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"PROJECT PROLECT"

Posted: Tue Jan 05, 2010 7:25 am
by Prolect
OK so. The last forum post I did didn't go over so well. BUT. That's the past. However, before I let all that nonsense go, I owe a huge apology to TheBigCheese. So, if you're reading this, I am truly sorry for what I said to you. I'm not making any excuses for my actions. My behaviour was totally innapropriate. But that game you mentioned is still nothing like mine :D but anyway. The new Improved Project Prolect.
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I have taken a brand new approach to making this game. I have a team of (so far) 2 (not including myself) and we will be making small games testing each tiny detail of gameplay element that The Brothers Prolect will contain. The team so far consists of TimelyToga and M3nace. So, if you are interested in helping, just send me an email to [email protected].
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I'm sorry for anyone who replied to my older forum post or talked to me on the IRC. I was a stubborn prick. Things has changed though :D ASLO IMPORTANT: I WILL BE DOING A LOT OF THE STUFF THAT NEEDS DOING YIPPEE

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OUR FIRST GAME IS THE BABY STEPS OF PRODUCTION. ANY GAMERS WHO ARE INTERESTED IN TESTING IT PLEASE POST A REPLY OR SEND ME AN EMAIL.

Re: "PROJECT PROLECT"

Posted: Tue Jan 05, 2010 9:30 am
by Nimai
Way to turn your attitude around Prolect!

Wish you all the best with your game.

Re: "PROJECT PROLECT"

Posted: Tue Jan 05, 2010 9:37 am
by Endoperez
This is promising! :)

Are you going to use an existing engine? If you do, Unity 3D can be scripted in Javascript like Overgrowth. There will be differences, but overlap is still overlap. I've been looking at Unity scripting and can help a bit if you need it.

Related to the previous question, who is going to do the scripting?

And finally, do you have any detailed plans yet, or list of things you'll need to learn? Are you open to suggestions, in other words. :D

Re: "PROJECT PROLECT"

Posted: Tue Jan 05, 2010 9:43 am
by m3nace
I think the game needs to be even more original than it is by now, not only visually but also in terms of gameplay - right now it does seem a lot like prototype (whether you deny it or not) but we're getting there :)

Re: "PROJECT PROLECT"

Posted: Tue Jan 05, 2010 1:29 pm
by Lotus Wolf
My mistake, glad to see you're taking the initiative the title infers. What is the genre of the first game you'll be attempting?

Re: "PROJECT PROLECT"

Posted: Tue Jan 05, 2010 4:10 pm
by Blorx
Lotus, read the last sentence. :lol:

Anyways, good luck to you mate and I'll be playing it when you have something out. ^^

Re: "PROJECT PROLECT"

Posted: Tue Jan 05, 2010 7:07 pm
by Sandurz
Wow, quite the attitude change! :D I'm glad you've decided to take on some of the work that goes into it, as it gives much more of a sense of accomplishment. Good luck man, and if you need any beta testers someday, you know where to come!

Re: "PROJECT PROLECT"

Posted: Tue Jan 05, 2010 7:10 pm
by TheBigCheese
Yeah, it's fine. I think sometimes I can come off a bit blunt. Good to see you're starting smaller.

I'll be around the forums (not so much IRC) if you need general programming help. Hope everything goes well! :D

Re: "PROJECT PROLECT"

Posted: Tue Jan 05, 2010 11:26 pm
by Prolect
Endoperez wrote:This is promising! :)

Are you going to use an existing engine? If you do, Unity 3D can be scripted in Javascript like Overgrowth. There will be differences, but overlap is still overlap. I've been looking at Unity scripting and can help a bit if you need it.

Related to the previous question, who is going to do the scripting?

And finally, do you have any detailed plans yet, or list of things you'll need to learn? Are you open to suggestions, in other words. :D
Oh yes, unity is definetly what I had in mind. I would LOVE any help with this seeing as I've only made very small games in blender (I am very much a n00b :P) so yeah would love your help and suggestions I am very open to :) A google wave account would be much appreciated, but I can work with about any way of chatting online.

Re: "PROJECT PROLECT"

Posted: Tue Jan 05, 2010 11:27 pm
by Prolect
Lotus Wolf wrote:My mistake, glad to see you're taking the initiative the title infers. What is the genre of the first game you'll be attempting?
Well, Me and m3nace were thinking of attempting *ATTEMPTING* an mmo, but I'd like to start smaller than that.

Re: "PROJECT PROLECT"

Posted: Tue Jan 05, 2010 11:28 pm
by Prolect
m3nace wrote:I think the game needs to be even more original than it is by now, not only visually but also in terms of gameplay - right now it does seem a lot like prototype (whether you deny it or not) but we're getting there :)
Well, once we get into deep discussion to the types of things I have moves that will kick radical out of the friggin water!

Re: "PROJECT PROLECT"

Posted: Wed Jan 06, 2010 8:01 am
by Endoperez
Prolect wrote: Oh yes, unity is definetly what I had in mind. I would LOVE any help with this seeing as I've only made very small games in blender (I am very much a n00b :P) so yeah would love your help and suggestions I am very open to :) A google wave account would be much appreciated, but I can work with about any way of chatting online.
Here's something to get started. I don't know how much experience you have, so it's really hard to approximate what's useful and what's not...

Do you know about Unify Wiki yet?

JavaScript tutorial from the basics (there are other tutorials and links to video tutorials if you know this already):
http://www.unifycommunity.com/wiki/inde ... JavaScript

It's an awesome resource of free scripts people have put up:
http://www.unifycommunity.com/wiki/inde ... le=Scripts


Then there's also the Scripting Reference, which you'll need to refer to all the time. As an example, let's say you want to move a GameObject, such as a ball. You open up the GameObject reference page.

In the variables, you can find transform and rigidBody. They both let you move and rotate GameObjects. The first ignores physics, the second moves using physics and only exists if you add a RigidBody component first.
Follow the link to Transform, and you'll get the Transform class. Again, check the functions first and you'll find Translate and Rotate and other useful functions. Now you can go and check for example Translate out, and you get examples and detailed instructions on how to use it: transform.Translate(Vector3.right * Time.deltaTime); . Here's an example that does stuff:

Code: Select all

//define important variables first
// create a new variable called 'object', make it to be of the type GameObject, change values
var object: GameObject;

// Start() is used for things that happen once in the beginning
function Start () {
   // if variable object has not been defined, create a box and assign it to object
   if( object == null ) {
        // print() prints text to console, open with shift+ctrl+C, console also shows errors in script
        print("null, creating cube");
        // the line below made a new Cube, but variable object was still unassigned
        // object.CreatePrimitive(PrimitiveType.Cube);
        object = GameObject.CreatePrimitive(PrimitiveType.Cube);
   }
   // change color, initial position
   object.renderer.material.color = Color.white;
   object.transform.position = Vector3(0,3,0);
} // {} define areas of influence. This } ends function Start. 

// Update() is used for things that change in time: movement, checking if a key is pressed down, movement that happens only if a key is pressed down...
// if you use a rigidbody, use it inside FixedUpdate() {} instead
function Update() {
    // Move the object to the right relative to the camera 1 unit/second.
    object.transform.Translate(Vector3.right * Time.deltaTime);
}
In Unity, right-click on project hierarchy window and choose Create - new JavaScript, edit the script and replace it with the code from above. Then drag-n-drop the script from hierarchy to the main camera. Scripts have to be assigned to a GameObject in play, otherwise they don't do anything. Press play and you should see a white cube moving.

Try removing the object from object.transform.Translate() , and you should see the camera moving. The default GameObject is the one the script has been assigned to.


You can use this:
http://unity3d.com/support/documentatio ... tAxis.html
to read input from joysticks, arrow keys etc.

Components called Colliders can stop objects moved by physics. Things inside OnCollisionEnter happen when two physics objects collide. If you change the collider into a Trigger by checking a box in Inspector window, it doesn't stop movement any more but works more like a motion detector: if something goes to the trigger area, something happens.

Re: "PROJECT PROLECT"

Posted: Wed Jan 06, 2010 8:06 am
by m3nace
Prolect wrote:
Lotus Wolf wrote:My mistake, glad to see you're taking the initiative the title infers. What is the genre of the first game you'll be attempting?
Well, Me and m3nace were thinking of attempting *ATTEMPTING* an mmo, but I'd like to start smaller than that.
oh you thought i was talking about making an mmo?
Not exactly what i was thinking, i was more thinking thirdperson shooter meets radical combat :D

Re: "PROJECT PROLECT"

Posted: Thu Jan 07, 2010 6:43 pm
by Prolect
Sandurz wrote:Wow, quite the attitude change! :D I'm glad you've decided to take on some of the work that goes into it, as it gives much more of a sense of accomplishment. Good luck man, and if you need any beta testers someday, you know where to come!
welllllll I'm about to start work on a lugaru mod. Wanna test it out when it's done?

Re: "PROJECT PROLECT"

Posted: Thu Jan 07, 2010 6:43 pm
by Prolect
m3nace wrote:
Prolect wrote:
Lotus Wolf wrote:My mistake, glad to see you're taking the initiative the title infers. What is the genre of the first game you'll be attempting?
Well, Me and m3nace were thinking of attempting *ATTEMPTING* an mmo, but I'd like to start smaller than that.
oh you thought i was talking about making an mmo?
Not exactly what i was thinking, i was more thinking thirdperson shooter meets radical combat :D

Oh ok that's more reasonable XD