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Vidi44   Posted 16th Feb 2007 8:45pm
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Post 602 / 668

Nearest as I can figure, you'd like an RTS-capable game to be developed (this is why I'm a programmer, not a manager. People aren't as crafty as programmers in specifying details ) using Geo-mod-like technology to build the stuff (in addition to requiring pre-built objects (like a jeep, jet engine, tank, etc), you'd use the local area and "harness the molecular energy on the nanotech scale" to build it (ie break the local molecules down into pure energy and use it to build the machines)).

Well, there wouldn't necessarily need to be a specific engine for that (as most RTS games have the concept of pre-built objects and waiting times to build and harnessing local energy. This dates back to Total Annihilation and Starcraft). In fact, from what I am now reading, it sounds like you'd just like your standard RTS/FPS game (well, they're not standard yet, but the few available are uber-popular. Read below).

A very good one here would be Tremulous. It is a RTS/FPS game and one of my favorites (whenever it'll play). The only bad thing about it is that it has a tendency to crash hard (not softly where it'll just break and warn you. I'm talking about freezing your computer until Windows interrupts it) and the beginner's stuff isn't great (ie the RTS strategy is the key focus. It isn't suited for run-and-gun gaming, but for someone with time to build up their base and acquire new technology/evolutions). Also, it requires a touch of high-speed Internet access (although it can run on dialup, it's terribly choppy on my computer). There's no SP mode and no bots (lead programmer claims it's "too much for the engine" despite that other games using the exact same engine have bot capabilities. The n00b just doesn't want to admit s/he doesn't know how to code them).

But, I digress from our general idea of game design. There are many game engines that are open source, and a lot of these have great games associated with them. Some of my favorite games come from modifications of the original Quake engines (each version of Quake technically has its own engine, but they're all about the same from a non-technical perspective) and the Spring engine (TA:Spring is a fun game, if only more people would play it ). So, my advice to you if you'd like to get into this is to look at these engines (both are freely available under the GPL), and find a way to make games with them.

If not, and you'd like to modify RF to do this, realize that without the source code, this level of modification is impossible (the Geomod engine won't allow you to do vehicular combat anyway, and won't allow you to create and place objects in real-time in-game, much less combine objects and place them). It would be possible if we had the Geomod code, combined it with aspects of the Spring and Quake engines, and had some serious time in a temporal-null-void (time bubble where time stops around us. Sci-fi stuff and all that).

Until then, do as I've suggested several times and learn C++ or consult a professional programmer about this sort of thing. They'd have to create a brand-new game, and it would lack Geomod's capabilities (it is a proprietary engine, by the way, so it would lack local geometry deformation and intelligent use of it by the AI), but it would be a good game nonetheless (were it not too big, I'd download it just to see what you cooked up ).

So, if you'd like to continue this, please start a new thread instead of hijacking this one, and be sure to write down all the things you'd want in an non-metaphorical sense (instead of "8 jets, remove the weapons and glue it to the turret", how about "take the engines off one ship and add them to another"?) and in as clear and concise manner as possible.
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1  
 
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