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11 Oct 2024 19:17:06 EDT (-0400)
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From: Darren New
Subject: Re: Back to the future
Date: 7 Aug 2008 11:09:33
Message: <489b102d$1@news.povray.org>
Chambers wrote:
> It makes sense when your primary source of revenue comes from service 
> contracts. 

Actually, it makes a lot more sense when your primary source of revenue 
isn't software at all. Sun gives away Java because they make their money 
selling hardware.

> Give away the thing you're servicing / supporting, and 
> suddenly you've a lot more potential customers.

That really only works well if the software sucks to start with. If it's 
well documented and easy to use and just plain works, you won't get too 
much business from service contracts. If it's all that and yet too 
complex for the customer to easily set up (think SAP), it's probably too 
complex to be cheap enough to maintain that you can afford to give it 
away in the first place.

If you're giving away the source, other contractors will just eat your 
lunch because they don't have your overhead.

It's a good thought that really doesn't work out as well as you might think.

-- 
Darren New / San Diego, CA, USA (PST)
  Ever notice how people in a zombie movie never already know how to
  kill zombies? Ask 100 random people in America how to kill someone
  who has reanimated from the dead in a secret viral weapons lab,
  and how many do you think already know you need a head-shot?


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From: Darren New
Subject: Re: Back to the future
Date: 7 Aug 2008 11:12:50
Message: <489b10f2$1@news.povray.org>
St. wrote:
> that is. Some of these young guys can produce professional maps in like - a 
> couple of months or less!)

There's one thing I wondered about game creation.  (Hey, Warp! :-)

How does the planning and design go?  I mean, take a game like Thief or 
Halo or Half Life or something, where there's all kinds of complex 3D 
stuff going on.  It's not like you can whiteboard such a thing very easily.

I'm thinking maybe a group of people get together, think about the 
story, describe stuff that should be in the level,maybe draw a map or 
two, and then hand it to one person to put the whole level together, 
laying it out and all?  Then they go to the talent to produce the sounds 
and voices and all that?

Basically, how do you get from "next in the story, we have the secret 
lab level" to "here's the 3D mesh for the level"?

-- 
Darren New / San Diego, CA, USA (PST)
  Ever notice how people in a zombie movie never already know how to
  kill zombies? Ask 100 random people in America how to kill someone
  who has reanimated from the dead in a secret viral weapons lab,
  and how many do you think already know you need a head-shot?


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From: Invisible
Subject: Re: Back to the future
Date: 7 Aug 2008 11:12:51
Message: <489b10f3$1@news.povray.org>
>> It makes sense when your primary source of revenue comes from service 
>> contracts. 
> 
> Actually, it makes a lot more sense when your primary source of revenue 
> isn't software at all. Sun gives away Java because they make their money 
> selling hardware.

And yet Apple doesn't do the same. ;-)

(Mind you, Apple's software is what *makes* people buy their hardware...)

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Invisible
Subject: Re: Back to the future
Date: 7 Aug 2008 11:16:04
Message: <489b11b4$1@news.povray.org>
Darren New wrote:

> There's one thing I wondered about game creation.  (Hey, Warp! :-)
> 
> How does the planning and design go?  I mean, take a game like Thief or 
> Halo or Half Life or something, where there's all kinds of complex 3D 
> stuff going on.  It's not like you can whiteboard such a thing very easily.

Actually, I think I recal seeing some black and white pen drawings for 
the storyboarding for Halflife somewhere... Don't remember where though.

What *I* wonder about game design is how the hell you model 3D objects. 
Every 3D modeller I've ever used has been excruciatingly difficult to 
operate...

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Darren New
Subject: Re: Back to the future
Date: 7 Aug 2008 11:16:45
Message: <489b11dd$1@news.povray.org>
Chambers wrote:
>  my (imo) valid criticisms of the editor, plus seeing several threads 

That's one of the things that killed me about the thief editor. I didn't 
work with it much, but it certainly seemed like they should have been 
able to (for example) tell you when a hole was big enough to move 
through without getting stuck, or a gap small enough to jump over. 
Otherwise, it was all trial and error.

I mean, at a minimum, have the stuff you stick to the walls and floors 
be able to "snap" to the surface/grid/whatever. The levels are full of 
lights that float an inch from the wall, book shelves facing the wall, 
fire in the fireplace not touching the floor, etc.  As well as them 
having issued a patch or two that just made it possible to take routes 
where they'd made the window too small to climb through by 3 pixels or so.

There's even a garish default texture so you can walk around and find 
the surfaces you forgot to texture. Rather than, you know, a function in 
the editor that points the camera at any untextured surfaces.

How could it *not* save time to automate such stuff?

-- 
Darren New / San Diego, CA, USA (PST)
  Ever notice how people in a zombie movie never already know how to
  kill zombies? Ask 100 random people in America how to kill someone
  who has reanimated from the dead in a secret viral weapons lab,
  and how many do you think already know you need a head-shot?


Post a reply to this message

From: Darren New
Subject: Re: Back to the future
Date: 7 Aug 2008 11:45:31
Message: <489b189b@news.povray.org>
Invisible wrote:
>>> It makes sense when your primary source of revenue comes from service 
>>> contracts. 
>>
>> Actually, it makes a lot more sense when your primary source of 
>> revenue isn't software at all. Sun gives away Java because they make 
>> their money selling hardware.
> 
> And yet Apple doesn't do the same. ;-)

Sure they do, in some ways. They certainly used to.

Try buying a third-party DVD drive, plugging it into an apple, and using 
iDVD to burn a video to it.

-- 
Darren New / San Diego, CA, USA (PST)
  Ever notice how people in a zombie movie never already know how to
  kill zombies? Ask 100 random people in America how to kill someone
  who has reanimated from the dead in a secret viral weapons lab,
  and how many do you think already know you need a head-shot?


Post a reply to this message

From: Darren New
Subject: Re: Back to the future
Date: 7 Aug 2008 11:46:42
Message: <489b18e2$1@news.povray.org>
Invisible wrote:
> What *I* wonder about game design is how the hell you model 3D objects. 
> Every 3D modeller I've ever used has been excruciatingly difficult to 
> operate...

Ibid. I think it takes a certain talent, probably not unlike writing 
sequential code.   I suspect the $300K modelers are easier to use for 
professionals in the same way that Photoshop blows away GIMP if that's 
what you do for a living.

-- 
Darren New / San Diego, CA, USA (PST)
  Ever notice how people in a zombie movie never already know how to
  kill zombies? Ask 100 random people in America how to kill someone
  who has reanimated from the dead in a secret viral weapons lab,
  and how many do you think already know you need a head-shot?


Post a reply to this message

From: St 
Subject: Re: Back to the future
Date: 7 Aug 2008 13:04:13
Message: <489b2b0d@news.povray.org>
"Darren New" <dne### [at] sanrrcom> wrote in message 
news:489b10f2$1@news.povray.org...
> St. wrote:
>> that is. Some of these young guys can produce professional maps in like - 
>> a
>> couple of months or less!)
>
> There's one thing I wondered about game creation.  (Hey, Warp! :-)
>
> How does the planning and design go?  I mean, take a game like Thief or
> Halo or Half Life or something, where there's all kinds of complex 3D
> stuff going on.  It's not like you can whiteboard such a thing very 
> easily.

      True, but it can be done. I mean, I'm pretty sure that Crytek do this, 
and of course some of the mod teams do this too. I didn't with my map, but I 
now know that's a path I could take if I wanted to make a new map. I just 
built my map as I went along, and there is no storyline as such, but you do 
get ten objectives to accomplish, which all work, and some of the map is 
linear, but it really doesn't have to be as you can go over most land to 
complete an objective in a different way.


>
> I'm thinking maybe a group of people get together, think about the
> story, describe stuff that should be in the level,maybe draw a map or
> two, and then hand it to one person to put the whole level together,
> laying it out and all?  Then they go to the talent to produce the sounds
> and voices and all that?

      Well, the way that it's been working in the mod teams at Crymod.com is 
that a group of people will get together that each have their own 
'speciality' if you like. One guy will be really good with flowgraphs, (I'm 
crap lol), and then another guy will be good at modelling, and another guy 
will be good with texturing, and another will be good at storyline/game 
balance, etc. And if they're *really* lucky, they might just have a guy 
that's good at programming either C, or Lua, or both.


>
> Basically, how do you get from "next in the story, we have the secret
> lab level" to "here's the 3D mesh for the level"?

     If you're not making a mod, (where you introduce new elements, models, 
whatever), then it's basically all there for you in the editor, so it's then 
just a normal bog standard map and not a mod. So really, it's as I explained 
above. But, I don't think there's anything stopping me adding a new model to 
my map, and still call it a map other than a mod.

    See the attached top_down image. The big blue bounding boxes are called 
AINavigationModifiers, and as far as I know, they don't interfere with 
anything other than the white paths that you can see in the middle of them. 
You use these paths to give your helicopters and boats a path to follow. 
(There's a wedge shaped box to the right for my only boat). You can put both 
a heli and a boat in one AINavMod if you want and as many as you want.  The 
red lines are 'ForbiddenAreas' - an AI won't go in that, you use it to stop 
them climbing over objects, and the yellow lines are 'ForbiddenBoundaries' - 
the AI won't walk out of it. The light blue lines are land vehicle paths. I 
don't know how you programming guys do this, but to me, I've got more than 
enough respect for those that do.

     There are *many* other things that this image just doesn't show, but 
the attached screen2_pub shows just how beautiful Crysis can be, (and this 
is crap compared to what some of the youngsters can do! Lol!)  :)

     The only problem with my map at the moment is that I've got a nuke 
going off right at the start of the game, and I don't know how to fix that 
yet. It's really the ending of the map! (But it still works at the end too).

   I'd love somebody from here to test my map, but I don't think anyone here 
plays Crysis.  :o/


     ~Steve~


>
> -- 
> Darren New / San Diego, CA, USA (PST)
>  Ever notice how people in a zombie movie never already know how to
>  kill zombies? Ask 100 random people in America how to kill someone
>  who has reanimated from the dead in a secret viral weapons lab,
>  and how many do you think already know you need a head-shot?


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screen2_pub.jpg


 

From: St 
Subject: Re: Back to the future
Date: 7 Aug 2008 13:04:14
Message: <489b2b0e$1@news.povray.org>
"Invisible" <voi### [at] devnull> wrote in message 
news:489b11b4$1@news.povray.org...
> Darren New wrote:
>
>> There's one thing I wondered about game creation.  (Hey, Warp! :-)
>>
>> How does the planning and design go?  I mean, take a game like Thief or 
>> Halo or Half Life or something, where there's all kinds of complex 3D 
>> stuff going on.  It's not like you can whiteboard such a thing very 
>> easily.
>
> Actually, I think I recal seeing some black and white pen drawings for the 
> storyboarding for Halflife somewhere... Don't remember where though.
>
> What *I* wonder about game design is how the hell you model 3D objects. 
> Every 3D modeller I've ever used has been excruciatingly difficult to 
> operate...

     What? Even Wings3D? As far as I know, it's 'the' most easily used 
modeller out there. And very powerful.

       ~Steve~


>
> -- 
> http://blog.orphi.me.uk/
> http://www.zazzle.com/MathematicalOrchid*


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From: Jim Henderson
Subject: Re: Back to the future
Date: 7 Aug 2008 13:09:27
Message: <489b2c47$1@news.povray.org>
On Thu, 07 Aug 2008 18:03:25 +0100, St. wrote:

>      What? Even Wings3D? As far as I know, it's 'the' most easily used
> modeller out there. And very powerful.

Well, even Wings3D has a slight learning curve.  Blender is easy to 
operate as well, once you have learned the interface - but for some, that 
takes years to master.

Today's society is full of people who don't want to take the time to 
*learn*, they just expect to be able to understand everything instantly, 
and get frustrated when they don't "get it" within the first 30 seconds 
of using a new tool.

Jim


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