Feline Witch Posted February 21, 2005 Posted February 21, 2005 1. Is expecting AM to create levels just too much? It has created nice enviroments, but should I only really use it to create the game characters? What about small levels, say, like a house or a shop? 2. What is a good game engine to use for it? One that does not suck, and supports .X format? Quote
BitShuffler Posted March 12, 2005 Posted March 12, 2005 Hello again FW, AM is perfect for creating assets, (eg the houses etc) which you would then place into the game world using a level editor. The game engines out there are great for displaying assets in a scene, but in order to make it a game rather than just a 3d walkthrough, you have to give all of the meshes context. For example a mesh of a car is exactly the same as a mesh of a tree or a character as far as the engine is concerned. You need some programming in there that tells that asset how to behave. It's not enough to have a character with a walk animation, the object has to know when to walk. And that means programming. There are many talented programmers out there who are looking for projects with driven, imaginitive, artistic people who know how to handle a artwork. Go to the forums of a few 3d engines and let people know that you have a project in mind. Concept art or 3d renders is a great way to sell your game idea to programmers as most of them would love to have really nice 3d assets to make their code come to life. Andrew Quote
Feline Witch Posted March 15, 2005 Author Posted March 15, 2005 Well, I wanted to use A6 to create a prototype game, since it is better for people like me who are more interested with creation, but I am just a person who cannot remember numbers and am a maths reject, so I don't think C++ and I will make a very good couple. So I can just create all the visuals, and use A6 for the game. That way, if it does not come up to standards, I can get someone to add depth to the code. If AM can be used to create indoor and small areas, well then I will use it to create battle maps. Battles in my game I want to work like this, you touch an enemy in the overworld, you get sucked into a small arena with the monsters and the COMS. So I want the levels to be varied, crumbling temples, hidden caves, sunny glens, alleys in the red light district (to teach those evil pimps a lesson). So now I will just save up for A6, AM, a cheap Adobe, and the exporter from obisdian. Quote
Feline Witch Posted March 16, 2005 Author Posted March 16, 2005 Don't worry, that is what I am going to do. Creating characters is what I really, really wanna do. Would getting dark tree be a good idea? Could I use it with a game engine? Quote
Feline Witch Posted March 16, 2005 Author Posted March 16, 2005 Ah, it seems a lot easier to understand now, thank you again RV. Goodnight... zzzzzzzzz Quote
Feline Witch Posted March 18, 2005 Author Posted March 18, 2005 Do you think it would be a good idea to create pre-rendered enviroments s in AM? That way I can make them very detailed, and some sections can be just a texture, but would look 3D. Quote
Godfrey Posted March 19, 2005 Posted March 19, 2005 1. Is expecting AM to create levels just too much? I used to use A:M to create levels for a couple of Deus Ex mods I was working on; I could export the levels as DXF files, and then import them into the Deus Ex level editor. Worked like a charm, and much easier than using the level editor. Of course, I still had to texture them using the level editor, which had a tendency to crash and take the entire level with it. Quote
Feline Witch Posted March 19, 2005 Author Posted March 19, 2005 Ouch..... Were they fully 3D or pre rendered? Could you show me an example of your work? Quote
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