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Messages - Kalagaraz

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Scripting & Programming / Re: Highlighting parts of character
« on: Jan 22, 12, 05:31:36 PM »
But remember, if the NPCs aren't dynamic, then how would you identify the section of mesh or texture you wanted to highlight? If you are trying to highlight a specific section of an NPC that is not dynamic, no special trick or shader is going to help, your best bet would be to attach something to a bone. It could be a particle effect, mesh, or even a camera facing texture, or light source, etc.

Are dynamic characters much more of a performance hit than static characters? The highlighting also only needs to be visual on client, doesn't need to be sync'd to all clients. Not really sure what kind of particle effect I could create to really highlight it that "left arm" is selected, or "right leg" etc...

I see what your saying though attaching to the rigged bones would be the best route and requires no additional effort on the artists, but I just can't think of a good artistic way of showing it that it is highlighted and still fit a kind of medieval style.

Scripting & Programming / Re: Highlighting parts of character
« on: Jan 22, 12, 12:02:55 PM »
I'd have to double check, but off of the top of my head, you could change the diffuse or alpha, attach particle effects, mess with shaders (in 1.80 you'll be able to have more shaders), swap the part for another part, or tint some or all of texture.

I need to come up with a way to do efficiently as it needs to work on all NPCs in the game, would it not be inefficient to have all NPCs be dynamic characters? I'm hoping there is a way to do it without involving extra artist work on every NPC model in game. I tried to tint the textures using

SetTexturePieceColorDirectly() but it doesn't do anything if i'm just using a bare arm part on character model.

What's the timeline on 1.80?

What functions can I use to highlight parts of a character? Like say I want to make a players arm take on a red hue or something. I need to do this from the scripting language. I'm guessing I may need to use a "dynamic texture bank" and then just switch out textures when I need to highlight something?

Hoping there was a way I could do it dynamically without having to use custom textures or anything.

Background Information
I've been programming as long as I can remember (I know I started before I was 10) and I've always wanted to program a mmorpg. I've had some free time last couple weeks and decided I might actually give it a shot and so I bought a couple books and read them (if your curious about what books, I'll list them at bottom of post), played with some code, and sketched out a couple unique ideas for a mmorpg that would work well business, technology, and game-play wise.

I started to program the game from scratch using the XNA framework and C#, wrote a server/client using lidgren networking library and was going to make it into a 2D mmorpg, but let me tell you that it's a lot of work doing network code. I got as far as loading a tilemap and character on client and syncing movement between all other clients, but even though it was a 2D game I stilled wanted fluid motion for the players and that starts getting into things interpolation and extrapolation of positions between update frames in order compensate for latency, how to handle client correction etc... and it just got to be too much work. I wanted to write my game, not network code.

Eventually someone gave me a link to HeroEngine and it looked like that answer to my problem, I could program my game, and not really worry about the underlying networking other than managing bandwidth usage etc... that is more game specific kind of stuff. The problem is HeroEngine is a 3D engine, and I was going to do my game in 2D (because 2D art is cheap). Which leads me to the point of this topic, I need a 3D artist, but not just any 3D artist, one that works for cheap...

But I suppose you want to know a little about my game before you just hop on board so...

Eternal Choice

The game is called Eternal Choice, some of the key elements of the game include:

A Combat System that allows for real player skill to be used in combat rather than just player level, items, luck of the roll, etc... The combat system is also designed so that it doesn't really require much additional processing on the server side to accomplish and also doesn't use any more client-server communication than traditional RPG combat systems. I won't go into any more details than that because I value the idea alone at $1,492,342.76. Can't just be giving it away. (I think a lot of my ideas may be overvalued...).

The Crafting System, a little sprinkle of terraria and minecraft mixed with traditional RPG crafting systems. Nothing real fancy or incredibly new, but adds a bit of twist to the flavor.

Player Driven World, The idea is to have a lot of the world be player created, building houses, villages etc... working together in a village to create houses for new players that kind of stuff. But I want to strike a middle ground here, I've played games where the world was 100% player created and they sucked, I don't want Eternal Choice to suck. So the world will also feature a good amount of developer created content as well including traditional RPG quest lines, towns, dungeons, raids, etc...  

Oh and dragons rule the world...

What To Expect

1. This is a paid position, but i'm looking for someone that does decent work (doesn't have to be next-gen), but has a fair price targeted at indie developers. I'm paying for art out of my own pocket, and I need to pay for an entire mmorpg's worth of art, need to strike the best deal I can without sacrificing too much quality. We can negotiate how you wanted to be paid (Per hour, Per Asset, etc...).

2. The game will most likely fail...There I said it, first step is admitting there's a problem... As mentioned above i'm paying for this out of my own pocket. I have personal bills that need to be paid. While at the moment I have spare cash every week to burn, there are acts of God that may end that luxury (my car may suddenly explode requiring the purchase of a new car, hopefully I'm not in it or I probably won't be needing a new car...). I also work about 80 hours a week as a controls engineer for GM and Ford, that could fluctuate as well. I may go down to 60 hours a week, I could go up to 100. Who knows...  I also go to university to get my bachelors in electrical engineering which consumes quite a bit of time. So that leaves very little time for me to actually work on Eternal Choice.

3. If a open world RPG such as skyrim is released, expect development to come to a screeching halt for a week or so...

4. I'm arrogant and kind of weird... Just letting you know in case you don't like arrogant or weird people...I personally believe I am the most intelligent person alive (But for some reason I just can't do art, I've tried to learn it, but I just don't have the patience for it, and I think alcohol may have damaged that part of my brain...). I also like bacon...

EDIT: Forgot to mention the books I've been reading, that made me attempt this impossible task...

The Books

Massively Multiplayer Game Development 1

Massively Multiplayer Game Development 2

Game Engine Architecture

and not really game specific, but also been reading it a lot lately:

Clean Code

General Discussion / What happens if you go bankrupt?
« on: Jan 15, 12, 06:27:45 AM »
So I'm curious if I start developing a game over the next couple years and invest thousands of dollars paying artists, programmers etc... What happens if HeroCloud goes bankrupt and has to shut down?

Without the source code to the engine (which is $75,000) I can no longer work on the game or host it off site anywhere else.

Is there a contingency plan in the TOS or EULA for this kind of situation? Would we get the sourcecode for free at that point? Would you still be selling the engine for $75,000 and we'd be forced to either pay $75,000 for engine or basically go back to square 1 on our development with another engine?

The same thing happened with Blade3D except they didn't go bankrupt. It was $99 a month to pay for the engine and you developed game on their servers. But a chinese investment company took them over and just shut it down. Everyones game was left high and dry that they spent a little over a year working on.

EDIT: http://community.heroengine.com/forums/index.php/topic,1072.0.html

It says on that page if you shut down the herocloud we get free access to source code and that it's mentioned in EULA, however I read the EULA and do not see that mentioned anywhere.

12.2 Continuing Use License. If Idea Fabrik opts not to renew this Agreement at the end of any Term, Developer may license the
HeroEngine for operating the Game outside of the HeroCloud service. License terms and conditions will be made available to Developer
through the Idea Fabrik website and will include a 15% royalty to Idea Fabrik on running revenues from the Game.

There that, but it just says I have to option to license it, is that the $75,000 license cost or is it free?

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