Thread: Little game project

  1. #1
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    Little game project

    I'm working on a small fan game project using the C4 Game Engine.

    My project is missing a programmer right now, and I would appreciate it if someone would be willing to help out with the project.

    I can offer a C4 license for a discount price ($67) if anyone's interested.

    Our site is http://home.sxtremenext.com/ and our forums is http://forums.sxtremenext.com/.

  2. #2
    Registered User VirtualAce's Avatar
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    Eric Lengyel eh. Good author and I have many of his books.

    For the life of me I cannot see if C4 is DirectX, OGL, or both. What graphic API are you going to use? I like the fact that you are not rolling your own engine and I like the fact that this engine has tools with it. Tools are NOT easy to code and I've been working on a 2D tile editor (in MFC) now for nearly a year for a 2D game.

    And based on the posts there, you will definitely need someone with more than 2 years of C/C++ experience. Knowing C/C++ like the back of your hand is only the tip of the iceberg in 3D game programming.

    I would need to see these things before I would be interested in joining:

    • Proof that SEGA won't shut down the project mid-way due to copyright issues. - in other words, permission from SEGA and any copyright holders to make the 3D game. They may allow a 2D game as Nintendo does with Zelda, but they probably will not allow a 3D game.
    • A passionate team of knowledgeable C/C++ programmers. - helluva lot more than 'Hello world' or linked lists.
    • A passionate team of knowledgeable 3D graphics programmers.
    • At least 1 to 2 programmers that have knowledge about or experience in game programming - hobbyist experience is fine as that's all I have. But my experience has been that people who say they know C/C++ is simply not enough. They must understand how a game fits together.
    • A passionate team of artists, modelers, sound designers, music designers, special effects artists, etc.
    • At least 1 programmer that has knowledge or experience with pixel shaders.
    • A good design document for the game - from start to finish.
    • A good storyboard design document - start to finish.
    • Choice of API: DirectX or OGL. If OGL, I'm out since my experience is in DX. I could learn OGL easily, but that won't help your project any.
    • Target specs for game - lowest specs needed to run the game.
    • First playable build (perhaps demo) release target date.
    • IDE of choice. .NET 2005, .NET 2003 or MSVC 6. MSVC 6 and .NET 2005 are NOT compatible and builds will fail and flag about a billion warnings and errors.


    That's a big list, but all of them are extremely important and key to your project's success. And just so we understand each other, any 3D game is NOT going to be small and NOT going to be simple.
    Last edited by VirtualAce; 07-27-2006 at 11:35 PM.

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    We don't need any graphics programmers at the moment, seeing as how we don't plan to alter the graphics of the engine (and this is discouraged by Eric Lengyel himself for pixel shaders and such, seeing as how he's working on a shading graph for the engine), seeing as how it already serves its purpose so far.

    All we need is for someone to work on a game module for use with the engine. There is someone else on the team that can do programming, but he doesn't have a C4 license, and he's not sure if he will buy a C4 license or not at this moment, and he's worked on multiple projects such as part of the OpenGL rendering code of the Yabause. He told me everything else was either under NDA, or old projects from colleage.

    Most of the team so far are just artists, sound designers, and PR people. With the exception of

    We don't have Sega's official approval as of yet, but others are making fan games in 3D, such as the much more publicized Sonic GL (http://www.bosser-jerome.com/), that don't have Sega's approval. So I really don't think Sega cares about 3D fan games as long as they have original content (which we're using, just check our media page), and not ripped models from their games.

    The IDEs of choice for the Windows platform is MSVC 2005 Express, MSVC 7, or MSVC 8.

    I would say the first playable demo should probably be out around Late 2006 - Early 2007 (I can't give an exact release date seeing as how we don't have a programmer).

    C4 uses OpenGL, but you wouldn't be messing with the graphics as I said before.

    Our target specs are a GeForce 5200/Radeon 9500, 256MB of RAM, Mac OS X and Windows, and I can't quite say how much disk space would be required.

    We do have a small design document: http://sxtreme.emuscene.com/PDF/SonicXtremeDoc.pdf

    I'm working on a story board for the few cut scenes that will be on the game right now.

    Seeing as how C4 is still a Work in Progress due to lack of features, many things will be added such as Physics, a particle editor, HDR, and a new terrain engine (multi-material meshes is in the works right now for the next build).

  4. #4
    Registered User VirtualAce's Avatar
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    We don't need any graphics programmers at the moment, seeing as how we don't plan to alter the graphics of the engine (and this is discouraged by Eric Lengyel himself for pixel shaders and such, seeing as how he's working on a shading graph for the engine), seeing as how it already serves its purpose so far.
    This doesn't make sense. Using the engine to me means you should be able to add classes, interfaces, and code of your own to make the game. C4 does not look like a game making program but more a core engine API for simplifying graphics programming so the developer can concentrate on the game more than the technology behind it.

    However you still need 3D programmers to understand 3D graphics algos and other important items should you want to implement a desired effect. Even if you were going to use something like Havok for physics, you would still need a basic understanding of vector mathematics and physics algorithms.

    If I were to purchase a license to Valve's Source engine, I would still need to understand a lot about game programming and 3D to even come close to making a game. If not, all I have is a very expensive library of code that does nothing. A good game goes far beyond the engine that runs it and a game created with Source or any other popular engine can still suck if it's not done correctly.

  5. #5
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    I think he meant that they don't need anyone to work on the grahpics engine, as that's already being taken care of/sufficiant enough already.

    The point you made still stands though.
    M.Eng Computer Engineering Candidate
    B.Sc Computer Science

    Robotics and graphics enthusiast.

  6. #6
    Registered User VirtualAce's Avatar
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    Ahhh. Thanks for clearing that up. I didn't see it from that angle so I'll step off of my soapbox.

    I would join but sadly, I'm just not a OpenGL guy. Dummy me but I'm sticking with Microsoft as it seems their API's always seem to hang around forever thus - future job prospects. I'm not saying GL won't be there forever, but learning GL would take too much time for not much benefit since it's just another way to do 3D. End result is the same.

    Good luck on the game and keep us posted. Always good to see creativity.

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    I'm not saying GL won't be there forever, but learning GL would take too much time for not much benefit since it's just another way to do 3D. End result is the same.
    You sure didn't say that about CLI.

  8. #8
    "Why use dynamic memory?"
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    I will work with you if want
    Last edited by Hussain Hani; 08-19-2006 at 10:46 PM.

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