Jump to content

YouGroove

Members
  • Posts

    4,978
  • Joined

  • Last visited

Blog Comments posted by YouGroove

  1. I have some questions before speaking LE 3 :

     

    Is 3DWS integrated already ?

     

    It is based on BSP or model meshes ?

     

    Does it weld duplicated vertices we can find when using boolean process ?

     

    Will it be some lightmapping feature on whole scene or will it work only on integrated 3DWS created geometry ?

     

    Will it be some batch converters for imported models ?

    I mean you import a model and automatically it is converted without worrying about.

     

    *****************************

     

    As for the features, the balance doesn't weigh towards the Leadwerks 3 Beta either: no terrain, no networking, no GUI, no high-quality rendering, etc

    Yep that's quite a high price for core and workflow to do PC games features.

     

    After two years of sleeping, Shiva 2 will have a new price, and last graphics features. I'm curious if the price will be high ? But they offer for one price all platforms : PC/mac ,mobile.

    Perhaps it's not perfect , bugs , not super fast, bigger games it's capable engine.

    Yep LE 3 must hurry to ship up and not wait too more.

     

     

    Indeed LE3 is taking a more Pro approach.

    Unity was high price from beginning also when it was not very known, it's great editor and easy workflow made it's reputation, and some people even without solid game idea even baught it.

    Because there were not other 3D solution as simple and easy on workflow and game creation and easy script.

    Now they will have to deal with LE 3 smile.png

     

    But LE 3 lacks published games, and some free version or limited one lot more cheaper would help to see forum showcase and gallery growing , as published games that will advert Leadwerks 3.

     

    3D engines like consoles needs developpers and need good games to promote them.Like the PS4 trying to attract the more developpers possible.

    So will not LE3 should attract lot more people ? caus with that prices we won't see lot of games. But perhaps i'm wrong ?

     

    We should have some trial or free version to test it before buying like some others do.I don't think lot of people will go and buy before testing enougth.

    Remember me some Beyond Virtual (GAmecore) very bad episodes.

     

    OK i read on youtube on comments that a trial will be available on the week. SO i'll wit for that trial and see if i i put some 500$ (as i own LE 2.5) , but it is a big amount for me as im' not sure to make a game on PC, and im' lot more sure for mobile.

    So i'll try and see.

     

     

    The Leadwerks 3 base product for Windows and Mac will retail at $999, with add-on support for Android and iOS available for $999 each.

    I had seen some prices more like : 350 for PC/mac, than 500 for mobile.

     

    I was thinking in mobile these days , and i thaugt : easy worflow, easy scripting, and so i looked at Shiva 3D and Unity and now LE 3.

    1 ) Shiva 3D actual version : very cheap for little/medium games , and delivers all mobile and PC/Ma/linux and other Windows Phone and other platforms.

    2) Unity for some 400$ you have basic version and make/publish games , it's not pro, but already it has a big potential and you have lot of extensions in the store to help you (tools , game kits , 3D assets).

    And i find the editor and scripting system lot more easy than Shiva 3D views.

    3) LE 3 : for mobile i won't have terrain editor, partcile editor, Gui editor.

    So i would go for levels made in some modeler instead and simple 3D box with texture ( text) for menus.

    But even like that the price is expensive caus it asks Basic version and Mobile : even for LE 2 users we go near 999$ in total.

     

    For us indies that don't have published a game already, without beeing sure of publishing or finishing a game i think it's too much.

     

    Well i'll see perhaps i'll take the PC version , it's like going crow funding style, you pay after seeing things, but without having tried it or not be sure of it's future.

  2. Yes congratulations smile.png

     

    Wow, i bet on lower prices, but well it seems to be a serious engine , I'll have to check if i got enought money this month , already had to spend on un expected stuff sad.png ?

     

     

    For mobile do wee need first to buy a PC/MAc version ?

     

    Will it be some demo to test it ? even limited ?

     

    I think LE3 prices are for PRO games , not for just playing with the engine, i think the most part of people buying it have solid games in mind to put on the market.

     

    For mobile , yes that's cheaper than some other very popular indie 3D engine and you have all features , but would not LE3 have some cheaper limited ersion also. It could be a great help on sellings, and to have more people making , publishing games to advertise the engine ?

    And have some part of money coming from the store assets and tools ?

     

    Caus some people could make some upgrade to some non limited version after selling a fisrt title with a basic version for example.

    It's not easy to put 999$ for indies or hobbyst that can put some money , but not too much; or you must have a solid game idea.

     

    Yes it's quality, and great design and workflow, you'll create fast, so it's cheaper compared to big engines and has awesome features and quality.

    So yes we can consider it cheaper in some way, all depends on the investment people are ready to put on the engine.

     

    I guess a great success to Leadwerks 3.

  3. Not only does it make building games faster, it gives us all a common framework to work together within.

    That's great.

    I think we'll see some FlowGraphs for any little functions we could need in space games, platform games etc ....

     

    It's the thing i will test first : Flowgraphs.

     

    Can we create easyly new flowgraphs ?

  4. I agree, advanced AI should be done by community in the form of some plugin template, for example you could find some Gears of Wars like AI with the ability to take cover, jump over little obstacles , and run with a special camera.

    I remeber using some old engine having a good editor, and containing all IA , but it was buggy , not maintained and was not enought customizable.

    This is not to the engine to give advanced AI stuff i think, i eally prefer that way of having only a basic features like telling to go from point A to B.

    And it will be to users to create advanced AI systems of any genre.

  5. You'll have a bigger optimization by removing non visible obects to draw, culling ,texture size, shadows optimisation and distance : these optimisation REALLY impact a lot your game more than simple C++ maths that don't use Trigonometry.

     

    I think we could put all C++ optimizing ideas posted here in some WIKI special : C++ code optimisation no ?

  6. By reviewing your video i seen some interesting points :

    There is some futurist display in the tunnel entrance : because it's advanced technology in some old planet ?

     

    There is some red and blue things the character can catch in the level :

    The shapes are very simple, why not make them lot more intersting like cristals ? coins ? medals ?

    I think it's game in progres, but when the character catch some blue or red items bonus, there is no little 3D effect, a small effect could add lot more visual feedback inciting the player to collect more smile.png

    Check golden pieces when Mario take them there is a nice visual little effect adding this sort of feedBack

     

    3D dynamic effects and particles are also one point that will make your game having a special touch.

  7. Great looking style, nice game smile.png

    (i'm also thinking on some exploration non violence game for some future project)

     

    Colors on the level why are they all same ? because of sunlight ? you could add more color tone or slightly different for outdoor solid structures.

    And i liked the blue colors of spider web , you could add more stuff colored in tha way ?

     

    Yes , like suggested, your game will need to bring interest to the player, so i can give you some ideas i have :

     

    GAMEPLAY :

    - Radar or sonar detection for important mission items ?

    - some non so visible sort of messages you should have to scan (Metroid on gamecube)

    - 3D platforming : for example to rech some item on top of some little moutain you should jump on some crates or other stuff than do the right jumps without falling.

    - Zelda grappling hook smile.png so fun and so good (you coould use it on some plots put on the levels to reach zones you couldn't reachat first and it could be used to solve level puzzle exits )

    - some boomrang or one shot old fire weapon to active distant mechanism or switches , and destroy danegrous traps made of wood, or break wood doors, wood blocking stuff : it can bring more diversified fun for the player.

    - mini sort of parachute made of a simple squarry cloth ? gained far in the game ?

     

     

    ENVIRONMENT :

    - natural dangers to avoid : swamp , poisonous cloud areas , dangerous plant to avoid ?

    - traps placed indoor or on some dungeons or outdoor by ancient civilisation in the past : spikes, arrows when you walk on some floor etc ...

    -level puzzle (classic keys or any mechanisms) : small example : find the key on the level around to open the door, find some three diamonds that open a door etc ...

    - interactive mini game : lock pick treasure chests, doors using some special a minigame, solve an ancient mechanism using a special minigame.

    - Crafting system (perhaps NPC around will craft with good items and fr a price ? ) :Craft : Health potions, ammo for fire weapon, mana for some metroid visor ?

     

     

    BONUS ( to keep player interested smile.png )

    Like the next Tomb Raider : Skills bonus

    - Jump longer

    - Jump more height

    - run faster

    - fall down from a bigger height

    - item special vision range

    - craftig improvment

    - New powers gained in each level or temple dungeon ( like mmo), but you would have to select Two of them before going outdoor of a temple :

    - Speed for 10 second (2 min of charge)

    - Tiger or another animal change for some minute (t oreach special zones)

    - Big Jump

    -Time Slow

    - Fire Ball

    etc ...

    - Collection system : collect hard to find/reach items to complete collection series that will onlock some ingame new feature

    - Color bonus items to find on levels or on chests ?

    - new Clothes/shoes/gloves/hair style or new clothes textures find on level or gained by completing a puzzle or by completing a collection

    etc ...

    etc ...

     

    LEVELS :

    Bring on big structures, not complicated, but big like a big cylinder thing, a big temple , a moutain with lot lot of stairs etc ... things you can see from long distances (use LOD also for performance) !

    Yes, more diversity and originality (just dig Guild Wars 2 levels to have some ideas)

     

    Your game have a solid game base , now it just needs more diversity on outdoor/indoor structures, lot of ideas like some i listed, and diversified fun and rewarding gameplay.

     

    Perhaps it's too much ideas also, if you want to keep the game as simple to play , but fun like the game Journey on PS3 ?

    • Upvote 2
  8. Controllers are all the same size, due to their use of the navigation mesh and crowd avoidance

     

    I think it can begin to be complicated, specially for games using any type of character heights.

    But yes, not all games will have some ceilling problems , specially on outdoor terrain environments like in MMO games for example.

    (Just make doors height big enought for all characters to go throught :) )

     

    And im' not sure everyone will need navMesh navigation depending on game type like 2.5 D platform, simple RPG with distance checking and simple pursue mode for ennemies for ennemies, flying games, space games, card game, arcade casual mobile games ... ,

    I hope we would be able to disable the NavMesh use ?

     

     

    Perhaps i don't know a lot about the threads for collision and animation , but i find using separate sthreads and NavMesh can be too much power consuming for mobiles ?

    Perhaps, we should attach the capsule collider at initialisation to the character with the good dimensions ?

    Another lot more good way would be to have some graphical panel to adjust the capsule collider and its physical properties ?

    I doubt people will put the right values by code , and they have to do lot of error and trials before finding the good ones by code.

    A graphical tool , allow you to visualize the new Capsule and adjust it directly at the good size values without having to do lot of erros and trials with code !

     

     

     

    This new way of character declaration seems restrictive to me specialy if someone just want to use some simple box to box collision betwenn characters.and a simple detect radius/pursue Player routine !

     

    Yes it seems to be a more easy way and more complete character features compared to LE 2.5.

    Well, only trying these new commands and using in a game needing them perhaps i wil be more convincend.

  9. It will be "Dungeon Creator" :D

     

    It would be cool later to have some parameters like :

    - walls height

    - type of corners : more or less squarry, or mor or less rounded

     

    For the texturing, i don't knwo if it would be possible to have some floor texture, and walls textures ? (perhaps ceilling textures also ?)

    I suppose by code your generator knows what is floor and where walls begins ?

     

    Another way could be for the user to specify or choose some base mesh used to create the walls , that could be complicated less or more ?

  10. @Rick :

    I totally agree with that point of view.

     

    I already spend all my free time in some generic simple very low poly model, and i'm not satisfied already ;

    I begun skinning under Blender and animation is not even started.

    A good way is t ofind simplification t omake your game "able to be completed", some examples are simple to look at like :

    TorchLight, Trine games.

    Torchligh using low poly models and levels allows faster creation, lot lot more less time to spend on texturing modeling,

    and the result is quite very good and enjoyable to look at with clever effects, core game play is also the big other point.

    Trine agme using some 2D View, allow to don't care about pathfinding a lot , and don't caer a lot about scene optimisation and culling,

    and the result is amazing scenes, with great gameplay/puzzles.

    Before beginning a game you must find the core points like gameplay, fun and the graphic way that will make your game possible to finish;

    it could be some cartoon characters, simplified levels, simplified textures , or some predefined camera paths and combat zones like in Devil May Cry game for example.

  11. Great news !

     

    The books format is a good idea if we can do a search !

    But if we want to have a fast view on some different stuff sometimes a simple scrolling bar is lot more faster on PDF format than having to do a search

    or instaed of haing to clik to turn the pages of the book format.

     

    For documentation , tutorials , code , we had some good ideas for the forum with some people , you can check it here if you have some time !

    Off Topick thread on documentation

×
×
  • Create New...