Author Topic: OUR Avatar Game  (Read 8639 times)

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Offline Niwantaw

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Re: OUR Avatar Game
« Reply #80 on: June 02, 2010, 09:22:03 pm »
"not on vet benefits... not in this economy"
*couldn't pass up a chance to quote the film*

anyway WE'RE ONTO THE DRAWING CONCEPTS STATE PPL!
(i think)
Only mostly AWOL.

Offline Eywayä lì'u

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Re: OUR Avatar Game
« Reply #81 on: June 03, 2010, 01:06:18 am »
WOOOH! Concepts! Yay!

what time would be good for you mel?
Oe prrkxentrrkrr ngeyä sa'nok!

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Offline Ikranä mokri

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Re: OUR Avatar Game
« Reply #82 on: June 03, 2010, 04:04:08 am »
Am I that easy to forget ?? must be XD, but 8/9 would be ok for me- if i can get away from my parents bugging me about my PC-





Tirea Tskoyä has a new look see it[url=http://forum.learnnavi.org/fiction-

Offline Eana Taw atsawl

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Re: OUR Avatar Game
« Reply #83 on: June 03, 2010, 04:14:25 am »
I can't draw. Not at all. Chi-bi bunnies are my limit (and thats only because I practiced  ;D)

...so I'm unlikely to be any help. I'll still be on and if there is any odd jobs people want me to do I will, but I'm next to useless until we start writing the levels in detail.

I apologise for my lack of artistic abilities.  :(
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                               But only a moron brings a sword to a gunfight


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Offline Niwantaw

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Re: OUR Avatar Game
« Reply #84 on: June 03, 2010, 09:32:58 am »
i can't draw either.....

but I'm having a crack at it
Only mostly AWOL.

Offline Eywayä lì'u

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Re: OUR Avatar Game
« Reply #85 on: June 03, 2010, 10:02:25 am »
same, I can't draw for my life!
Oe prrkxentrrkrr ngeyä sa'nok!

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Offline bommel

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Re: OUR Avatar Game
« Reply #86 on: June 04, 2010, 08:50:49 am »
Making a community game is an awesome idea!
I can't draw, too, but I'm fluent in different programming languages (I'm coding for 10 years now, C/C++, C#, Java, VB .Net, some x86 asm skills), I also work as an professional developer beside my studies. So if you need coders, I'll look what I can do for you!

I've got some experience with Blender but that's mainly on how to handle the UI. Haven't created that much (complex) models. But hey, I've made a spinning cube with parrallax occlusion mapping  ;D

Eywa ngahu

Offline Eywayä lì'u

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Re: OUR Avatar Game
« Reply #87 on: June 04, 2010, 11:11:48 am »
yay another coder!! we're in desperate need of them!

Got skype bommel? If so we've got a group going on there
Oe prrkxentrrkrr ngeyä sa'nok!

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Offline swiräk

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Re: OUR Avatar Game
« Reply #88 on: June 04, 2010, 11:32:32 am »
well, Im mainly a 3d artist, but I can speak python (not "shhhh")


skype:
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  \  /
   V

Offline Kerame Pxel Nume

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Re: OUR Avatar Game
« Reply #89 on: June 04, 2010, 12:02:57 pm »
Making a community game is an awesome idea!
I can't draw, too, but I'm fluent in different programming languages (I'm coding for 10 years now, C/C++, C#, Java, VB .Net, some x86 asm skills), I also work as an professional developer beside my studies. So if you need coders, I'll look what I can do for you!

I've got some experience with Blender but that's mainly on how to handle the UI. Haven't created that much (complex) models. But hey, I've made a spinning cube with parrallax occlusion mapping  ;D

Eywa ngahu
Ah great, someone there to help. Did you read my other post? Do you know GLib/GObject? If not, please read the documentation, the engine will be built around those:

GLib provides all the stuff you need in modern applications: Safely contained types, process and thread management, advanced memory allocation, signal and message passing and dynamic modules.
http://library.gnome.org/devel/glib/stable/

GObject builds on GLib, and implements a modern OOP scheme, with introspection, reflection, type safe object marshalling
http://library.gnome.org/devel/gobject/stable/

GIO build on GObject, implementing and providing VFS objects
http://library.gnome.org/devel/gio/stable/

Pango, used for text layouting and rendering
http://library.gnome.org/devel/pango/stable/

And Clutter for the GUI/HUD,
http://www.clutter-project.org/docs/clutter/stable/

The nice thing about GLib/GObject/GIO/Pango/Clutter is, that they're available on Linux, *BSD, Windows, and MacOS X, so the whole thing will be truly cross plattform. I'm going to stitch together a project development environment, containing all the libraries, integrated in the build system. Prerequisites for development are installed and in the $PATH:

* GCC+bunutils (MinGW for Windows, all the other OS come with it)
- optionally on Windows the Platform SDK, together with the Microsoft C compiler
* Git (source control, version management)
* Python (all purpose scripting)
* scons (build system)

I'm going to open a repository on github.

Offline bommel

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Re: OUR Avatar Game
« Reply #90 on: June 04, 2010, 05:10:52 pm »
Okay, I'll have a look at those sites and your earlier posts!

Offline Tsteu'itan

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Re: OUR Avatar Game
« Reply #91 on: June 05, 2010, 01:48:09 am »
Anybody here named kroskesbaget?  Was just wondering, since I got an add request from that person, and I don't know them.  >_>

Offline Payoang

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Re: OUR Avatar Game
« Reply #92 on: June 05, 2010, 04:31:50 am »

Offline Eywayä lì'u

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Re: OUR Avatar Game
« Reply #93 on: June 05, 2010, 04:37:20 am »
YAY! child boards
Oe prrkxentrrkrr ngeyä sa'nok!

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Offline Eywayä lì'u

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Re: OUR Avatar Game
« Reply #94 on: June 05, 2010, 04:38:48 am »
Although, why game modes?
 
there's only the main rpg game
Oe prrkxentrrkrr ngeyä sa'nok!

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Offline bommel

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Re: OUR Avatar Game
« Reply #95 on: June 05, 2010, 05:06:09 am »
Cool =)
Hope I find some time to contribute! In less than a month I've got a few exams to pass so atm I'm quite busy with learning.

Offline Kerame Pxel Nume

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Re: OUR Avatar Game
« Reply #96 on: June 05, 2010, 06:23:02 am »
Although, why game modes?
 
there's only the main rpg game
Please wait for a more elaborate post by me, what this has to mean. This is something I had on my mind for a very long time (to be specific, since I played EVE for the very first time). In short, I was always disappointed that MMORPGs would let you build your character but not allow you introduce new elements or concepts into the world. Say you want your character leave some hidden quest for the other participants, in a paper and pencil RPG you could give your quest to the dungeon master, which may include it into the main game.

MMORPGs won't allow you that. They are centralized and you're basically limited to what the master gives you.

The engine I envisioned (and until recently I had no idea how to implement, but the project Levitation-Wiki (google it) gave me the hi(n)t in the right direction) would be a fully distriuted system: No central servers, all content created by the players. Based on the content in the game one could fork all this as a dungeon master with own game modes - or implement quests, push them back into the game system, and those who already perform as masters can easily integrate that. Think about it like a wikipedia style game.

A game mode would be such kind of quest, but as the game develops further each new quest would be another game mode, based on previous modes.

You think this as extremely difficult to implement: Well such technology exists and is in widespread use, though not for a game but software development. It's called Git and the way I described the way the game would develop is quite about the same way, Linux develops.

Offline swiräk

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Re: OUR Avatar Game
« Reply #97 on: June 07, 2010, 02:26:41 pm »
could somebody please invite me to the skypechat?

my skype is pharno_

thanks

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Re: OUR Avatar Game
« Reply #98 on: June 08, 2010, 06:25:35 am »
The world of pandora will probably be a pain-in-the-ass challange for the modellers and texturers.

Offline bommel

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Re: OUR Avatar Game
« Reply #99 on: June 08, 2010, 06:28:27 am »
The world of pandora will probably be a pain-in-the-ass challange for the modellers and texturers.
True. But we can use the movie somwhat like a template to model all the stuff so we don't need to invent our own vegetation etc - or at least not so much ;)

 

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