Looks good Michael, right now I can't think of anything to add. Thanks.
Hi folks,
tommorow is the official start of the contest. We have allready some ideas how some parts of the game could be working out and I think that this is a good thing. Of course, a lot of the aspects are not dicussed but till the end of October, things shoud be carved in stone. I mean the general direction and the feature set.
To give you all a time table of how I would like to set the milestones of the project, I made this time table. I will extend this over the next weeks as things become more detailed.
October 31st, 2008:
- Feature set decided
- Story and setting finished
- Track implementation done
- Track editor workable
- Dummy artwork for track and vessel for testing provided
- Particle routines done
November 30th, 2008
- OpenGL GUI routines done
- Dummy artwork for gui provided
- Multiplayer routines done
- First play mode playable
- SoundFX provided
- Music partially provided
December 31st, 2008
- Second play mode playable
- First play mode finished
- Artwork finished
January 27th, 2008
- Everything has to be done
January 29th, 2008
- Game packaged and send to CodingMonkeys
Looks good Michael, right now I can't think of anything to add. Thanks.
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Thanks for the plan,
seems ok to me.
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
Thanks. Great schedule plan.
I've only one doubt on "Multiplayer routines done" if you intend multi player over tcp/ip because we have done little experience with it so we are not aware of possible problems.
Ciao
Eros
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Hi folks,
I moved to posts by Eros and Jason into another topic http://community.thinbasic.com/index.php?topic=2163.0 .
Mike,
you posted questions on who is working on what in many threads,
I would like to specify here what I am working on ( and take responsibility for ) now:
- particles ( with perfect help from Simone )
- ray-mesh collisions
I know I will not have time for following:
- hi score module
- multiplayer
... because I have too elemental knowledge in these 2 areas, I know it would took too long to me to get something done and the result would not be reliable.
I fully support idea of tile based track editor, but I am not sure if time resources will allow to help on this during October.
I would like to work on AI but I need to finish ray-mesh collision first. This is essential feature we need for AI sensorics.
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
Thanks Petr for the info. My question in the particle topic was about a particle editor, not a track editor. Something to visually desing an effect.
If we decide to go the tile based track way, then I suggest to use the editor I have started and that I enhance it with feature you guys would like to see.
I am also for using your editor,
it is simple to use, but it does allow to create quite diverse tracks.
I will answer the particles in the particles topic.
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
I am getting a little confused by the phrase, "Track Implementation".
I think I will step-up and invest some time into that portion of the project. I assume you are looking for, "How it will be used", as opposed to how it is created. (Eg, not track-edit.)
We all agree on the blocks concept, but we are at a cross-road for the AI, which ultimately decides how the track is used in the game. However, I can/have been thinking full force about the game-play interaction with the track. (The logic, not the physics.) I believe I have finally come up with something that will work perfect, for both AI and player and camera. Took two nights of coffee, coffee, coffee... Thank-you Starbucks!
It does not simplify anything, but it should allow us nearly full track-freedom. Once I get the generic code into my sandbox, I will say more. It was actually something Kent said, on another topic, which led me to the idea. (P.S. I have added the car-views to the sandbox, and those will also be in there.)
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