I was wondering if anyone could give me some directions I’m planing on making a game sort of like the total war, series only in real time (RTS), mixed with a FPS only in space cause it would be easier and faster to model planets than terran. I already have a whole tech tree and units (stats, ect) writen down.
Do you guys know how i can keep everything in proportion, sould i keep everything in the same .blend file? and what game engine to use? I know blender has its own but I dont think it will be up to the job. I’ve tried googling every thing but its making me go `round in circles
Also I`ve been using blender since 2006 or 2007 but I’ve never acctually managed to do anything just learn a little of everything and this is a way that i think will give me some focus i know i may never finish this and is over my head but my hopes are that with this can start branching out to different things and complete one of them
thanks and sorry if i wrote this in the wrong place
Blender’s Game engine isn’t the strongest in the world, but its one of the best of the free ones. You could try the Unreal Development Kit. It has a much more powerful game engine, and was used to make the Tom Clancy games.
If you want to stay using Blender, you can get a FPS tutorialhere. (The script for this tutorial is made for blender 2.49, so you might need to get someone to translate it to 2.5x for you.)
If you decide to use Blender, keep the models in different layers, and when you play the game play it viewing all the layers, using the “~” button on your keyboard.
You are asking at the Blender Forum what Game Engine we suggest?
I suggest the Blender Game Engine.
If you need a selection of other Engines see DevMaster.net. It contains a quite huge database of game engines. In my mind the reviews are a sometimes misleading. So you need to check by yourself.
Regardless what engine you choose you need at least some basic organization.
You can start with a one file Game first, as long as it is simple. Later you should switch to multiple files.
The usual (and good) advice is: Start simple!
My advice is: Modularise as mutch as possible.
That means: develop small reusable independent modules e.g. Mouse control, Menu, Shooting, Textdisplay, HUD …
use the library linking (groups)
Later assemble all this modules together to build a large game (like a puzzle :D).
thanks guys, but can i use C++ with BGE? cause i heard python is a little “slow” cause i plan to use c++ for the AI and things that interacts directly with the player and leave big things that players seldom notice to python. and can bge create a stratagy game cause that is the main point of the game the fps(simulator) is secondary
Monster I was asking a list of steps I’d have to take to make the game, like what you said with making the menu, text desplay, ect and how to go about it
I heard that as well, but this is a plain statement. I mean if you go shopping you are no going with a rocket because it is so fast.
You are not writing the whole engine from scatch (not even a part of it). You need scripting for some logic which is not that much in the game loop.
Python is quite nice and very suitable for scripting.
A lot of the simple things you can directly click with logic bricks which finally is C++ implemented.
You will need to write efficient code regardless if you use C++ or Python.
AI does not need to be realtime. You can spread it over multiple frames. Just a question of optimization.
I saw a few demos with RTS. You might check the finished Game and WIP forums. I know this is not that easy, but possible. I do not think someone wrote a tutorial.
If I think about, than it is like any other game + a lot of NPCs waiting for commands from the user :).
I’m not sure if that helps you.
There are some “AI” threads here. Keep in mind usually AI means:
thanks monster you’re relly helpful:) I have a felling that by the end of this project i will at least master python, lol, and god knows what else. I’ll try to post my work later on a correct forum so u guys can give me some cc
For AI I usually have:
a> find enemy and friends
b> check if it is possible to attack enemy (can see, no over rides or anything)
c> choose the best way to attack (direct track to, maze navigate-pathfinding etc…)
d> if conditons are OK attack (if line of sight, ammo > 0 still alive etc… shoot or hit the enemy)
each part is modular, and carried out independently. “a” happens every 15-30 frames, about half a second so the agent always has a good enemy choice. “b” happens every 5-10 frames and “c” runs continually every 3-6 frames. The whole of “d” is modular and is only carried out when conditions set by the other modules are right.
start from head.If you need a selection of other Engines see DevMaster.net. It contains a quite huge database of game engines. In my mind the reviews are a sometimes misleading. So you need to check by yourself.