   I'm going to try to make a game...... again
  Well. My plans are a "simple" 3D game. Nothing fancy. I plan for this to be a Gundam-like game. Something along the lines of Gundam Side Story: Rise from the Ashes 0079. Again, Gundam-like. No copyright infringing going on here.  Here's what I have planned:Graphics: simple. very simple. think battlezone for the atari 2600 simple.story: i'm going to try to implement a branching story tree like wing commander 1 did. ai: i'm not even a newb in this area, so i wouldn't know what would be appropriate for this type of gamecontrols: i'm a console type of guy, but since i'm developing on a computer, I hope to setup some easy, intuitive keyboard (and maybe mouse) controlsphysics: debating that one. should i? shouldn't i?platform: windowssound: how does "boom, boom" and Toyoda-san's rant from Letterman sound to you?API/SDK: XNA GS 3.0So if any of you have suggestions on what to use. best practices. tips, software, or just things to make my developing easier..... bring it! Also I'll probably be asking someone to the simple, simple models for me. but don't jump yet. when i'm ready for that, i'll be sure to holla.so please, discuss, critique, point out holes. thanks.   
  What is your experience level? What do you know already and what have you done in the past? Have you done much programming before?Your title suggests you might not have made a video game before. This means that anything 3D is out of the question. Tetris and Breakout-style games are closer to the abilities of the average newbie to game programming.   ;  I've been programming professionally for over 3 years. I've done some unfinished tetris and mario clones. I've worked with DirectDraw before (oooooold school) and Game Maker. I've programmed with C++, C, C#, and VB.Net. Messed with Scheme.   ;Quote:Original post by Splinter of Chaos This means that anything 3D is out of the question.I readed this quite everywhere. I'm at my first game and i'm already implementedTerrain Rendering with subdivided mesh for cullingMesh rendering (shader way) and keyframe animation Collision Detect with aabbBlocking Path and Pick an object with rayA really simple gui (only pushbutton and mini portrait with health mana for now)I'm still have fun to developping and learning and I can't indeed understand why i should prefer tetris instead of this.;Quote:I've been programming professionally for over 3 years.Then stop looking to us to sanctify your choices as a programmer. Don't just dump an open question along the lines of "tell me everything I need to build my game". That's not a question. That's just waiting for us to make the decisions you need to make.Ask specific questions. If you ask for information, and Google or a forum search can solve that question, you asked a bad question. If you have trouble making a decision, and you don't list out your choices, your criteria, and what inhibits you from weighing your choices per criteria, we can only tell you that you need to sit down and make decisions.You don't have a question. You want others to tell you what to do. Make a choice, based on the information available and your experience. Reflect later on the consequences of your choices.   ;Quote:Original post by Alpha_ProgDesAlso I'll probably be asking someone to the simple, simple models for me.For my little personal experience this is the most frustrating part when u want try to dev a "personal" game like you. When I was quite ready to implementing mesh rendering and animation i posted in many forum for a little 3D cartoonish mage and i think an intermediate modeller can do that in 30 mins or so but for some reason no one helped me. I think the reason is that no one is excitied about modelling something for (nothing :) starcraft rulez) a personal project that can never see the light.And for the rest,before try to answer to some on your question, i have one for you.This game that u will try to make is for learning purpose? I think the answer to this question can answer too, to some of your questions.;  My recommendation is that you start off with a small game and aim to complete it within several months. Be honest with yourself about how much you can accomplish given your level of experience and resource.If you ask me, I'd drop the grand idea of having a branching storyline or having any storyline at all. Chances are you won't have the time or resources to pull something like this off or you'll be frustrated before you reach the end.   ;Quote:Original post by repka3For my little personal experience this is the most frustrating part when u want try to dev a "personal" game like you. When I was quite ready to implementing mesh rendering and animation i posted in many forum for a little 3D cartoonish mage and i think an intermediate modeller can do that in 30 mins or so but for some reason no one helped me.The irony...People who don't code think anything they need right now can be whipped up by a coder in a short period of time. Coders hate this.People who don't do or understand the artistic side think any random artist can just whip up some models or sprites in a few minutes for their personal projects on demand.---@alpha_progdes, do it!But don't bite off more than you can chew. Get your basic shooter working first as a vertical slice, than add everything else on top. There is working camera code and free space ship models in the XNA samples and education section to get you going.   ;Quote:Original post by DaaarkThe irony...People who don't code think anything they need right now can be whipped up by a coder in a short period of time. Coders hate this.People who don't do or understand the artistic side think any random artist can just whip up some models or sprites in a few minutes for their personal projects on demand.Yes this was exactly what i thought before finishing my own model with blender (many weeks and tutorials later :))Anyway in this specific case the model can modelled for real in 1 hour or so (without normal map and with a simple texture).;Quote:Original post by repka3Quote:Original post by Splinter of Chaos This means that anything 3D is out of the question.I readed this quite everywhere. I'm at my first game and i'm already implementedTerrain Rendering with subdivided mesh for cullingMesh rendering (shader way) and keyframe animation Collision Detect with aabbBlocking Path and Pick an object with rayA really simple gui (only pushbutton and mini portrait with health mana for now)I'm still have fun to developping and learning and I can't indeed understand why i should prefer tetris instead of this.The part of my quote you omitted, i think is important. "Tetris and Breakout-style games are closer to the abilities of the average newbie to game programming." I do not mean to discourage anyone from making their first game 3D, but the average beginning game programmer isn't going to be able to do this. Even game companies will sometimes make 2D prototypes of their games before tackling the same problems in 3D. If you are doing this, then either we should give the average beginning game programmer more credit, or you are not average.And on Tetris... I don't think you should prefer it, but it's an example of how simple a game should be for a beginner to get off the ground. My first game was an arena shooter and i never plan to make Tetris.Personally, i don't see why everyone is 3D obsessed, anyway. There are so many things left to do with 2D games. There are so many innovations yet to be implemented.Quote:Original post by Alpha_ProgDesI've been programming professionally for over 3 years. I've done some unfinished tetris and mario clones. I've worked with DirectDraw before (oooooold school) and Game Maker. I've programmed with C++, C, C#, and VB.Net. Messed with Scheme.Well, it sounds like you're a little more experienced than your first post led on! But, why were those projects unfinished? I might assume a Gundam project is going to be harder than Tetris. How far did you get in those projects? Where does your knowledge end? I suppose the real question is what do you need from us? So far, we don't know enough to answer "what to use. best practices. tips, software, or just things to make my developing easier." (from the original post)   