• Goliad (Less shitty game title needed) - Or How I want to Make a GTA Clone Based in Texas with will
    74 replies, posted
[QUOTE=booster;34604187]I'd love to have a huge free room game set in a huge desert or somewhere with huge fields (Nebraska and whatnot). And it should be set in the 21'st century. Something like a mega-scale San Andreas. Driving a sports car down a seemingly endless and empty road in the middle of a desert/corn field. That'd be awesome.[/QUOTE] So you want [url=http://en.wikipedia.org/wiki/Penn_&_Teller%27s_Smoke_and_Mirrors#Desert_Bus]Desert Bus[/url] with a car?
[QUOTE=booster;34604187]I'd love to have a huge free room game set in a huge desert or somewhere with huge fields (Nebraska and whatnot). And it should be set in the 21'st century. Something like a mega-scale San Andreas. Driving a sports car down a seemingly endless and empty road in the middle of a desert/corn field. That'd be awesome.[/QUOTE] I do not intend to feature any desert in this game for two reasons, 1 - there's no desert in the part of Texas covered, and 2 - to keep from percolating the bullshit myth that Texas is all desert
You should put a patch of desert hidden in someones back yard as an easter-egg. Like a scrolling backdrop for a movie. [editline]8th February 2012[/editline] I'LL HELP WITH THE EASTER-EGGS.
Make the main character native American
[QUOTE=jeimizu;34605519]So you want [url=http://en.wikipedia.org/wiki/Penn_&_Teller%27s_Smoke_and_Mirrors#Desert_Bus]Desert Bus[/url] with a car?[/QUOTE] On Frostbite 2.0
[QUOTE=Satansick;34607348]Make the main character native American[/QUOTE] I think the main character should be Liberal. That'd be funny as shit in Republican territory.
I'm sorry, but a game of this scope just isn't feasible by a small team. Even if you manage to create an engine, it won't be able to include features such as how RAGE has euphoria, and you can't simply you go with Unity - an open world game of that scope simply isn't possible. Unity would lag immensely or even crash from rendering it, and Unity's occlusion culling is horrible. It's also a very closed system, it has a lot of loopholes you have to jump through under the surface. Not to mention you'd have to code an entire streaming system to dynamically unload and load objects without obvious changes. Using the RAGE engine is a much better idea, because this is all built-in, and it's very customizable. Heck, even if you wanted a truly persistent world (something I have pondered many times, and it's theoretically possible without more strain on your computer), you could mod that in. R.A.G.E is actually very customization, although it has a noticeable lack of mod tools. Ok, so we have the engine out of the way: next, the map. I'm pretty sure that massive maps are indeed feasible on RAGE, however how do you plan to create a map of this size without it being overly boring and undetailed? Rockstar put a tonne of work into their maps, an entire team of modder are used. and they extensively focus on every single area. No part is bland, at all. In San Andreas they had a lot of countryside, but they managed, via clever use of geometry (very little flat sections, trees to obscure, etc), they still made it very life-like. Now, you are a single man. There is no chance you could replicate 3 cities, in a massive map, with a lot of country, without it being extremely bland, or unless you are taking several years to develop just the map, and the map alone. I've not seen one great custom map for any GTA. Sure, they have big ones, they have very unique ones, but they are never great. the teams are too small, and have too little time to playtest it. The trick is, managing somehow to make every single area interesting. And that's not feasible from what I see here. You are going to have to model every single car, make each one unique in terms of handling, and make it feel good to drive. Every, single, car, moterbike, helicopter, plane, will have to tuned. And that's gonna take time. You will need to code in something to dynamically change features on the fly in order not to have a multitude of identical people, (unless you mod GTA IV which I believe already has that). You are going to need to code AI, for both normal walking people but also pilots of all types of vehicles, and you'll need a pathing system to tell non-"active" people move. You are setting A LOT of work ahead of you. I'm sorry, but I honestly think this'll just drop into dust eventually. Unless you have a tonne of willpower, a team, and time, this isn't going to happen.
Texas is full of liberals. Especially the younger crowd.
[QUOTE=Eric95;34586673]Don't do any art assets now. Make a working game first.[/QUOTE] Ever heard of "Concept Art"? Thats just a few pieces of it that he is working on before designing the entire game.
[QUOTE=Second-gear-of-mgear;34608508]I think the main character should be Liberal. That'd be funny as shit in Republican territory.[/QUOTE] Honestly, most everyone I know in my age group are liberals. All of the adults are republican christians. When I say all, I mean like 75% of the population.
Wait, so Texas isn't full of oil tycoons with two revolvers? They don't fire them into the air during periods of excitement?
[QUOTE=Tommyx50;34610679]I'm sorry, but a game of this scope just isn't feasible by a small team. Even if you manage to create an engine, it won't be able to include features such as how RAGE has euphoria, and you can't simply you go with Unity - an open world game of that scope simply isn't possible. Unity would lag immensely or even crash from rendering it, and Unity's occlusion culling is horrible. It's also a very closed system, it has a lot of loopholes you have to jump through under the surface. Not to mention you'd have to code an entire streaming system to dynamically unload and load objects without obvious changes.[/QUOTE] Actually I've seen several detailed open-world projects done in Unity with good performance. The thing is, if it's in RAGE it would still just be a GTA mod. With a different engine like Unity it would be its own game. The system is really open and if the occlusion culling is bad you could code your own. Heck, I've seen a 14-year-old make custom working occlusion culling in the Unity Forums. Anyway, if you want to get anywhere with this you should either get into Unity and make a working GTA clone engine featuring white boxes and capsules, or get crackin' in any other engine, I just said Unity because it's a fuckin' great engine.
[QUOTE=Second-gear-of-mgear;34608508]I think the main character should be Liberal. That'd be funny as shit in Republican territory.[/QUOTE] Well he's from Ohio so he might as well be [editline]9th February 2012[/editline] [QUOTE=Tommyx50;34610679]I'm sorry, but a game of this scope just isn't feasible by a small team. Even if you manage to create an engine,[/QUOTE] Why reply? [QUOTE=Tommyx50;34610679]it won't be able to include features such as how RAGE has euphoria[/QUOTE] We aren't going to copy every feature from GTA IV, and you seem to be mistaken if you think only RAGE has Euphoria, or that we even want to use Euphoria, I am more leaning towards using Havok than Euphoria because I don't know what licensing bullshit and cost I'd have to go through to get Euphoria [QUOTE=Tommyx50;34610679]and you can't simply you go with Unity - an open world game of that scope simply isn't possible. Unity would lag immensely or even crash from rendering it, and Unity's occlusion culling is horrible. It's also a very closed system, it has a lot of loopholes you have to jump through under the surface. Not to mention you'd have to code an entire streaming system to dynamically unload and load objects without obvious changes.[/QUOTE] Okay, anything else to add? Because if Unity can't do It we're going to use a different engine to do it that we know for a fact can do this. [QUOTE=Tommyx50;34610679]Using the RAGE engine is a much better idea, because this is all built-in, and it's very customizable. Heck, even if you wanted a truly persistent world (something I have pondered many times, and it's theoretically possible without more strain on your computer), you could mod that in. R.A.G.E is actually very customization, although it has a noticeable lack of mod tools.[/QUOTE] Can we even legally use RAGE considering it's a in-house engine [QUOTE=Tommyx50;34610679]Ok, so we have the engine out of the way: next, the map. I'm pretty sure that massive maps are indeed feasible on RAGE, however how do you plan to create a map of this size without it being overly boring and undetailed?[/QUOTE] Time and effort. [QUOTE=Tommyx50;34610679]Rockstar put a tonne of work into their maps, an entire team of modder are used. and they extensively focus on every single area. No part is bland, at all. In San Andreas they had a lot of countryside, but they managed, via clever use of geometry (very little flat sections, trees to obscure, etc), they still made it very life-like.[/QUOTE] And? You really think Texas is completely flat, and has no trees or hills to conceal the map? I just came back from a 350 mile road trip between Houston, New Braunfels, and Austin to get reference photos and try to get a better idea how to compress the landscape to what I need. [QUOTE=Tommyx50;34610679]Now, you are a single man. There is no chance you could replicate 3 cities, in a massive map, with a lot of country, without it being extremely bland, or unless you are taking several years to develop just the map, and the map alone.[/QUOTE] And this his just gone from creative criticism to simply bashing the project. [QUOTE=Tommyx50;34610679]I've not seen one great custom map for any GTA. Sure, they have big ones, they have very unique ones, but they are never great. the teams are too small, and have too little time to playtest it. The trick is, managing somehow to make every single area interesting. And that's not feasible from what I see here.[/QUOTE] And you're going to put me and my people down because of some other modders? [QUOTE=Tommyx50;34610679]You are going to have to model every single car, make each one unique in terms of handling, and make it feel good to drive. Every, single, car, moterbike, helicopter, plane, will have to tuned. And that's gonna take time. You will need to code in something to dynamically change features on the fly in order not to have a multitude of identical people, (unless you mod GTA IV which I believe already has that). You are going to need to code AI, for both normal walking people but also pilots of all types of vehicles, and you'll need a pathing system to tell non-"active" people move.[/QUOTE] And? Do you have a issue with that or what, because I sure don't. [QUOTE=Tommyx50;34610679]You are setting A LOT of work ahead of you. I'm sorry, but I honestly think this'll just drop into dust eventually. Unless you have a tonne of willpower, a team, and time, this isn't going to happen.[/QUOTE] Have fun leaving the thread anytime, bro. [editline]9th February 2012[/editline] [QUOTE=Eric95;34624942]Anyway, if you want to get anywhere with this you should either get into Unity and make a working GTA clone engine featuring white boxes and capsules, or get crackin' in any other engine, I just said Unity because it's a fuckin' great engine.[/QUOTE] Will this do? Because if Unity is undo-able I was planning on using this anyway [url]http://gritengine.com/[/url] [editline]9th February 2012[/editline] Here's my prospective weapons list, 5 pistols, 2 revolvers, 5 shotguns, 4 1/2 SMGs, 6 semi-auto rifles, 4 rifles, because fuck having 2 weapons per class, and mainly to make up for the lack of RPGs and mini-guns [IMG]http://www.1337upload.net/files/weaponslist.png[/IMG]
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