Anyone working on game development?

Discussion in 'Game Development General Discussion' started by webjeff, Aug 15, 2007.

  1. REXMONDAY

    REXMONDAY Rising Member

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    I'm in the process of Releasing a very early prototype which never saw release for the Videopac / Odyssey 2 machine (if this counts as development).
     
  2. DreamCaster

    DreamCaster Rapidly Rising Member

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    Me and a close friend of mine are working on a game for the PC, theres no initial game code yet, but we have choosen to create a code generator for our game. The code generator is basically a program which will parses our entity types from a file (made by us) and what it actually does is create instances of most-derived classes, stored in a dynamic array as entities. (i.e as the Entity class) and once an instance of a type is created, the copy constructor on the objects is called. so copies are made. this will make our game more efficient and in a sense less code for our entities, though it is getting to be very hard work implementing the code generator.

    Our game will be 3D FPS, set in the 60's. Also the game is COMPLETELY non -linuar.. (does not end.)

    Were using C++ as our language with the engine TrueVision3D.

    Meanwhile, im tring to get my hands on a Dreamcast Development kit, so that I can create 2D games..
     
  3. Shadowlayer

    Shadowlayer KEEPIN' I.T. REAL!!

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    I used to be in a DC developer group back in 2003. We were trying to make a 32X emu for the DC but then this guy who was pretty much the lead programmer of the group had to took off due to some personal issues, and after that the group disbanded.

    Then I got in this group made mostly by spanish guys who wanted to make a custom portable console like the GP32, but way more powerful. We didnt get anywhere near making one (althought we did test some main components) and then everybody had to go back to college and soon after that the entire project went belly up.

    In many ways it was a pipe dream, specially since even if we had a prototype ready, it would have been after the PSP launch, thus killing any hype we could get. But on the other hand, it looked a lot like the open source hardware from BugLabs, and that one is going to be on sale soon:nod:

    Looking back then, what really killed the project is that none of us knew shit about business, so we couldnt get any investors or VC since we didnt know how to find it in the first place.

    Unix users are so lame, even Linux geeks make fun of them:lol:

    Just j/k...
     
  4. Piglet

    Piglet Spirited Member

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    A Java game for Wii,DS,Mobile and web-page. I want to do a mario tie in so it will be something like 'Super Mario Laser Fight'.... although I'm open to better names?
     
  5. Piglet

    Piglet Spirited Member

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    Oh, the game is a sort of super-set of the old C64/Spectrum/Amstrad PCP classic Deflektor. I'm using coloured lasers, filters, splitters and so forth.
     
  6. cdoty

    cdoty Gutsy Member

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    Sounds pretty cool.

    How are you doing Java on the console/handheld systems?
     
  7. jollyroger

    jollyroger Gutsy Member

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    Ooh over the years I started too many games, besides the ones I was programming for a living of course...

    I used mostly PC (D3D, OpenGL) and GBA for my experiments.

    Now I have an idea I am trying to put together as a project with some other guys on PC or X360, we'll see...
     
  8. TmEE

    TmEE Peppy Member

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    I'm helping to create a game for MD (Pier Solar and the Great Architects) and I'm also working on a few MD games myself. My sound engine for MD should have existed 15 years ago... but then I was in kindergarten :/
     
  9. Twimfy

    Twimfy Site Supporter 2015

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    Just realised I already mentioned this...however take a look at some pics and vids.

    Working on a Sonic fan game. Its a 3D affair based on the UK sonic the hedgehog comic.

    Here is a youtube video I put up many moons ago http://uk.youtube.com/watch?v=covbMBGG_1Q&feature=channel_page. The capture was at a very low frame rate so it looks like sonics legs are part of a wind up toy but at full speed they are spinning and blurring.

    So far I have an engine with jumping, walking, running and attacking with a mouse controlled camera with collision detection. It's being made in 3D gamestudio. I've been working away at it for years and the engine has gone through several iterations as I've learned new tricks.

    Pics:

    [​IMG]

    [​IMG]

    [​IMG]

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    [​IMG]

    These are very early images. The items in the last pic are in a random level, thats not my final scenery :noooo:
     
    Last edited: Dec 13, 2008
  10. PhreQuencYViii

    PhreQuencYViii Champion of the Forum

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    Wow, that's actually pretty cool, I watched the video. I like the running, lol.
     
  11. Dark Seraph91

    Dark Seraph91 Enthusiastic Member

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  12. Shadowlayer

    Shadowlayer KEEPIN' I.T. REAL!!

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    Not bad at all, one could even say it beats Xtreme :lol:
     
  13. Piglet

    Piglet Spirited Member

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    Well, some of the Wii stuff will no doubt be in C, but I code faster in ASM so ASM for most. It must also have a small footprint... for reasons I cannot go into....
     
  14. kholdfuzion

    kholdfuzion I kill consoles

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    I've been working for around 3 years on a mmo engine/demo game. So far I have the client engine fleshed out and working with programmer art, adding shader and other misc cleanups/patches. Client is current capable of launch era WoW graphics to give you a rough idea. The server is fully done besides adding support for anything that comes up with demo game.

    The Server is actually my favorite part of the setup, it is a fully auto scaling system based on the number of computers running software, just point a new slave to the configuration server and boom its used as needed. Theoretically unlimited clients per "server" just have to have enough bandwidth and boxes running the software. Using some old dual proc 1ghz p3 "servers" I have laying around, and some client "bots" I can handle around 2000 clients per physical machine on my lan. With actual decent server hardware i could probably get closer to 8000 per box, maybe even more.

    Not too shabby for a hobby project :D
     
  15. bobzee

    bobzee [undefined]

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    I tried doing stuff with DirectX before but things got in the way.

    Not much planned for a few months, so i've dusted off visual studio, got sdk'd up, and started making a Command and Conquer skirmish game for the pc.

    I still play skirmishes on Retaliation (ps1), despite the graphics looking quite clunky and the bugs in the gameplay, i thought it would be a good game to work on.

    I've got a tile based map scrolling around, some animated cursors based on the RA3 ones and i'm working on getting two units to interact now.

    I'm using a ps2 controller hooked up to a usb adaptor which wasn't too difficult to get working with directinput.

    It's more a directx learning venture than an attempt at making a game.

    Next step is to integrate some pathfinding logic, so far the tank will quite happily rumble over the construction yard.

    I thought i would give up after a week or so, but six weeks later, i'm still having fun.

    http://bobzee.multiservers.com/_img/ccba_screenshot2.jpg
     
    Last edited: Jan 7, 2009
  16. darkangel

    darkangel Guest

    I know you guys are going to laugh at me for asking this, but where do I get the equipment I need to make ROM chips and stuff? The only programming equipment I have is a 65816 ASM program for the Super Nintendo I found on SMWcentral, but it took me several years to find it. Do you guys work at an electronic manufacturing company or something?
     
  17. Alchy

    Alchy Illustrious Member

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    You can pick up the hardware quite cheaply, there's no shortage of vendors on Google. If you want to know more, check http://snesdev.romhack.de/
     
  18. darkangel

    darkangel Guest

    Thanks for that, but is there anything for other systems too on that website besides Super Nintendo. I have an snes 65816 asm program from smwcentral.net, but I doubt the Super Nintendo was a good system to start since you have to write to a hundred registers just to get it to display something.

    I would rather do something on the GBA for now, since it's hardware register map look a lot less complicated and is more straight forward than the Snes.

    If I ever do make an Snes game, I feel like I would have to make it a port of any game on the Genesis that people say can't be done on the Snes like Gunstar Heroes and Thunder Force 4 just so I could just get gamers to shutup about it being too slow. I know a LOT of speedy assembly tricks, and I mean a LOT, and I can easily figure out new tricks with out much effort while I'm writing the code.
     
  19. Alchy

    Alchy Illustrious Member

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    It's possibly a little redundant of me to point this out, but you'll able to find a GBA backup device to aid you in this for less money and with less hassle than for SNES.

    Lofty goals; given that the best developers of the day struggled with it, though, why do you think you'll do any better? Best of luck, either way.
     
  20. darkangel

    darkangel Guest

    because I can do collision detection in less than 30 or 40 cycles, and the programmers back then couldn't do collision detection in less than 100 cycles because it was before I invented my own collision detection algorithm.
     
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