It is possible. How easy it will be to do and how well it will perform are what you will be needing to keep in mind.
Are you trying to remake the batch game in a game engine (or framework/API), like how it looks in the screenshots you posted in your other thread? Or are you trying to make a new game based on your old one that is fully 3D, i.e. you can walk around, look around, 3D environments, hills etc., like Sacred 2 and Morrowind?
I get the feeling we have different ideas of what '3D' in this context means.
Either way you can create a '2D' game with a 3D game engine, but not the other way around. I would also say Unity and UDK are good choices. There is a lot to learn about them to get started, but they are well documented and have active communities.
I'm still having a hard time imagining what your game is like, or what you want it to be like. Examples of games with the features that you are looking for will help a lot.
What is "2d 3d isometrical view" supposed to mean? From what I gather, your game only uses 2D renderings of 3D models for characters, not actual 3D models themselves in the game as such.
The thing about having each 'screen' load dynamically as you move around to different areas is a simple process in terms of programming, and any good engine should be capable of doing this IMO. Still unsure if you mean that when the player reaches the screen boundaries the next screen will then load, or if you want the player to always be around the middle of the screen and new areas will scroll in from the edge of the screen when the player moves.
An example of the first type of 'scrolling' would be http://browserquest.mozilla.org/ with new areas loaded when needed. Runescape uses something like the second type of scrolling, as surrounding areas are loaded before the player gets there to allow smooth transition between places.
I'm no legal guy, so don't take anything I say as fact.
There is a lot of grey area and debating when it comes to copyright and derivative works. Safest bet is to do everything yourself, only using other works as references, not bases. You may be liable for legal action against you if someone can prove that something you created is a direct result of copyrighted material.
Imagine you write a song and copyright it. The song isn't very popular but whatever. I then come along and make a song based on your song and pass it off as my own. My song does become very popular. If you know that I used your work and can prove it, you are going to feel cheated and will want some form of compensation.
But yea all that looks quite messy and hard to maintain. If you are considering using a different language, then I would recommend Javascript. The language itself is relatively easy to learn and gives you a lot more features than you will currently have available to you with what you are using. You can manipulate graphics with a HTML canvas or with a framework like Pixi.js.
You seem to have atleast a basic understanding of programming concepts, so I think you could do it without much trouble.
You will learn a lot from it and you will gain a better understanding of how the guts of games work. It also makes your game much more accessible to potential players, which is what I assume you want?
I'm still not sure how the 3D fits in to your game. Are the character heads actual 3D models in the game or 2D renderings of 3D models?
Is the game 2D or 3D (or both)? From the screenshots on the main thread, everything looks like 2D graphics.
Those other complicated languages may seem offputting, but it is well worth learning how they work. Object orientation is so valuable, it will make your work a lot easier. I don't know what your code looks like, but I imagine you have a lot of duplicate code used in each screen area.
Can you think of an example of a game that is similar to what you are doing?
Got to say, choosing a username like yours will likely put off some people from wanting to work with you when they see it. It might just be a username on some internet forum, but it is your representation on the internet and how others will percieve you.
I've looked at the project on JGO and it seems promising. The 'No one would want to walk that far' comments being made I can understand, but I wouldn't think too much of them. The thing is I can't think of any other completed game that does this, so if you manage to get the game to a 'Release' state, you will have a good USP to use for attracting players (and artists) to the world itself.
But to get a better idea of what those people are saying, I challenge you to play Realm of the Mad God, and do a whole lap around any of the maps. Even with the randomly generated events/quests and such that you will run into, you will get an idea of how quickly doing the same thing gets boring.
A note about some of the planned features. There must be design considerations for every piece of gameplay you add. If you just throw stuff in there 'Coz it sounds cool', you will end up with a Frankenstein's monster of a game. If creating these kinds of games is what you really want to do, and to more of a professional standard, I would strongly recommend reading Designing Virtual Worlds by Richard Bartle (the guy who essentially created the genre we now know as MMO), it is essential reading on this subject.
I don't see a GDD for the project anywhere, which is a requirement for any project I work on, whether it is my own or another's. "By failing to prepare, you are preparing to fail." ~Benjamin Franklin
A lot of artists who are willing to do anything for free will want to be sure their hard work won't end up in the bin due to a mothballed project. Provide more proof and assurance the project will reach fruition and you will attract queues of artists wanting to help out.
I think surt's reply is worded confusingly.
You CAN use CC-BY in something that is going to be sold and/or ad supported.
It is possible. How easy it will be to do and how well it will perform are what you will be needing to keep in mind.
Are you trying to remake the batch game in a game engine (or framework/API), like how it looks in the screenshots you posted in your other thread? Or are you trying to make a new game based on your old one that is fully 3D, i.e. you can walk around, look around, 3D environments, hills etc., like Sacred 2 and Morrowind?
I get the feeling we have different ideas of what '3D' in this context means.
Either way you can create a '2D' game with a 3D game engine, but not the other way around. I would also say Unity and UDK are good choices. There is a lot to learn about them to get started, but they are well documented and have active communities.
It's me again.
I'm still having a hard time imagining what your game is like, or what you want it to be like. Examples of games with the features that you are looking for will help a lot.
What is "2d 3d isometrical view" supposed to mean? From what I gather, your game only uses 2D renderings of 3D models for characters, not actual 3D models themselves in the game as such.
The thing about having each 'screen' load dynamically as you move around to different areas is a simple process in terms of programming, and any good engine should be capable of doing this IMO. Still unsure if you mean that when the player reaches the screen boundaries the next screen will then load, or if you want the player to always be around the middle of the screen and new areas will scroll in from the edge of the screen when the player moves.
An example of the first type of 'scrolling' would be http://browserquest.mozilla.org/ with new areas loaded when needed. Runescape uses something like the second type of scrolling, as surrounding areas are loaded before the player gets there to allow smooth transition between places.
Cool stuff. The game idea sounds interesting, but I am the opposite of you in that I'm good at programming but suck at art.
You may be able to gleam some copyright knowledge from this discussion:
http://opengameart.org/comment/32206#comment-32206
I'm no legal guy, so don't take anything I say as fact.
There is a lot of grey area and debating when it comes to copyright and derivative works. Safest bet is to do everything yourself, only using other works as references, not bases. You may be liable for legal action against you if someone can prove that something you created is a direct result of copyrighted material.
Imagine you write a song and copyright it. The song isn't very popular but whatever. I then come along and make a song based on your song and pass it off as my own. My song does become very popular. If you know that I used your work and can prove it, you are going to feel cheated and will want some form of compensation.
Wow I didn't mean post a wall of code lol
But yea all that looks quite messy and hard to maintain. If you are considering using a different language, then I would recommend Javascript. The language itself is relatively easy to learn and gives you a lot more features than you will currently have available to you with what you are using. You can manipulate graphics with a HTML canvas or with a framework like Pixi.js.
You seem to have atleast a basic understanding of programming concepts, so I think you could do it without much trouble.
You will learn a lot from it and you will gain a better understanding of how the guts of games work. It also makes your game much more accessible to potential players, which is what I assume you want?
I'm still not sure how the 3D fits in to your game. Are the character heads actual 3D models in the game or 2D renderings of 3D models?
Is the game 2D or 3D (or both)? From the screenshots on the main thread, everything looks like 2D graphics.
Those other complicated languages may seem offputting, but it is well worth learning how they work. Object orientation is so valuable, it will make your work a lot easier. I don't know what your code looks like, but I imagine you have a lot of duplicate code used in each screen area.
Can you think of an example of a game that is similar to what you are doing?
Why are you doing this whole thing with batch? There are other things you could use that would allow you to be much more productive.
Are you aware of the excessive empty space after your posts?
I don't see any music by you. A link to play the game would help you get feedback.
Got to say, choosing a username like yours will likely put off some people from wanting to work with you when they see it. It might just be a username on some internet forum, but it is your representation on the internet and how others will percieve you.
I've looked at the project on JGO and it seems promising. The 'No one would want to walk that far' comments being made I can understand, but I wouldn't think too much of them. The thing is I can't think of any other completed game that does this, so if you manage to get the game to a 'Release' state, you will have a good USP to use for attracting players (and artists) to the world itself.
But to get a better idea of what those people are saying, I challenge you to play Realm of the Mad God, and do a whole lap around any of the maps. Even with the randomly generated events/quests and such that you will run into, you will get an idea of how quickly doing the same thing gets boring.
A note about some of the planned features. There must be design considerations for every piece of gameplay you add. If you just throw stuff in there 'Coz it sounds cool', you will end up with a Frankenstein's monster of a game. If creating these kinds of games is what you really want to do, and to more of a professional standard, I would strongly recommend reading Designing Virtual Worlds by Richard Bartle (the guy who essentially created the genre we now know as MMO), it is essential reading on this subject.
I don't see a GDD for the project anywhere, which is a requirement for any project I work on, whether it is my own or another's. "By failing to prepare, you are preparing to fail." ~Benjamin Franklin
A lot of artists who are willing to do anything for free will want to be sure their hard work won't end up in the bin due to a mothballed project. Provide more proof and assurance the project will reach fruition and you will attract queues of artists wanting to help out.
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