Are you talking about First Personal Shooter Combat?,what type of gameplay you talking about? If you mean those games that reward you with little wee trophies for achevements well they already got a patent against that I think. I would like to write good gameplay, but the problem is the gameplay is protected by alot of these patent limitations like they done to Final Fantasy and other games. So what is good gameplay to you, what is the x-factor that maes a game stand out in its gameplay. If I use that x-factor it might
be protected by a a damm patent so I got to be careful what I put into my game
Here's a snippert of my code: to show the different flags I'm talking about:
:tsewr cls echo. -----------------ENTRANCE INTO RIGHT TUNNEL SEWER ------------------ echo. echo. Commander: It looks like another old sewer system. echo. set /a spin=%random% %%3+1 if %spin% EQU 1 if %sewer% EQU 1 if %loana% EQU 1 echo. Loana: Oh no, not this again if %spin% EQU 2 if %sewer% EQU 1 if %loana% EQU 1 echo. Loana: The last time we if %spin% EQU 3 if %sewer% EQU 1 if %loana% EQU 1 echo. Loana: We were attacke echo. echo. if %sewer% EQU 1 echo. Storm: Yeah, there were too many rats down in that last sewer if %sewer% EQU 0 echo. Storm: Looks like a dark and spooky place to me. if %sewer% EQU 1 echo. Storm: I'm game to give it another go as long as Skinar rescues us echo. if %sewer% EQU 1 echo. Commander: Yeah I do remember and that was an awful exp if %sewer% EQU 1 echo. maybe we should turn back in case we are outnumbered again echo. echo. echo. Commander: Well let's go in and explore these tunnels then. echo.
echo. Storm: Let's investigate then. set /a spin=%random% %%5+1 if %spin% EQU 1 if %loana% EQU 1 echo. Loana: Try not to get yourselves all dirty if %spin% EQU 2 if %loana% EQU 1 echo. I don't really want to go back down there if %spin% EQU 3 if %loana% EQU 1 echo. It took ages to get the stench out of our clothes if %spin% EQU 4 if %loana% EQU 1 echo. I don't want my hair to get all messed up again if %spin% EQU 5 if %loana% EQU 1 echo. I don't want to meet anymore of those hideous rats
if %t6unit% EQU 1 echo. t6unit: I have been in here before. echo. if %t6unit% EQU 1 if %loana% EQU 1 echo. I'm sure you have T6. But I don't plan on staying. echo. echo. Storm: Bla bla bla, Excuses, Excuses, you are just full of excuses Loana, where's your sense echo. of adventure. echo.
set /a spin=%random% %%3+1 If %loana% EQU 1 echo. Loana: You mean where' your sense of intelligence. if %loana% EQU 1 echo. Loana: Are you sure your brain is not on overfreeze Storm. if %loana% EQU 1 echo. Loana: Let me help you thaw out few of your broken frozen clusters.
echo. Commander: Now stop it you two, no more arguing.
echo. echo. Skinar (breaking over Communications), Commander. I ran scans echo. Deeper in the sewer exists some volatile pockets of gas. Be careful echo. not to trigger them off. Try not to shoot any weapons down here. echo. echo. Storm: Oh great, then what if we come across more rats. echo. echo. Commander: Use the other end of your gun. echo. echo. Storm: Play Whack a rat, ok then. Let's just hope there's not a million of them in this sewer. echo. echo. if %sewer% EQU 1 echo. A) Turn back the way you came. if %sewer% EQU 1 echo. B) Man up and take a risk
Well in this game you have to find a cure to a plague. but as the game unravels you find you also have to clean up the galaxy of rogue factions and a few out of control droids. to get into all the system areas, your ship needs to have strong enough shielding and your guns need to be powerful because some areas will have stronger enemy fire and you build all this up through trading and mining. So you collect credits to build up your shielding and your guns.
All the rooms in the game have spin counters. so many rooms have them, I use them for replacing characters so each time you reenter the room, the scene changes, you get people at the bar appearing at different times to give you a mini quest or task and some rooms don't have them, so over 600 spin counters have been already been wired up into the game. I use them mostly for changing dialog lines to allow the characters to speak their own minds. but I also use them for changing things around in the rooms or choosing different rooms to branch the game out so instead of being linear, its more multi level, because spin counters allows me to HIDE and UNHIDE rooms or trigger certain events...
So some rooms in the game do switch places using a spin counters and this gives the game alot more depth.
So If the flags switches exist, then you get the different spoken dialogs depending on your progress in the story line in the game.
Well, if my game is all clear of any patents and copyright issues then the game is likely to be put under Creative Commons. If the game is made only 2d then the game will be huge in terms of area. BUt it will be all turn-based graphics, but if I make the game in a 3d game engine with the 3d models for the cutscene and dialog, which is alot more work, the game will be large, but limited in size.. but as I've said, I dont have the necessary knowledge to know how to set it all up in Unreal to create those dialog cutscenes plus I don't have a 3d space engine either for flying about in the universe.... So I would need several 3d engines. 1. A 3d engine For flying about in the universe to visit systems using the gate jump nodes which would have to be all wired up to it. Or use a 2d planet picture system to change to different systems and show the interior of the spaceship to walk around in instead which is another way of doing it instead of flying the ship through 3d space to get to the gates.
2 another 3d engine for when down also on the planets surface for exploration or doing any first person combat.
And I don't know how to get the models out of their t-poses either so I can't do dialog cutscenes until those problems are resolved and facefx in Unreal which is the Face animation program for synching audio to facial expressions is complicated to use..and you may need Maya plugins it might work with Blender Plugin, I don't know.
That is correct, its not worth the bother to have a team of grumpy lawyers shutting you all down after doing all of that work. That's why I didn't use the mass effect dialog wheel idea in my space trading game. because of the Patent they put against it and I didn't use any mass effect universe characters or their storylines or their art concepts even though some of their art ideas for structure of buildings were great... Because Electronic Arts had filed patents against the Unreal engine graphics and the shader
That is why I didn't copy any of their graphic art designs but I made my own game characters and concepts up instead. And if my game gets finished I won't release it under the commercial market but under freeware or Creative Commons because of all the legal trouble that these big companies are causing to independent game developers who try to release their games in the commercial market. It seems to me that these big publishing companies don't like independent developers.
Copyright lasts 70+ years, while I think the patents have a shorter life of about 15 years. ( I think).
The only problem I may have is that one of my homeworlds happens to be called Telos, but its got nothing to do with the Star Wars Universe. and that you travel around in a spaceship from system to system, I do have a space gate travel system in my game, so I can beable to travel through my worls but its got nothing to do with Freelancer.
So like I said before, game ideas do overlap each other even when you are creating something completely new from scratch....
Before I go back to the topic I do have this to say about Unreal., I can't code in those langauges you mention but only code in batch at the moment, As for Unreal Engine, that engine is a workhorse and is a headache (not a delight) to work with. When you set everything all up in the editor the engine don't generate the new code scripts for you to add them into the game engine, it seems to be that you have to create the scripts YOURSELF. retype the same file parameters all over again to configure them. and that's not talking about how long it takes to build its lighting...........
In Unreal 4 you have to build a blueprint now just to get it to display text up on the screen which took the poor guy on youtube about 15 minutes to set up all of the nodes to get Unreal 4 to display txt on the screen. So what if your game had thousands of lines of dialog, do you have to build thousands of these shaders to display it? Because Unreal uses tons of extra calulcations with all of these blueprint nodes, i why it needs top high end machines to meet all its demmands.
What type of programming you do?, have you done Unreal Engine stuff yet? Because I haven't solved my unreal engine code issues yet with the models, trying to get em to animate in the game.. Because I can't solve the engine code issues, instead I been writing the rest of my game in a windows batch file do I'm writing out the storyline and the game elements, its a sci fi rpg combat game that allows you to explore space, use jumpgates, even explore another galaxy, so it won't be limited to just one galaxy, it just turn based at the moment because there's no 3d engine yet in it, I wrote it in batch code so can see how the game is shaping up in the 2d form at least, that at least lets me see how the diaglog runs in the game, before thinking of putting it into a real 3d engine to build the 3d world of it, That's why I'm looking at Unreal engine to see if it can do the job, allow me to have thousands of lines of interactive diaglog as well since its story line driven.
I don't know if Unreal can do the job with the dialog though. because it uses this blueprint node system. but i rather it just read the text strings in instead from a simple text diaglog file.
Are you talking about First Personal Shooter Combat?,what type of gameplay you talking about? If you mean those games that reward you with little wee trophies for achevements well they already got a patent against that I think. I would like to write good gameplay, but the problem is the gameplay is protected by alot of these patent limitations like they done to Final Fantasy and other games. So what is good gameplay to you, what is the x-factor that maes a game stand out in its gameplay. If I use that x-factor it might
be protected by a a damm patent so I got to be careful what I put into my game
Here's a snippert of my code: to show the different flags I'm talking about:
:tsewr
cls
echo. -----------------ENTRANCE INTO RIGHT TUNNEL SEWER ------------------
echo.
echo. Commander: It looks like another old sewer system.
echo.
set /a spin=%random% %%3+1
if %spin% EQU 1 if %sewer% EQU 1 if %loana% EQU 1 echo. Loana: Oh no, not this again
if %spin% EQU 2 if %sewer% EQU 1 if %loana% EQU 1 echo. Loana: The last time we
if %spin% EQU 3 if %sewer% EQU 1 if %loana% EQU 1 echo. Loana: We were attacke
echo.
echo.
if %sewer% EQU 1 echo. Storm: Yeah, there were too many rats down in that last sewer
if %sewer% EQU 0 echo. Storm: Looks like a dark and spooky place to me.
if %sewer% EQU 1 echo. Storm: I'm game to give it another go as long as Skinar rescues us
echo.
if %sewer% EQU 1 echo. Commander: Yeah I do remember and that was an awful exp
if %sewer% EQU 1 echo. maybe we should turn back in case we are outnumbered again
echo.
echo.
echo. Commander: Well let's go in and explore these tunnels then.
echo.
echo. Storm: Let's investigate then.
set /a spin=%random% %%5+1
if %spin% EQU 1 if %loana% EQU 1 echo. Loana: Try not to get yourselves all dirty
if %spin% EQU 2 if %loana% EQU 1 echo. I don't really want to go back down there
if %spin% EQU 3 if %loana% EQU 1 echo. It took ages to get the stench out of our clothes
if %spin% EQU 4 if %loana% EQU 1 echo. I don't want my hair to get all messed up again
if %spin% EQU 5 if %loana% EQU 1 echo. I don't want to meet anymore of those hideous rats
if %t6unit% EQU 1 echo. t6unit: I have been in here before.
echo.
if %t6unit% EQU 1 if %loana% EQU 1 echo. I'm sure you have T6. But I don't plan on staying.
echo.
echo. Storm: Bla bla bla, Excuses, Excuses, you are just full of excuses Loana, where's your sense
echo. of adventure.
echo.
set /a spin=%random% %%3+1
If %loana% EQU 1 echo. Loana: You mean where' your sense of intelligence.
if %loana% EQU 1 echo. Loana: Are you sure your brain is not on overfreeze Storm.
if %loana% EQU 1 echo. Loana: Let me help you thaw out few of your broken frozen clusters.
echo. Commander: Now stop it you two, no more arguing.
echo.
echo. Skinar (breaking over Communications), Commander. I ran scans
echo. Deeper in the sewer exists some volatile pockets of gas. Be careful
echo. not to trigger them off. Try not to shoot any weapons down here.
echo.
echo. Storm: Oh great, then what if we come across more rats.
echo.
echo. Commander: Use the other end of your gun.
echo.
echo. Storm: Play Whack a rat, ok then. Let's just hope there's not a million of them in this sewer.
echo.
echo.
if %sewer% EQU 1 echo. A) Turn back the way you came.
if %sewer% EQU 1 echo. B) Man up and take a risk
Well in this game you have to find a cure to a plague. but as the game unravels you find you also have to clean up the galaxy of rogue factions and a few out of control droids. to get into all the system areas, your ship needs to have strong enough shielding and your guns need to be powerful because some areas will have stronger enemy fire and you build all this up through trading and mining. So you collect credits to build up your shielding and your guns.
All the rooms in the game have spin counters. so many rooms have them, I use them for replacing characters so each time you reenter the room, the scene changes, you get people at the bar appearing at different times to give you a mini quest or task and some rooms don't have them, so over 600 spin counters have been already been wired up into the game. I use them mostly for changing dialog lines to allow the characters to speak their own minds. but I also use them for changing things around in the rooms or choosing different rooms to branch the game out so instead of being linear, its more multi level, because spin counters allows me to HIDE and UNHIDE rooms or trigger certain events...
So some rooms in the game do switch places using a spin counters and this gives the game alot more depth.
So If the flags switches exist, then you get the different spoken dialogs depending on your progress in the story line in the game.
Well, if my game is all clear of any patents and copyright issues then the game is likely to be put under Creative Commons. If the game is made only 2d then the game will be huge in terms of area. BUt it will be all turn-based graphics, but if I make the game in a 3d game engine with the 3d models for the cutscene and dialog, which is alot more work, the game will be large, but limited in size.. but as I've said, I dont have the necessary knowledge to know how to set it all up in Unreal to create those dialog cutscenes plus I don't have a 3d space engine either for flying about in the universe.... So I would need several 3d engines. 1. A 3d engine For flying about in the universe to visit systems using the gate jump nodes which would have to be all wired up to it. Or use a 2d planet picture system to change to different systems and show the interior of the spaceship to walk around in instead which is another way of doing it instead of flying the ship through 3d space to get to the gates.
2 another 3d engine for when down also on the planets surface for exploration or doing any first person combat.
And I don't know how to get the models out of their t-poses either so I can't do dialog cutscenes until those problems are resolved and facefx in Unreal which is the Face animation program for synching audio to facial expressions is complicated to use..and you may need Maya plugins it might work with Blender Plugin, I don't know.
That is correct, its not worth the bother to have a team of grumpy lawyers shutting you all down after doing all of that work. That's why I didn't use the mass effect dialog wheel idea in my space trading game. because of the Patent they put against it and I didn't use any mass effect universe characters or their storylines or their art concepts even though some of their art ideas for structure of buildings were great... Because Electronic Arts had filed patents against the Unreal engine graphics and the shader
That is why I didn't copy any of their graphic art designs but I made my own game characters and concepts up instead. And if my game gets finished I won't release it under the commercial market but under freeware or Creative Commons because of all the legal trouble that these big companies are causing to independent game developers who try to release their games in the commercial market. It seems to me that these big publishing companies don't like independent developers.
Copyright lasts 70+ years, while I think the patents have a shorter life of about 15 years. ( I think).
The only problem I may have is that one of my homeworlds happens to be called Telos, but its got nothing to do with the Star Wars Universe. and that you travel around in a spaceship from system to system, I do have a space gate travel system in my game, so I can beable to travel through my worls but its got nothing to do with Freelancer.
So like I said before, game ideas do overlap each other even when you are creating something completely new from scratch....
Miaxmo could animate it.
I could use this guy in my project, he looks menacing. does he use just a basic rig?
good work. I wish I could model, I have a big game sci fi project I need models for.to do with exploriing different worlds.
There was another guy who uploaded a PEpsi can on here as wel and yeah I think there could be trademark issue with him as well
Before I go back to the topic I do have this to say about Unreal., I can't code in those langauges you mention but only code in batch at the moment, As for Unreal Engine, that engine is a workhorse and is a headache (not a delight) to work with. When you set everything all up in the editor the engine don't generate the new code scripts for you to add them into the game engine, it seems to be that you have to create the scripts YOURSELF. retype the same file parameters all over again to configure them. and that's not talking about how long it takes to build its lighting...........
In Unreal 4 you have to build a blueprint now just to get it to display text up on the screen which took the poor guy on youtube about 15 minutes to set up all of the nodes to get Unreal 4 to display txt on the screen. So what if your game had thousands of lines of dialog, do you have to build thousands of these shaders to display it? Because Unreal uses tons of extra calulcations with all of these blueprint nodes, i why it needs top high end machines to meet all its demmands.
Cool
What type of programming you do?, have you done Unreal Engine stuff yet? Because I haven't solved my unreal engine code issues yet with the models, trying to get em to animate in the game.. Because I can't solve the engine code issues, instead I been writing the rest of my game in a windows batch file do I'm writing out the storyline and the game elements, its a sci fi rpg combat game that allows you to explore space, use jumpgates, even explore another galaxy, so it won't be limited to just one galaxy, it just turn based at the moment because there's no 3d engine yet in it, I wrote it in batch code so can see how the game is shaping up in the 2d form at least, that at least lets me see how the diaglog runs in the game, before thinking of putting it into a real 3d engine to build the 3d world of it, That's why I'm looking at Unreal engine to see if it can do the job, allow me to have thousands of lines of interactive diaglog as well since its story line driven.
I don't know if Unreal can do the job with the dialog though. because it uses this blueprint node system. but i rather it just read the text strings in instead from a simple text diaglog file.
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