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PostPosted: Fri Feb 21, 2014 12:16 am 
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Road Warrior
Joined: Sat Mar 16, 2013 8:39 pm
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...And, long story short, I've been hoping to make a GTA-style game.
Geography: Somewhere on a coast, right on some bay (natural or artificial). Intentionally vague but should be/will be implied to be on the U.S.' east coast.
Map: Limited to a city surrounded by four walls and anti-air guns. Nothing gets in or out except by train (heavily monitored) or boat (even more heavily monitored), and helicopters are for the elite (airspace kept secured by AA guns anyway).
Timeframe: Imagine it's the early 2000s again, 2004 at latest. Now imagine a sci-fi writer with only a moderate regard for reality got a computer, UDK, and some cash smuggled in by a time traveller, with no idea what the future looks like. Officially, I'll refer to the timeframe as "20XX", but unofficially you can think of the game as being about 10-20 years after the year 2003 or 2004.
Theme: Realistic, with hints of old-style cyberpunk. Despite what I'm saying, very few things will be hackable, the internet will be heavily regulated, TV will be the predominant method of being advertised at (it's referred to as entertainment), and technology won't have much of a place in the game (aside from a radio you'll use to find mission markers, a PDA with stylus, and an older-style smartwatch).
Factions: The government (which is absurdly corrupt and basically a clearinghouse of corporate pressures), the Resistance (who want to set up their own government), and the player's gang (which doesn't exist until the player sets one up; entirely optional to set one up). Neither side is perfectly happy with the others, but the player can improve or ruin relations.
Faction Equipment: Government forces get utilitarian, but plasticky and fairly safe vehicles with an emphasis on being cheap and easily repaired or replaced, with guns much the same. Resistance usually uses hand-me-down, yet dependable vehicles with an emphasis on being dependable and easily repaired, though evidence of earlier "repairs" is fairly obvious on close inspection. Gangsters will use vehicles and weapons as requested by/financed by the player.
Vehicles: Assorted. Poor areas get Diahatsu-inspired vehicles, cheap beaters, occasionally vintage cars held together with bailing wire and duct tape. Semi-rich (no middle class here) areas get plasticky, stereotypically early-'00s vehicles. Expect high-tech milk run machines with supersensitive airbags and appliancelike drive quality. Rich areas get an odd assortment, mostly fancier, newer vehicles, but some well-kept or even customized antiques. Most rich people in public can be found with police escorts. Expect the occasional helicopter.
Weapons: Mostly improvised; I'm hoping to have a basic crafting system. Resistance weapons can be scavenged (i.e. found in non-working condition) and brought back to working condition, and government weapons can be jury rigged or modded/hacked.

At the moment, I'm having issues figuring out the exact divisions of the map (i.e. where should the factories go, where should the residences go, etc), and spiral staircases totally screw things up if I try using them.



MASSIVE EDIT: Apparently I can't run a small-city-sized map under UDK. Not enough memory (for reference, I've got 4 gigs of RAM and an NVIDIA GeForce 9800 GT).


Long-Lost Rule #589 of the Post-Apocalyptic Road Trip Survival Guide: Use the bathroom when you have the chance, and bring some diapers or a bedpan just incase.
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PostPosted: Mon Mar 03, 2014 12:49 pm 
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Site Admin
Joined: Sun Apr 22, 2012 11:33 pm
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Map sizes are always a challenge, something we have to deal with on Apok as well, considering that a driving game requires a decent stretch from end to end.

Keep us updated on your progress!


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PostPosted: Mon Mar 03, 2014 8:06 pm 
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Road Warrior
Joined: Sat Mar 16, 2013 8:39 pm
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Been fairly busy with other stuff today; long story short I'm considering the GRIT engine, the Blender engine, and the Quake 2 engine, everything else is up in the air partially because I'm not a developer.

GRIT:
+Open-Source, Freeware
+Designed specifically for sandboxy games
+Allows for all sorts of nice graphics
-No games completed on it, therefore I can't copy notes or get help with scripting for the higher-level stuff.

Blender:
+Open-Source, Freeware
+Massiveish community
+Engine integrated in modeller
+Tons of examples of scripting, etc.
-Doesn't seem to be capable of super-advanced scripts or super-advanced physics.
-I still have no idea how to use Blender to model things.

Quake 2:
+IIRC there's an open-source, freeware version of the engine that can be used to build a game on, sort of like how Gravity Bone and Thirty Flights of Loving were made.
+Very, very, very fast. Almost as fast as the Quake 1 engine, I think.
+Gravity Bone suggests that advanced graphics are possible, though I'm not sure about the methods.
-Barebones physics. May not allow for very good vehicles.


Long-Lost Rule #589 of the Post-Apocalyptic Road Trip Survival Guide: Use the bathroom when you have the chance, and bring some diapers or a bedpan just incase.
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