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Posted: Wed Nov 01, 2006 7:52 am
by Machine-Whisperer
psiguy wrote:Sigh... :P

No one really has ever heard of Blender3d have they?

Blender3d is not only used to model stuff, but it can double as a game creation application. The neat thing is, your game can be run on a plethora of platforms (especially linux, Mac Os X, and Windows). You should really check out their game demos at their home page... http://blender3d.org

The price to make your werewolf game would then be a grand total of... $0.00

One notable commercial game that was created with blender3d is called Club Silo. google it up sometime ^_^
Blender?! Ha! that program is probably the most difficult an none-userfriendly thing I've ever had to work with.

If you want modelling, go Gmax or something.

Posted: Wed Nov 01, 2006 11:36 am
by psiguy

Posted: Wed Nov 01, 2006 7:35 pm
by 23Jarden
If you need any crazy beasties. I could draw designs for for you. They'd be nothing like the ones done by Shi kai Wang. :Begins to salivate heavily: FYI:Shi Kai Wang=guy who drew the aliens for Halo.

Posted: Thu Nov 02, 2006 4:53 am
by Machine-Whisperer

Posted: Thu Nov 02, 2006 7:42 am
by Lukas
i knew about all this cause i subscribe to the offical xbox magazine 8)

Posted: Thu Nov 02, 2006 8:32 am
by psiguy
Ok Machine-Whisperer, I get the point that you had a hard time understanding Blender3d's interface. But people are different. It took me a couple of days to understand the basics of Blender, but a fusterating long time for you. Likewise, I can't stand the over-simplicity of other 3d packages. We are all different.

But to be helpfull, one should provide resources and give help to others who take the endeavor of trying the solution that one has mentioned. I will be kind enough as to provide a few resources for the community related to your described solution. I however, cannot provide assistance realted to these products as I don't have the experience for their advanced use. Maybee you, Machine-Whisperer, could provide any help related to gmax and its use with SourceSDK if such tools would be used in the creation of a werewolf MMORPG.

http://en.wikipedia.org/wiki/Gmax
(Wikipedia page describing all about what GMax is)

http://www.turbosquid.com/gmax
(This website is where one can download gmax)

http://www.turbosquid.com/Forum/Index.c ... oupID/1004
(A forum that supports gmax)

http://developer.valvesoftware.com/wiki/SDK_Docs
(SourceSDK Homepage documentation)

http://www.chatbear.com/board.plm?a=boa ... &v=flatold
(This is a forum that supports SourceSDK)

And to those involved in the game's possible creation, I only wish you the best of luck and hope that your decisions are to be the most informed and wise.

Posted: Tue Nov 21, 2006 11:19 am
by deruty
Okay first things first. Blender awesome program. Takes time to learn though. Alot of time. C++ I know and caan use however you must think further. A graphics engine doesnt code itself. Visual C and that GameStudio or whatever is probably limited to rendering and linking animations to keys. An MMORPG required netoworking and some one with intimate knowledge on that particular setup aka a network specialist and then you need to code it. I'm currently working on a 3D RPG. And well its not extremely hard. You guys are just...well to be honest rushing things a bit. If you guys get everything installed you need before 2007 then you're off to a great start.

Again I'm part of a small group whom are serious about building their own 3D game. If you want something SuperNintendo Quality RPG maker 2000 (or any version you can get) would be the EASIEST way to go. If you are up to a challenge go from basic C++ compiler and build your game from that.

-Off to a great start and currently building combat gen,
Deruty, Co-Founder of Dra-Games

Posted: Tue Nov 21, 2006 11:55 am
by Kaebora
I have a triple monitor Computer Animation PC in my bedroom that I use as both a hobby, and for my Animation degree. If you need a modeler, level designer, or texture artist, I have experiance in these areas working on mods for Half-Life and Quake II. Level design is one of my specialties. My platform is based around the Lightwave [8.5] 3D program. (I'll will be upgradeing to version 9 later next year.)

If you want me to help, I can work from any concept art you can give me, and produce models in any file format you need. Depending on the work involved, I'll volunteer my services.

And Deruty is right. You have to plan out everything you do for a game. You still need concept art, interface layout designs, and a documentation of what direction the project will take (I forgot what game designers call that). If you're going to work with a group of people, organization has to take priority before getting your hands dirty on some modeling or codeing. Another example is setting up the file structure for which all team members must follow/worship/virginsacrifice with. Every game developer's Facist system administrator can't stress that enough.

Posted: Tue Nov 21, 2006 3:11 pm
by deruty
Man think you could help me? I've been having a hell of a time working out with my modeller (one at the moment D: ) trying to get something noticeable done before Christmas. I mean nobody notices the coding just the graphics. Its taken me nearly a year just to get 2 people serious about helping me build up Dra-Games into a functioning system. Now that we got started we've been moving at a snail's pace. Planning is somewhat finished, but staff wise its only 3 people and only 1 does any work (me). I don't really expect to finish for 2-3 years. Its sort of a hobby :D. So yeah if you're willing to help me I could use some Sci-Fi looking soldier models in any format. I can convert :D

On a side note. Is it true that Lightwave has a hardware switch attachment that must be plugged in and switched on before the program will operate?

Posted: Wed Nov 22, 2006 1:13 pm
by Kaebora
I don't know about joining your team or anything like that. It depends on several factors. I rarely work for free. If it is for The Pack, I'd do it no problem though.

Anyways, yes. The Lightwave program comes with a USB dongle that you plug into the computer. The Lightwave program doesn't really need it to be plugged in to work. Its purpose is to act as a HUB between both the Layout and Modeler halves of the program. Therefore, if you make a change in the Modeler program, the HUD will seemlessly relay the changes to the scene opened up in Layout. Without the HUD, running both Layout and Modeler at the same time would be redundant. With it, and a dual screen setup, CG work can be done in a much quicker workflow.

The dongle only comes with purchased copies of Lightwave 3D. Cracked versions are therefore not getting the full functionality of the program. Shame on those that steal from NewTek. I smite thee.

Posted: Wed Nov 22, 2006 10:27 pm
by geekboy1500
I love While loops :D

I have only rudimentary programming knoledge in java. but considering I learned that in a week, it might be easy for other people.

What about a flash based game?

I am not sure but i believe that is free

Posted: Thu Nov 23, 2006 4:26 pm
by Kaebora
Flash MX 2004 costs about $400. Maybe more. And I suppose there aren't that many people here that own Lightwave, 3D Studio Max, or Maya either.

Posted: Thu Nov 23, 2006 6:29 pm
by Shadow Wulf
Ihave 3ds max, but no expirience with it.

Posted: Thu Nov 23, 2006 8:18 pm
by Kaebora
Tutorials are a great start, but you can do what I do to learn a program. Make an object, and start experimenting. Once you can't figure out more, turn to tutorials, online courses, and perhaps even college. 3DSM is beginning to become less popular with many schools though. Maya is taking over the market, and Lightwave is costs less and does same stuff as Maya. Unless you plan on going pro with it, don't bother learning multiple 3D platforms. Just stick to 3D Studio tutorials n-such. It's fun either way.

Posted: Fri Nov 24, 2006 1:18 pm
by deruty
thats what I tried doing XD

Yeah I'd get lightwave and all, but I'm not that dedicated to modelling to spend the money. And yeah I understand the not working for free stuff. It must be EXTREMELY difficult to build a model of anysort.....except a box....or something geometric.

Well I have friend trying to learn to model abit maybe you could give him a few pointers? if he wants them XD

Posted: Tue Nov 28, 2006 1:36 am
by Kaebora
Learn and practice using the Extrude and Move tools in conjuction in as many ways as possible. Great for character modeling. Make sure the joints have extra polys to avoid pinching.

Anyone discussing the game anymore?

Posted: Tue Nov 28, 2006 9:50 am
by deruty
don't think many here can even code though.....maybe I'm wrong...


Also I just noticed your avatar moved XD

Posted: Thu Nov 30, 2006 7:49 am
by Morkulv
I've got my own PC now, and I'm (still) willing to do some leveldesign (I work with 3D GameStudio, A6 engine).

But I like to know if this isn't gonna be one of those topics that dies within 2 weeks and I've done some hard work for nothing.

Posted: Tue Dec 05, 2006 1:28 pm
by Morkulv
Oh, and another thing: write something down!

If you are just gonna start moddeling and designing stuff without having a story, idea, or something it would end up like s***. Trust me. So if Anubis and other people are really willing to create a good (werewolf)game, then I would recommend to first create a basic storyline and maybe a design for characters, how they should look, act, feel, behave... and whatever. Even big companies like Rare have to begin with a basic story and idea of how the game should look and play.

Posted: Tue Dec 05, 2006 7:23 pm
by deruty
heres an awesome idea. make mini-werewolves in an office room. have them all over the place and doing just random stuff and make it a screen saver.....

well I mean it would be easier :D

Posted: Tue Dec 05, 2006 11:38 pm
by Kaebora
I've scribbled away hundreds of pages of concept art for the stuff I do. If you can't draw it first, there's no point. Planning ahead for everything is key to getting it all to look the way you want it to. If I don't draw it, I have tons of reference photos to look at. I always have something to refer to when modeling and animating. A good example is my latest video in my art thread. (Clicky on sig to see.) I didn't draw it, but I had at least 30 reference images from an old TV show.

Posted: Sat Dec 09, 2006 4:50 pm
by Morkulv
Well, suggest something then.

Posted: Wed Dec 13, 2006 3:32 pm
by Kaebora
I wouldn't know where to begin. Noboby has presented a detailed enough outline of the game in question. If I were to be truely involved, I would be a 3D artist, and have little to do with writing and concept.

Develping a Game

Posted: Sat Dec 23, 2006 12:03 pm
by joey0
I just happened across this forum and I believe this market is definitely under served, especially with a slew of new werewolf movies coming out.

I've always been fascinated by the concept of werewolves and would love to see a good game on the market portraying werewolves in a somewhat positive light instead of some NPC in a MMORPG or being a small aspect of the game. I'm a software developer by day and time permitting game lover at night. I would love to take part in a project like this.

BUT

Developing a graphical game is a huge task. Things can be a lot easier now-a-days on the programing end with the availability of game programing frameworks and video cards, but the content, world building and production is a huge time sink that will take dozens of artists months of work to put anything together of worth.

What I would recommend is here is that you guys stick to what you are good at.... The Lore.

Create a world, and a story that takes place in it, something that will be engaging to you and non-werewolf lovers just alike. Put it together in a proposal and if it's good enough a gaming company will make it for you!

Posted: Tue Dec 26, 2006 3:26 am
by JoshuaMadoc
If someone makes a 2D lycanthrope shifter beatemup like Streets of Rage and those ol' Capcom beatemups, my life will also be complete.

So don't forget this man's dreams, because 2D shall live on forever!! ( OwO)/)

PS: I pixel stuff too.