a single house, its interiors and surroundings. Throw the map away. Either rework the concepts of your game (do you NEED to be able to enter every house?), or come up with more clever ideas (have pre assembled asset-bundles you can just place in your map in a single drag and drop operation... yes, every house made from the same asset bundle now has the same interior... does that matter? Write a procedural routine that places assets for you). Your first few stabs at the actual game logic will suck. Nobody gets their game logic right the first try, and there is a good chance yours turn out to be non-salvageable. Make sure you don't spend to much time on it, if it does not work no matter what you do, throw it away. Come up with a better game design, and try again.   Don't plan for a great future that will most probably never come... try to do what you can do here and now, and learn from it. You cannot climb the mount everest with zero mountain climbing expierience and lacking equipment. Get expierience first on that small rock wall in your neighbour hood, then try the steeper one some miles away, and so on.     Last thing: Don't worry about which engine will allow you to build X when you haven't built ANYTHING yet. Just start out in any of them. Pick one.   As for MY recommendations, scratch CryEngine off the list. The runtime engine might producing quite good graphics, I am not sure about the performance though (given the games made with it tend to be used as testcases for now hardware BECAUSE they are extremly demanding).   The tools provided with the stock CryEngine where crap 2 years ago... haven't heard that they got improved in the meantime. Given that its mostly used by bigger studios that have the money to pay programmers to write better tools for the engine for their own projects, even though the engine is available for free makes me believe the tools are still as dated as they were back then. You could give Lumberyard, amazons fork of CryEngine a spin. Yet I would still be catious as I am not sure if amazone really has improved those tools yet.     Unreal Engine 4 and Unity 5 are both good recommendations. I personally would go with Unity for total beginners as it just has better documentation and an easier to grasp interface, but then UE4 is close even in my opinion, and some people found it easier to get into than Unity. Keep in mind that Unity 5 has some quite dated stock tools, terrain system for example is not that high-end... you can upgrade that by purchasing third party assets from the store at actually quite good prices, which often are better than what Unreal Engine 4 gives you. But of course, it costs something. Unreal Engine 4 comes with way better stock tools, though I found it throws too much of it at you at the same time, making the editor quite cluttered and hard to grok.   Really, at your stage, you cannot go wrong with either. And changing engines later is way less of a hassle than you might think. Dude its a golden words, yes our first ever test map will be blank, later we modiffy it, but we want to put some mechanics that forced us to think about current games, yes from beggining we only concentrate on basics and prototypes, also we decided after we have very very very pre-alfa of game to show of some gameplay and ask here or where big community is do we should continue our development or just stop it. the main reason for big map is for planes, and dynamic gameplay. Anyways thanks for smart ideas.
  4. speed258


    Well I have small team of friends and we decided to make game, so a lot of problems causing us to think twice, wel first of all map, well map we thinking in future create a huge x> 1000k km, so only plausible solution is to cut into sections and render for client only 10km range(first we just thinking just stay in 100m), another thing is we make game in first person that you do actions in first person like you click, push or just watch it some things in game clock, compass, etc, next is keeping clients in 100km2(10x10) map if they in that position at least 100 that would be fine, how we should maintain it? and also weather and makes good looking in grapchic(we have talented 3d designer so he good with that), so main question which grapchic engine could provide us to these request? Thank you. Also for objects object like house as a main object and child object is TV what should do in smart way if i want take out TV from house through game. Thank you guys for answers, I'd like to see smart answers, also if you dont understand(because in my head too much ideas), just say it and i try to rexplain it. I have few ideas unreal engine and cryengine(damm it eats alive pc)
  5. speed258


    Yes as i said in begginning start map will be only 100m2, also we develop systems from scratch and evolve it, sky dome is not perfect solution because our sky also have a use, snow, rain, thunder or just sun, and it will impact gameplay, we thinking in future development add planes so we need sky as accsesible place, and clouds as a object where you get through with your plane.
  6. speed258


    Well for me it first time, 75% team is have small minigames, also recently we met 3d designer why not to try a 3d? Also where I mention about tv, i have in mind that object could be damaged and it lost its inside objects, like you have house and inside nice tv, and with crane you hit in house and your tv fall down, thats the trick what is better attach tv to house or model tv with house and make as a child object? Also about map 10km yeah in fps its actually too much well optimal maybe 5, if you have good sniper or want use artillery or similar things, also map is static well if game development shows good result its plan to make 100000km2 map with 4-5km2 render range, actually map is sub-static, it means it will be damaged by player or players objects, also we trying achieve learning-creating skills well unreal engine shows a good results in our request. To moderators: If my thread in wrong section please relocate in correct one, thank you. Right now is a recon job to gather all info we needed before we start making first models and scripts.
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