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murdock

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About murdock

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  1. I am starting to work with Unity building a 3D game, and am trying to wrap my head around a few things.   Do I build stuff like buildings, stadiums, etc. in a 3D modeling tool like Blender and import them or do I create that stuff in the Unity editor itself?   I am pretty sure the smaller stuff like weapons, small objects, etc are done in a modeling tool and imported, but it's the bigger stuff I'm not sure about.
  2. Pardon me if this is a dumb question, but can it import into Gimp or would I have to use the built in software and transfer it to another program for further editing?
  3. I am looking to start learning more about doing art for games (I'm admittedly much more of a programmer than artist), but as I'm not planning on getting very deep, I don't want to spend the money for anything really high end.  I just want to get a drawing pad/tablet that I can connect to a pc and use to create some art.     Can someone recommend a good entry level device I can use for this purpose?  Probably be used to create some beginner quality type art.
  4. I'm actually going to be building a game using Unity.  The goal is to ultimately have a 3D game; however, I'll be taking it slowly and using the game as my classroom so to speak.    Now is there a difference between rigging and animating?   Thank you for answering my questions. 
  5. I've been working primarily in 2D games for the last few years off and on, and have decided I'd like to take a crack at doing 3D development.  My problem is that I have several questions and I'm not sure where to start looking for answers.   For example, I am pretty sure that in 3D development you have a scene that uses a scene graph to store all the objects in the "world."  This is where all your models would be stored.     Now when I go to build/import models into that world and store them, what do I need to have in my model?  I am under the impression that this is a model that is built in blender or some similar application.  Do I need to have the modeler add animations, rigging, etc?  In other words, what do I need to know in order to speak intelligently with a 3D modeler to request game assets?  Also if my scene is a town, do I need to make the town one big model or can I break it up into smaller models?   These are a few of the questions that I have and would like to find a good resource where I can do some self study.
  6. murdock

    [XNA] Custom Content Pipeline?

    Yeah, I just want to be able to toggle between the design and runtime. It would be nice for level designers to test their levels when they are working on them instead of having to send to a developer and have them import it into the game. I was just curious how the majority of people handled this sort of thing.
  7. murdock

    [XNA] Custom Content Pipeline?

    Ok, so as I see it, I can build an editor and let the artists do their thing and then take content files from that and pull it in via the custom content processors. Now, what if I wanted to include a copy of my "game" with that editor so they could edit/test content with the "game"?
  8. I am wanting to build a stand alone editor to build levels for my game. I would like to be able to build an editor and ship the exe to the art team and just have them load that and not have to worry about loading VS or GS. I have read where the assemblies for the built in pipeline are not distributable per the license. So, with this limitation, how does one handle this situation? Is there a way I can bypass the built in content pipeline assemblies and build my own?
  9. murdock

    XNA Game Architecture

    So if I understand XNA correctly you would just break your game into gamecomponents and use the base update and draw methods to call the child updates and draws?
  10. Anyone have a link or advice for a good architecture for use in XNA games? I've been reading Game Coding Complete and would like to emulate something similar to that book's architecture but, am unsure if it would even be relavent. Anyone got any good links or information they can share?
  11. murdock

    [XNA] Resource Storage

    So you couldn't access them while they were still compressed? I believe unzipping them to be loaded by the contentmanager would be defeating the purpose of hiding them from the user to begin with.
  12. murdock

    [XNA] Resource Storage

    If you used the pak file though, wouldn't you have to build your own content importer and processor?
  13. If you have numerous resources(sound files, sprites, textures, models, etc.) and you don't want to leave them in a folder where the user can access them, what do you do with them? Is there a way to build them into the executable or is there a way to pack them in a compressed archive file and then use some code to extract them as needed? For example, I have spritesheet1.png, spritesheet2.png, ...., spritesheet30.png, etc. and I don't want to leave them alone in content\sprites. Is there a way I can do sprites.pak or just build them into the executable?
  14. I am doing design work for a game I am going to be starting development of in the near future and I am looking for a way to manage the many sprites for the game which will be a 2D RPG. My question is would it be better to use a SpriteManager class which uses an ArrayList for storage of Sprites and some identifying data(a Sprite class) OR would it be better to just use a GameComponentManager class to hold drawable game components? My initial thoughts were that the drawablegamecomponents would be overkill.
  15. How do you determine how many hours your RPG will take to finish? For example, if I want to target a length of 70 hrs how many pages of story would I need to write?
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