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01-05-2009, 02:34 PM
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#21 (permalink)
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Zuner
Join Date: Apr 2008
Location: Free Country, USA
Posts: 75
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I just want to clarify that while the Zune may have 64mb of ram, games are only allowed to use use 16mb of it.
Raycasting is the only way to obtain a 3D appearance on the Zune unless you use the Might & Magics screen method (which isn't very suitable for a FPS).
So far raycasted 3D environments have been running sluggishly on the Zune with the exception of Gold Chase (which doesn't have free movement). Adding more detail would the game run even slower.
I would suggest making a Wolfenstein 3D clone. The simplistic grid design and lack of textured ceilings and floors allow for the game to run faster. I'm not promising it will be fast enough though. Personally, I believe that a game with bad graphics that runs at full speed over a game with good graphics that runs sluggishly.

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01-05-2009, 05:27 PM
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#22 (permalink)
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you lost the game.
zB Programmer Moderator Elite Zuner
Join Date: May 2008
Posts: 2,403
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Quote:
Originally Posted by MehStrongBadMeh
I just want to clarify that while the Zune may have 64mb of ram, games are only allowed to use use 16mb of it.
Raycasting is the only way to obtain a 3D appearance on the Zune unless you use the Might & Magics screen method (which isn't very suitable for a FPS).
So far raycasted 3D environments have been running sluggishly on the Zune with the exception of Gold Chase (which doesn't have free movement). Adding more detail would the game run even slower.
I would suggest making a Wolfenstein 3D clone. The simplistic grid design and lack of textured ceilings and floors allow for the game to run faster. I'm not promising it will be fast enough though. Personally, I believe that a game with bad graphics that runs at full speed over a game with good graphics that runs sluggishly. 
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+1 Internet points to you.
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01-06-2009, 02:46 PM
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#23 (permalink)
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Jr. Member
Join Date: Jul 2008
Location: dc
Posts: 438
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Quote:
Originally Posted by MehStrongBadMeh
I just want to clarify that while the Zune may have 64mb of ram, games are only allowed to use use 16mb of it.
Raycasting is the only way to obtain a 3D appearance on the Zune unless you use the Might & Magics screen method (which isn't very suitable for a FPS).
So far raycasted 3D environments have been running sluggishly on the Zune with the exception of Gold Chase (which doesn't have free movement). Adding more detail would the game run even slower.
I would suggest making a Wolfenstein 3D clone. The simplistic grid design and lack of textured ceilings and floors allow for the game to run faster. I'm not promising it will be fast enough though. Personally, I believe that a game with bad graphics that runs at full speed over a game with good graphics that runs sluggishly. 
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the method in which we are using the textures in the environment will not effect the speed it will run.
the 16mb of ram will also not be a problem due to fact that the whole game is really just a illusion created by a map of images.
we are using the basic idea that was used in might and magic however it will not look anything like that because we are simply using the base concept. the amount of images we are using in this game is far more then in might and magic that will result in a better illusion.
and honestly i'm tired of hearing about people talk about raytracing when i talk about the game i'm working on due to the fact that i AM NOT A PROGRAMMER. i know nothing about it, and raytracing is a very advanced programing technique. what i am is a computer animator and i am using what i know to make this game work. and also i'm tired of not having any 3d games except gold chaser so i'm doing what i can to make a actual FPS.


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01-06-2009, 09:22 PM
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#24 (permalink)
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Zuner
Join Date: Apr 2008
Location: Free Country, USA
Posts: 75
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Quote:
Originally Posted by leefy008
the method in which we are using the textures in the environment will not effect the speed it will run.
the 16mb of ram will also not be a problem due to fact that the whole game is really just a illusion created by a map of images.
we are using the basic idea that was used in might and magic however it will not look anything like that because we are simply using the base concept. the amount of images we are using in this game is far more then in might and magic that will result in a better illusion.
and honestly i'm tired of hearing about people talk about raytracing when i talk about the game i'm working on due to the fact that i AM NOT A PROGRAMMER. i know nothing about it, and raytracing is a very advanced programing technique. what i am is a computer animator and i am using what i know to make this game work. and also i'm tired of not having any 3d games except gold chaser so i'm doing what i can to make a actual FPS.
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Ray casting and Ray tracing aren't the same thing.
So are you programming the game or not?
I believe that all of the pictures required to make these screens would:
a. Take a ton of time to make.
b. Take a lot more time to efficiently code into the game.
c. Still not provide precise enough movement to allow the game to be enjoyable as a FPS.
Those are just my guesses, feel free to prove me wrong.
@itsnotabigtruck: Thanks, you rock!  So... how many Quesos is that equal to?

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01-07-2009, 08:21 AM
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#25 (permalink)
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Jr. Member
Join Date: Jan 2008
Location: Hotel California
Posts: 430
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just look at Dirk's Valgard's Fate, that game is 3D-esque maybe you can ask him what he did to make it like that and maybe ask him for the source?



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01-07-2009, 02:35 PM
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#26 (permalink)
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Zuner
Join Date: Apr 2008
Location: Free Country, USA
Posts: 75
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Quote:
Originally Posted by techfreak243
just look at Dirk's Valgard's Fate, that game is 3D-esque maybe you can ask him what he did to make it like that and maybe ask him for the source?
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Valgard's Fate is just a 2D game that makes excellent use of layers and shading to give it 3D effect. The top down view used in Valgard's Fate wouldn't be any use in a FPS.

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01-07-2009, 06:03 PM
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#27 (permalink)
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Jr. Member
Join Date: Jul 2008
Location: London, under a bridge.
Posts: 325
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The main gut of this game's graphics is going to be based off pre-rendered images set-up as 2d textures. Take the MYST series for example. They are ALL pre-rendered images with little effects for water or animated images. Nothing in there is actually 3d. Nothing in this game is going to be 3d either, it is just going to LOOK like it.

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01-07-2009, 06:55 PM
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#28 (permalink)
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you lost the game.
zB Programmer Moderator Elite Zuner
Join Date: May 2008
Posts: 2,403
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But MYST is/was nothing more than a stack of Apple HyperCards. It's less interactive than a web page without any Flash or JavaScript.
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01-07-2009, 07:55 PM
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#29 (permalink)
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Jr. Member
Join Date: Jul 2008
Location: London, under a bridge.
Posts: 325
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Yes. What are you getting at?

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01-08-2009, 10:23 AM
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#30 (permalink)
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Zuner
Join Date: Jun 2008
Posts: 92
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Quote:
Originally Posted by leefy008
why don't you read the original thread i started before you were even a member here and see that it's not a real 3d game just a mimic of one that would work
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PWNED! lol. Unfortunately I don't think that this will be very successful. Not so much that it won't work, but rather that this is going to take so long that people are going to lose interest. Or even that they get so hyped up that they will be expecting more than what will actually come in to fruition.
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01-08-2009, 12:04 PM
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#31 (permalink)
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Jr. Member
Join Date: Jul 2008
Location: London, under a bridge.
Posts: 325
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Yes now that you mention it maybe I should forget this project because:
"people are going to lose interest. Or even that they get so hyped up that they will be expecting more than what will actually come in to fruition."
Go spam on some other WIP game. Criticism and panic can come later.

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01-09-2009, 04:49 PM
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#32 (permalink)
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Jr. Member
Join Date: Jul 2008
Location: dc
Posts: 438
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Quote:
Originally Posted by MehStrongBadMeh
Ray casting and Ray tracing aren't the same thing.
So are you programming the game or not?
I believe that all of the pictures required to make these screens would:
a. Take a ton of time to make.
b. Take a lot more time to efficiently code into the game.
c. Still not provide precise enough movement to allow the game to be enjoyable as a FPS.
Those are just my guesses, feel free to prove me wrong.
@itsnotabigtruck: Thanks, you rock!  So... how many Quesos is that equal to?
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i am not a programmer we have another programmer on this project.
i am a computer animator
i am doing all the 3d renders for this project.
also you clearly don't fully understand what were doin here cuz you have no knowledge of 3d renders. so how could you know how long it would take?
the amount of pictures we will be putting into this game will make for a fine fps. just look at the sample video that's all the proof you need.
....ps i'm sorry i'm dyslexic and got raytracing and raycasting confused even though i know they're the same thing... way to point out something pointless jerk.
Last edited by leefy008; 01-09-2009 at 04:52 PM.


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03-09-2009, 03:36 PM
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#33 (permalink)
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Zewbie
Join Date: Dec 2008
Posts: 3
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3D WORKS
My old Sansa E260 has DOOM installed on it with rockbox.
( Rockbox - Open Source Jukebox Firmware)
Maybe you can use the source.
The player only had a 90 MHZ processor, compared to the zune's 500 MHZ.
It didn't have any graphics chip, and the game had sound @ 30 fps.
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03-09-2009, 05:34 PM
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#34 (permalink)
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Zune Priest
Join Date: May 2008
Location: Planet Bob
Posts: 7,081
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Quote:
Originally Posted by moonscapex
My old Sansa E260 has DOOM installed on it with rockbox.
( Rockbox - Open Source Jukebox Firmware)
Maybe you can use the source.
The player only had a 90 MHZ processor, compared to the zune's 500 MHZ.
It didn't have any graphics chip, and the game had sound @ 30 fps.
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Yes, that's also running on RockBox, which undoubtably does not use the compact .NET framework, which is a major speed issue. Also, XNA intentionally limits resource access, complicating matters further.
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03-09-2009, 06:06 PM
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#35 (permalink)
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Experienced Zuner
Join Date: Mar 2009
Posts: 121
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Quote:
Originally Posted by moonscapex
My old Sansa E260 has DOOM installed on it with rockbox.
( Rockbox - Open Source Jukebox Firmware)
Maybe you can use the source.
The player only had a 90 MHZ processor, compared to the zune's 500 MHZ.
It didn't have any graphics chip, and the game had sound @ 30 fps.
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topic pwnt.
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03-10-2009, 07:58 PM
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#36 (permalink)
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Jr. Member
Join Date: Mar 2009
Location: in your bed?
Posts: 374
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i doubt i can be of any help, but if you need any help that someone with almost no knowledge of creating games, then i'm here
i can think of monsters or something if you need them :]
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03-10-2009, 10:41 PM
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#37 (permalink)
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Jr. Member
Join Date: Jul 2008
Location: London, under a bridge.
Posts: 325
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Way to necro guys.
ShotDown, You can't really do anything right now because the leader of the project hasn't been around here for a while. If he does come back, I will PM you.

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03-11-2009, 12:18 PM
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#38 (permalink)
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Jr. Member
Join Date: Mar 2009
Location: in your bed?
Posts: 374
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k kingtut
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03-11-2009, 03:06 PM
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#39 (permalink)
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Zewbie
Join Date: Dec 2008
Posts: 3
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Yes, accessing the WAD would be hard. I think instead of porting a game that has already been created, we should be working on a new FPS for zune. At least until the next version of XNA.
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05-11-2009, 08:24 PM
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#40 (permalink)
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Jr. Member
Join Date: Jul 2008
Location: London, under a bridge.
Posts: 325
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Realizing that this isn't going to get much further without leefy here anymore, I have decided to try and revive the project myself.
Since I'm not going to take the time to render complex mazes, I think we should start to work with a simple raytracing engine.

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