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Messages - drakon

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1
General Discussion / Re: Wintermute Tutorials
« on: September 12, 2005, 12:33:18 AM »
The book your getting is Neuromancer as the creator of Wintermute named it after one of the characters. Its very good really enjoyed it. A Scanner Darkly is already out as I understand it what is probably being released is a reprint of it.

2
Game design / Re: I think I need a new design process
« on: September 06, 2005, 07:03:35 PM »
Thanks mnemonic. I have a general outline of what is going to happen, now I just need to add in some detail. It helps to a certain degree that I am using a factual character as part of the basis for the story as there is a lot of background info that helps to decide which locations are needed etc. Ill hopefully be able to get a proper indepth story for this done soon.

3
Game design / I think I need a new design process
« on: September 03, 2005, 02:08:43 AM »
I am having a real problem at the moment trying to write a story to use for an adventure game. I have a couple of ideas but I'm finding it very difficult to plan out a cohesive story. Part of the problem I think is that I have certain ideas on how the game should look and work and Im trying to create a story around that. The game is going to be a weird mix of computers and indiana jones style action. It's played out from 2 different angles by 2 different characters. I also have the prelude kinda planned out but I'm more or less stuck there.

Does anyone have a good method of planning out storyline? I'm more into programming and can do basic graphics so I'm usually not the best with working out stories.

4
Feature requests, suggestions / Re: Future Mac OSX support
« on: September 02, 2005, 08:59:14 PM »
Hehe yeah I forgot about that. Could always wait for the Linux crowd to hack the platform :P

[edit]

I found this link though Im not sure what the license requirements are.
http://ps2dev.org

[/edit]

5
Game design / Re: inventory ideas..comments are welcome
« on: September 02, 2005, 08:54:01 PM »
I think that the best inventory system that I have seen was the on in Return to the Mysterious Island. You could pick up anything but you have a full screen inventory where you could combine items together to create new ones and you didnt just need 1 combination to make the required item. At some point you need a weapon and you end up having the choice of making a bow/gun/dynamite or all 3 if you like. Also some items which arent chemically changed can be taken apart with the components used for something else. I didnt particularly like the game story but the inventory system was what kept me playing and made it good. Im planning to implement a similar sort of system in the game I'm currently working on.

6
General Discussion / Re: #600 - The unofficial introduce-yourself thread
« on: September 02, 2005, 08:34:21 PM »
I'm 22 I think (been a long day ;))
I'm from Ireland
I'm a Software Engineer,  You name a language I've probably used it or studied it.

My favourite games are Simon the Sorcerer, Syberia I & II, Longest Journey, Monkey Island and many more

7
Feature requests, suggestions / Re: Future Mac OSX support
« on: September 02, 2005, 08:27:20 PM »
PocketPC port would be interesting though I think that with the recent release of the PSP it would be a better platform for the WME to be ported to. Particularly as the chances of any Adventure games to be created for that platform is minimal and the number of PSP's in circulation will be very high.

8
Technical forum / Re: floor layer boudary
« on: September 02, 2005, 08:23:12 PM »
Thanks I thought that might be the case. I was just wondering in case they were using a bounding sphere/box etc

9
Feature requests, suggestions / Re: Future Mac OSX support
« on: September 02, 2005, 04:39:02 PM »
I would like to see WME on Mac as well but I was just wondering does it work for linux? I run all 3 platforms at home and I tend to be pretty adament about getting whatever I decide to create onto as many platforms as possible. :). Particularly from a WME standpoint if you have this running well on Linux and Mac the influx of new designers could be great. There are never many good games available for either of those platforms and the ability to create multi platform games would be a massive boost to WME popularity. Having said that if the development of this engine is based solely on DirectX it would take a lot of work to allow for native suppport on either of those platforms.

10
Technical forum / floor layer boudary
« on: September 02, 2005, 04:32:04 PM »
I was just wondering whether or not you should keep the floor layer and blocked areas tight to the edges? I am not sure how WME handles the edges but I dont want part of my character disappearing into the wall so should I follow the line where the floor meets the wall or should I move the boundary out a bit?

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