The boys at the office decided to whip this concept art up really fast and I like where this is going. Hope you will too.
The title will be given soon, but for now enjoy this artwork that will set the stage for the game.
The boys at the office decided to whip this concept art up really fast and I like where this is going. Hope you will too.
The title will be given soon, but for now enjoy this artwork that will set the stage for the game.
What would you guys think if this setting got a little more serious. I think the current story is spent as far as imagination goes.
I'm also leaning to nix the anime look and head for a more realistic but mythic look. The more I play with the model editing the more I start to realize that its going to be as dark as Wrath of the Lich King.
Any ideas would be wonderful. Still playing around in modeling the 3 stages of character models.
It's Flyff, not WoW. No Flyff players are going to play a Flyff server that looks like Wotlk. If you want to get serious, why not actually start deving or paying some people to dev? Idk what your goals are, but its probably best you actually start working rather than talking about working 24/7.
Do you honestly have any idea how much thought goes into game design? You can't just start coding blindly like most of these people around here. It takes time, which I have, to make something.
Anyway it was only an idea. Plus I doubt you speak for the entire internet. You don't know what people will play and I never said it was WoW. Ever hear of inspiration?
I said middle ground between the two. Does anyone ever bother reading my post or do they skim through them looking for key words?
I have a basis for my development. When the time comes I will start gathering people. I don't need to drop my hard earned money for something that may not go the way it was planned.
5 posts and you have a lot to learn around here.
^
First comes the idea~ then some art~ etc.. it will go allot faster then randomly code things etc. and Lathal wern't you banned *cough* Mootie *cough*
for mootie
Game design - Wikipedia, the free encyclopediaGame design - Wikipedia, the free encyclopedia
Gamasutra - Features - The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposal
Last edited by MisterKid; 25-10-10 at 02:33 PM.
Keep it civil or don't bother posting. That goes for everyone. If you don't like a post/thread or a user, then simply don't post in the thread.
Last edited by Blackbox; 25-10-10 at 06:10 PM.
No you're posts are not constructive at all. Maybe you need to go learn what constructive criticism is before you attempt a try at it. Talking shit about a person has nothing to do about the project or even the topic.
Like I said, if you have a problem with a person. Take it to PM. We don't need to see your shit.
And I don't see how I'm bias, as all I'm doing is keeping this place free of your BS. If you think you can do better than Glaphan, then do so. Don't show off, don't talk shit. Release shit. Else your posts should start applying to you.
Last edited by Blackbox; 25-10-10 at 07:11 PM.
It seems every where I go the same person or people follow me to continually flame me for something I did or will do. Funny.
Some people don't realize that if it weren't for me and a few key people, the rest of you would be brainwashed into thinking the half-assed Caali servers are the way to go. I helped kick start the community into getting working emulators or has certain people forgotten.
Judge my work, and not me, or else you shall be judged instead.
//Mootie, just keep your negativity to yourself.
//Post something constructive, ranting is not helpful.
Glaph,
possibly bring in a larger overall faction system? Certain classes would belong to each faction?
(or you could have it be run by players.. similar to how the lord system works..)
Hmm, that would almost.. create an RTS side to flyff.. 2 Warlords, 2 sides.. :o
Maybe also instead of just skin tone, how about different races too, and more modification of a char eg. height/weight. Just to give a bit more diversity to the players. See'ing as when you log in now, almost everyone looks the same. Same equips, close to the same CS, etc.
Shouldn't be too hard to implement it, Although It would probably require a lot of modifying of sets/cs clothe to fit each. But it would still be nice.
Last edited by Blackbox; 25-10-10 at 09:10 PM.
I will be releasing the new model templates for use in 3ds max or whatever other program you use.
Once that is done, anyone will be ale to contribute.
We are going to be moving away from their proprietary o3d format, which sucks, to a more universal format, for now anyway.
I'm doing this so there is no more need for such workaround and so people who dev can jump right in and shape the game as needed.
Its one of the reasons i'm doing this. i was going to replace the model format but the more I started going deeper the more I thought I should just remake the male and female templates. Its not hard to do once the model is done. Just define the bones and rig them to an animation. I've done this a few times with old 3ds max (like 4) and gmax.
I'm pushing for this to be a community effort.
And what will you be doing map wise?
Keeping it the same or making a new format?
Most likely going to revamp the map but keep the same mechanics. There are a ton of world editors out there that are open source and can be molded to this project.
Too early to tell at this point. The particle engine will be redone as well as the physics engine.
I have seen too many mistakes in the source (real mistakes not skiddy ones) that are made when using low level machine code like C++. the learning curve is extremely high for beginners and since DirectX is pushing the XNA language as the new managed DirectX system, its a safe bet that's the language its going to be.
I've benchmarked both in loading and unloading models, etc. There was only a 0.25 second difference in the time. Of course c++ did better but there is way more coding involved because everything is hand coded. The new XNA 4 has complete support of 3D application including Bones and the like. Plus shaders are easy to code. I whipped up a cel shading technique in under 5 minutes. Try and do that with C++. You'd have to write nearly every function by hand when its already included.
I know I sound like a broken record but time has shown that the future in gaming is here.
There are a number of future MMOs coming that are built with XNA, Torque, and Havoc engines. Word is the new Fallout Online is being utilised with Havoc and parts of the oblivion engine (although Bethesda may be getting pissed about that).
More to come soon....