Jump to content
  • Advertisement

Louis Zavaglia

Member
  • Content Count

    15
  • Joined

  • Last visited

Community Reputation

135 Neutral

About Louis Zavaglia

  • Rank
    Member
  1. Louis Zavaglia

    How I think game design should work

    Basically if you put my theory to use, where you construct everything as a framework and use copy/paste hierarchies to make your content... you could take creativity to a whole new level.  You could make games with thousands of classes, millions of items.   Again, I think making a game is a matter of "FIGURING OUT" how to put the correct scripts and actors together.  I think you can do a lot with just simple rigged materialed 3d models with basic animation clips.  And I think anyone who tells you that it would take hundreds of hours to make an MMO is either lying or doesn't know what they're talking about.  I truly think the whole world is messed up and that you really can put together an MMO in a few hours.  I really think its about compiling graphics/actors/scripts inside of an editor and packaging your game to distribute it and run it in tandem with a server and a website.  And I think this all can be done scientifically one step at a time... and thus mathematically very quickly.
  2. Louis Zavaglia

    How I think game design should work

    Now, I'm never going to learn because I think that I would get too frustrated and I think it would be 1000x times easier just for someone to share their secrets.  Basically I think the whole industry is a conspiracy and the people you meet on message boards and chat rooms are all wasting their time.    I'm not going to change my convictions... and my convictions are basically this: I believe you can build the framework for a fully fledged MMO(with Quests, Instances, Classes, Monsters, Items, Skills, Abilities)... basically a clone of WoW... in any IDE... in a matter of hours just by combining the correct scripts and actors
  3. Louis Zavaglia

    How I think game design should work

    The point I'm trying to make is that when you create the "framework"... it shouldn't take you a long time... it shouldn't even take you a few days.  And I think if it takes you any longer than that it means that you are actually LEARNING how to make your game... meaning you are trying to FIGURE SOMETHING OUT... meaning you don't actually know what you are doing.   So say if you wanted to make a clone of WoW or Halo or CoD or StarCraft or GTA... even in a different language/IDE then what they were originally made in.  It shouldn't take you more than a few days to craft the framework because the scientific theory on how to build all of those features already exists.
  4. Louis Zavaglia

    How I think game design should work

    Well imagine you are so advanced that you don't make any mistakes... and you have all the knowledge to take the game from step 1, to step 2, to step 3 without retracing your steps and having to learn/figure out a workaround.
  5. Louis Zavaglia

    How I think game design should work

    Imagine you are trying to create your RPG and you know that you want Items, Classes, Monsters... and you want a lot of them.  You should be able to add in tons of monsters/items/quests etc. without changing your original framework.  So say you build your framework for the game and it includes all kinds of scripts...  scripts for the network, scripts for the hud and inventory, scripts for movement and combat.  The framework also includes hierarchies for your Items/classes/monsters/quests etc.  So you take these hierarchies and you import your assets into them after you copy and modify them so you don't have to worry about having to rewrite your whole game..
  6. Louis Zavaglia

    How I think game design should work

    How I think game design should work is that you first conceptualize your game, second make the framework, third add the content.  Meaning create an outline or document detailing every physical feature inside the game.  And after the concept is written I think it should be a matter of following some scientific formula to fabricate the framework.  And after the framework is made I think you should be able to use template based hierarchies to make limitless amounts of content.   I think it should all be a matter of putting the correct scripts/actors together in well constructed hierarchies... then copy/pasting those hierarchies and modifying them and importing your assets.
  7. Louis Zavaglia

    I want to make a simple multiplayer game

    Alright well I just want to do something simple.. you all are telling me that I need to learn and learn and learn...
  8. Louis Zavaglia

    I want to make a simple multiplayer game

    I mean like how much could I pay someone 1. to take my script 2. revise it for an engine 3. make a script to connect the clients to the server and give the players control of characters with this script attached to it 4. revise my same script again to work with the multiplayer script
  9. Louis Zavaglia

    I want to make a simple multiplayer game

    Here's a script I have so far it is for a character that moves/jumps/shoots/gets hit and takes damage/dies/respawns.  I don't have the translate set to any specific vectors because I'm not sure what x/y/z are in the series nor am I sure how big the integers have to be.  Its also not for any specific engine.   http://pastebin.com/CiqVK9Z4   I want a script that will connect the clients to the server and give the players control of certain game objects.
  10. Louis Zavaglia

    I want to make a simple multiplayer game

    I don't agree with anyone who says my plan is any more complex or simple than a game of pong etc.  I think my idea is very simple in fact and I don't see any reason why I should drop what I know to learn something else.    I can make these characters move and shoot... I just wish I had a script that would give players control of specific game objects when they connect to the server.  Maybe I could buy a script for $100.
  11. Louis Zavaglia

    I want to make a simple multiplayer game

    I can make these characters fight each other on the same keyboard... that's not the issue.. pong wouldn't help me
  12. Louis Zavaglia

    I want to make a simple multiplayer game

    Yeah I think the physics happens in real time
  13. Louis Zavaglia

    I want to make a simple multiplayer game

    So you're saying that when I play a match of Halo that all the player's positions are simulated?  I'm sorry but I don't believe that.
  14. I'm  really interested in programming video games, but to be honest I've given it a try before(learning I mean) and I couldnt seem to figure anything out.  From what I understand... you can do something  with just some models(with animation clips) and simple scripts.  I wanted to make a game similar to the "Worminator" game from the "Tornado Twins"(which you can check out on youtube(type in Worminator Tornado Twins.)   The first thing I want to do is get some models with animation clips.  Then I want to create scripts for movement and animation and firing projectiles and getting hit by the projectiles and subtracting health and respawning.  After that is all done I want to make it multiplayer.   If you check out the worminator game from the tornado twins you will see that the models in that video are not animated with animation clips... nor is it multiplayer.  I think I can figure out how to make some simple scripts for movement and animation and the combat(which is basically just projectiles and getting hit and subtracting health and respawning.)   ... but I don't think I can figure out the multiplayer.  I was wonering if someone could just show me a simple way to make a game where the players can connect the host and be given their character.
  15. Louis Zavaglia

    Pre-psuedo game design

    The problem is that there is no actual pseudo code in there... I just have some blank scripts that will work if they are written correctly.  Meaning if they weren't blank and there was an engine with syntax that matched the pseudo code(which isn't there yet{the pseudo code isn't there})... then the game would work.   https://www.dropbox.com/sh/26btkxw5oeffrwl/AADKbAjamlmg9wujh_WhV5QDa?dl=0   The players pick up items which increase their strength and thus make them do more damage.  There is also a script to check if certain items are required to use certain abilities.  The players level up and unlock new abilities which are basically just projectiles.  The players will put the abilities on their action bar.  So say the player unlocks a new ability and puts it on the action bar... the player then clicks on the action button(which is part of the action bar) and it spawns a projectile which shoots out via a transform function.  Then if a character is hit by this projectile there is a collision function to declare damage to the player the projectile hit.  The players lose health based on the projectile/collision damage via the health script.  The players die when their health reaches zero.  Players spawn at the beginning position on the map with 100 health.   The characters respawn at designated coordinates.  These designated coordinates are placed strategically around the map.  The characters will respawn at the nearest designated coordinates with 100 health.  The players pick up items(such as the sword) from item nodes which are placed strategically around the map.  These item nodes replenish periodically after the items have been picked up by the players.  The players drop their items on death and other players can pick them up.   The character controller operates like this: W is transform(or move) forward, S is transform(or move) backwards, A is rotate left, D is rotate right, Q is transform(or move) left, E is transform(or move) right.   The game will launch from an .exe file.  After it launches the player will connect to the server as a client. 
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!