• An average programmer, looking for other coders/artsy folk for a game.
    18 replies, posted
(I have not found a rule which is against recruiting threads like this one. If there is one, I apologize. ) Howdy! I am an average programmer who is trying to improve his skills. Being a videogame dev has been a huge dream of mine for quite some time now and despite the fact that I'm still not an amazing coder, I really enjoy programming! I've been using Unity for about a year now, and I love it. It's really easy to use and modify! [U][URL="https://www.youtube.com/watch?v=DAf1vcnXtjY"]This is a small thingy I've worked on for a couple of months.[/URL][/U] It has taught me a lot, and despite the fact that I worked on it mostly all by myself, I plan on getting back to it eventually. I find that working on something all by yourself is a bit boring and tiresome... Anyway, I've been craving to work with other people! Maybe there's someone out here who enjoys 3D modelling or something like that who's also trying to hone his/her skills, y'know? My current idea for a team project is a simple class-based shooter, a Team Fortress 2 clone of sorts. I find Team Fortress 2 to be a pretty solid FPS, so I believe that by replicating it, I might learn a thing or twenty. I believe that the hardest part for this would be the networking code: I have used TNet (a networking solution) before, but never used it with competitive gameplay in mind. I'd have to study how client-side prediction works and implement that. Cheating prevention could also be a big deal. So, what do you guys think? Is this whole thing a good idea? Is anyone interested? Am I getting ahead of myself here?
I am impressed, someone more than an ideas guy with an example of work. Good job.
[QUOTE=ben1066;45828508]I am impressed, someone more than an ideas guy with an example of work. Good job.[/QUOTE] Uh.. thanks? :v
Good luck with this. I honestly mean it. You've put in some effort and have even included an example of your work. As Ben above me mentioned. There are usually a lot of ideas guys.
You can look up how Valve does networking for things like tf2/l4D. Involves input prediction so you can better guess the next frame. I've also read a fantastic writeup for a Smash bro's esk multiplayer schema that revolves around making multiplayer as fair as possible despite lag. EDIT: Here ya go [url]https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking[/url] [url]http://y4pp.wordpress.com/2014/06/04/online-multiplayer-proof-of-concept/[/url]
[QUOTE=DoctorSalt;45828998]You can look up how Valve does networking for things like tf2/l4D. Involves input prediction so you can better guess the next frame. I've also read a fantastic writeup for a Smash bro's esk multiplayer schema that revolves around making multiplayer as fair as possible despite lag.[/QUOTE] Ooh, I haven't seen this Smash Brothers thingy yet. Do you happen to have a link for that one? Nevermind, thanks pal.
[QUOTE=cam64DD;45828952]Uh.. thanks? :v[/QUOTE] Yeah, good luck. I'm quite impressed. You claim you're an average programmer, but many of the sort would fiddle around for five minutes and move on to something else. A note to idea guys, follow cam64DD's example and bring something to the table, rather than a very generic "theory" behind a working game.
I have started working on the character movement and weapon system. So far, I think I am somewhat close to nailing the movement just right: It is quick and responsive. It also works with a rigidbody, so the character is affected by knockback and explosions! Players can switch between three weapons. So far, weapons don't actually fire anything. I'll work on that, though. The first class I wish to recreate is the Soldier. I have always been fascinated by mobility in videogames, and while TF2 is not a ridiculously fast-paced shooter, I am very fond of TF2's rocket jumping. So I wish to replicate that! Gotta get players soaring through the skies. I might upload some pics/videos soon-ish. Using a bunch of placeholder models/textures for now, really could use a hand here.
[QUOTE=cam64DD;45836020]I have started working on the character movement and weapon system. So far, I think I am somewhat close to nailing the movement just right: It is quick and responsive. It also works with a rigidbody, so the character is affected by knockback and explosions! Players can switch between three weapons. So far, weapons don't actually fire anything. I'll work on that, though. The first class I wish to recreate is the Soldier. I have always been fascinated by mobility in videogames, and while TF2 is not a ridiculously fast-paced shooter, I am very fond of TF2's rocket jumping. So I wish to replicate that! Gotta get players soaring through the skies. I might upload some pics/videos soon-ish. Using a bunch of placeholder models/textures for now, really could use a hand here.[/QUOTE] Can't wait to see them. I want to see this game in action. The fastest shooter that I play is Tribes 2 on the older Torque Gaming Engine, and it can just get ridiculous sometimes and it still beats T:A in gameplay.
[video=youtube;AdlVUHH0z2Q]http://www.youtube.com/watch?v=AdlVUHH0z2Q[/video] Forgive me for the shitty quality and the mouse pointer, forgot that bugger on. Anyway, rocket jumping and explosive knockback is in. Gotta work on hitscan weaponry now and test multiplayer. Got some placeholder models for now. Not caring too much about the scenery atm.
Interested - Added you on steam
On the cheating side of things, people generally create cheats that modify the rotation of the character/camera via memory. I've seen people use Cheat Engine, although I'm sure there are other ways. It's been ages since I've bothered to care about it unless the game uses guns with hitscan (which I've noticed you have certain guns that do this) because predicting a weapon firing a projectile is difficult (meaning an hour to tweak to bullet drop, the object's movement, etc) unless the projectile is handled client side, which I don't know of any games that do that. I recall HM2 for Tribes 2 doing this with the Laser Rifle and Shocklance because they were the only weapons using hitscans. This has since been fixed. The only thing that might help is some sort of memory protection/external change detection that will boot/ban a client using this form of cheat. Like I said, it's been a while. Correct me if I'm inaccurate.
[QUOTE=GeEkOfWiReS;45848835]On the cheating side of things, people generally create cheats that modify the rotation of the character/camera via memory. I've seen people use Cheat Engine, although I'm sure there are other ways. It's been ages since I've bothered to care about it unless the game uses guns with hitscan (which I've noticed you have certain guns that do this) because predicting a weapon firing a projectile is difficult (meaning an hour to tweak to bullet drop, the object's movement, etc) unless the projectile is handled client side, which I don't know of any games that do that. I recall HM2 for Tribes 2 doing this with the Laser Rifle and Shocklance because they were the only weapons using hitscans. This has since been fixed. The only thing that might help is some sort of memory protection/external change detection that will boot/ban a client using this form of cheat. Like I said, it's been a while. Correct me if I'm inaccurate.[/QUOTE] I'm still thinking about how to handle cheating and hitscan weapons. On one hand, having hitscan weapons is better for the server, as hitscan weapons are simple raycasts. On the other hand, I am 100% sure someone is going to make an aimbot for every single game with hitscan weapons. I'd need a memory protection software for sure. I still have to study this. Currently working on the map. It's going to be a ctf_turbine replica for now, just for testing purposes. After that, I have to work on the respawning system and team interaction. Let's see how this goes!
Are you planning on using this for commercial or educational purposes? If educational; are you going to open-source it; and if you do make it open-source please post the relevant links to your source control. ;) looks good!
[QUOTE=Proclivitas;45850425]Are you planning on using this for commercial or educational purposes? If educational; are you going to open-source it; and if you do make it open-source please post the relevant links to your source control. ;) looks good![/QUOTE] Yeah, I'd love to get my hands on some of what he's done. Is this the game with the CharacterController using the Rigid Body?
[QUOTE=Proclivitas;45850425]Are you planning on using this for commercial or educational purposes? If educational; are you going to open-source it; and if you do make it open-source please post the relevant links to your source control. ;) looks good![/QUOTE] For now, educational. I don't want to clog steam with yet another pre-release title. HOWEVER, if the game ends up being somehow "successful" and if the rest of the development team agrees with me, I'd see no problem in making it a commercial release! The project is not open source, BUT I will gladly explain the algorithms for the game's features! [QUOTE=GeEkOfWiReS;45850611]Yeah, I'd love to get my hands on some of what he's done. Is this the game with the CharacterController using the Rigid Body?[/QUOTE] Nope, this uses my own custom rigidbody character controller.
[URL="http://overdrive.netne.net/Unity/Webplaya.html"]You can now experience the rocket jumping here.[/URL] Hit ESC to open the gfx menu and Q to swap weapons.
[QUOTE=cam64DD;45854785][URL="http://overdrive.netne.net/Unity/Webplaya.html"]You can now experience the rocket jumping here.[/URL] Hit ESC to open the gfx menu and Q to swap weapons.[/QUOTE] I'm the genius who thought it would be smart to take two steps back when starting the game. -_- Pretty cool!
[QUOTE=GeEkOfWiReS;45857458]I'm the genius who thought it would be smart to take two steps back when starting the game. -_- Pretty cool![/QUOTE] I put the player like that on purpose. :v I have finished the test map, now I must add spawnpoints, add a grenade launcher and start working on the class customization system.
Sorry, you need to Log In to post a reply to this thread.