Creating open world map

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13 comments, last by Ashaman73 10 years, 1 month ago


The closer to accurate scale the more realistic detail you can bring forth.

Even realistic games are often not really realistic at all blink.png

There are so many factory you need to consider, like visibility (too small), perspective (camera FOV of ~90 vs human FOV of almost 180 degree), thirdperson view (the angle of the camera let details/chacters appear smaller/larger), performance (render a football stadion with 20.000 seats or just 2.000 ). Best to take a 'realistic' game which would came close to your imagined game and analyse it. Walk through the level, take a really close look at the details. Compare it to the character.

Most often a single game do one thing really good (GTA: sense of large,living city) and this little thing is the reason, that they use a specialized game engine. And you will have a really hard time to copy this feature with an other engine. Engine are often tailored around two or three main features and seldomly are omni-potent.. Therefor, choose your engine by analysing comparable games. Watch trailers, ingame video, play demos etc. to help you decide, which game engine would be more suitable to your vision. smile.png

So what you are saying.... Is We need to make our own game engine???? blink.png hahaha Challenge acceptedbiggrin.png

"And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him"

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Is We need to make our own game engine???? blink.png hahaha Challenge acceptedbiggrin.png

No, I would only sugguest to evaluate different engines first, even mod-able games. There are even open source engines around (eg Ogre) which you could use as base. I would almost never sugguest to build your own engine nowadays, especially if you are just starting with game development.

Yes, I've rolled out my own engine rolleyes.gif , because I need a specialized engine too, but this engine is already 15 years in development and by far not as capable as the modern ones, especially if you consider tools too. If you target your own engine, you need to invest lot of time.

btw, just my 2 cents, but designing/filling these huge areas and making them interesting is already a monstruous task. Exploring them would also already deliver days of gameplay. So before wanting something "bigger", perhaps you should start with it. ;) I'm sure the player wouldn't mind a map loading after running several hours accross the map. ;)


Is We need to make our own game engine???? blink.png hahaha Challenge acceptedbiggrin.png

No, I would only sugguest to evaluate different engines first, even mod-able games. There are even open source engines around (eg Ogre) which you could use as base. I would almost never sugguest to build your own engine nowadays, especially if you are just starting with game development.

Yes, I've rolled out my own engine rolleyes.gif , because I need a specialized engine too, but this engine is already 15 years in development and by far not as capable as the modern ones, especially if you consider tools too. If you target your own engine, you need to invest lot of time.

Have you been working on your engine by yourself or do you have a team?

"And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him"


Have you been working on your engine by yourself or do you have a team?

The engine is written by myself and to be honest, it is stable for some years now, so you dont need 15 years. But nevertheless, a modern engine is very complicated (I'm talking about multicore, physics integration, shader, scripting, AI etc) and it will costs a few years to make it stable (I'm not talking about the first visual showoff after 2 weeks of work, I'm talking about the month and years of refining your engine). This is time lost to make actually a game. When I started the engine, there were really not a lot of options to use an existing engine, but nowadays there are hi-professional engines almost for free for indies out there.

If your goal is to invest only 2-3 years for a 'non-casual' PC game, then your decision comes down to either make a game using an existing engine or to make a engine with a simple demo.

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