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update on the db game

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Numsgil:
fl0w was developed without knowledge of Spore, but there's definately a similarity.  I think if you're making a game about microscopic critters they're going to bear a certain similarity

Spore should be out in the spring.  They've held to that release date pretty solidly for the last year.

fulizer:
I am making a thread with some info about the game.
I dont have the link yet its not made.
it will not have the darwinbots name

fulizer:
here are some facts that will definatley be true.
1.all the kinds of shots will be included exept from ties because I cannot work out a way to use them with the software I use.
2. it will not be the db game but I am thinking about what to call it. if you have any ideas pm me or post them here.(right now it wil be caled circles of doom)
3.it will be in exe format.
4.this will not be exclusive to the db website but will be on may other sites too.
5. it will have an installer that will add it to games.
6. energy will play a massive part in this
7. there will be vegs.
8. expect a preview of it soon
if you have any questions pm me

Numsgil:
First, Merged and moved topics to off-topic.  Seems more appropriate.

Second: Big.  Text.  Hurt.  Brain.  Very negative connotations.

Third, most of your points are production, ie: not related to game design, ie: you're really jumping the gun here.  Horse before the cart and all that.  To get you thinking, let me present these points:

1.  Enemies will need AI.  That means either inventing your own from scratch or somehow adopting existing DB bots.  Neither is easy.  Darwinbots gives you the perfect testing ground for enemy AI, but you need to be comfortable with it to experiment properly.

2.  Shots involve a great deal of geometry.  Do you have the necessary mathematics background to know what you're getting yourself in to?  Do you know what I'm talking about when I say the words "vector", "dot product", and "cross product"?  Or "quadratic formula"?

3.  Is this project significantly larger in scope than other projects you've finished in the past?  Or worse, is this your first major project?  Have you finished the trivial game clone to wet your teeth with?  Ie: Tetris clone, pacman clone, pong clone, etc. etc.  In general, especially with something as large as game programming/design, the inventor's paradox does not hold.  You must start small and work your way up.

[discouraging rant]
That's it for now.  I don't mean to be discouraging, but I've seen a lot of similar projects, and many of my own, crash and burn.  It's better to go into this with eyes wide open.  It's just way too easy to underestimate the amount of effort it takes to make a game.  Any game.  Darwinbots is close to 20K lines.  That's like the size of a novel.  And Darwinbots isn't all that complex, really.  A simple version of Darwinbots stripped of almost everything and reduced to a shooter will still probably get you 5K lines of code, which isn't anything to sneeze at.  If you haven't done anything more than 200 lines of code before, you're just asking for trouble.
[/discouraging rant]

fulizer:
its fine dont worry.
besides it is based on db and not an actual db game so it wil obviousley never live up to the real thing

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