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Author Topic: How do you start something like this?  (Read 13765 times)
Anonymous
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« on: August 20, 2006, 02:07:09 PM »

Hi, downloaded your game and I think it's great, just wanted to know how you guys started something like this? Is it just programming code, models and textures etc and did you have to build an engine?

How hard was it and how did you get started?
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Zero
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« Reply #1 on: August 20, 2006, 04:32:45 PM »

The engine was written for Quake 3 by ID software, they're the makers of the Quake and Doom games.  

Now that they have a more advanced engine (the doom 3 engine) they waived most of the copyright restrictions and published their code in a Software Freedom Movement friendly way.  

Now there is a handful of versions of the engine maintained by hobbyist projects.  So, OpenArena isn't involved in the creation or maintenance of the engine at all.  It uses one of the hobbyist engines and actually switched to a different one between this release and the last.

What ID didn't release was the game data:  sounds, music, maps, textures, etc.  Thats' where this project comes in, trying to recreate Quake 3 without running afoul of copyright.  

I don't know about textures and models, but making Quake maps can be fun and isn't very hard.  You should give it a whirl if you're interested.
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fromhell
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« Reply #2 on: August 21, 2006, 08:50:53 AM »

The project actually "started" when I put my created crap from 2001 together without quake3 in existence (bad level, bad weapons, bad player models, HORRIBLE sound), at the time i used q3fusion but since using that engine was quite touchy, I waited until aug 19 for the official q3 source release to make my project public and stuff.

[Edited on 8-21-06 by leileilol]
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Anonymous
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« Reply #3 on: August 21, 2006, 04:34:12 PM »

Cool thanks

So how hard is it to write your own engine? Is it all a programming language, and can it be written in BASIC, C++, Java etc?

And how and where do you connect the engine to the models, sounds, textures, maps etc?? I just have no idea how it all works to be honest!
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fromhell
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« Reply #4 on: August 21, 2006, 10:25:23 PM »

It's really hard to write your own. That's why this project is still going, because coding is barely involved Tongue
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Anonymous
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« Reply #5 on: August 22, 2006, 06:32:35 AM »

Can't be that hard. I've already written one better than the source engine and it took me like 2 days. GOD i pwn.

thanks for your help
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Jeric Hikari
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« Reply #6 on: December 15, 2006, 10:46:42 PM »

We'll just ignore the peanut gallary here and move on.

Engine and coding aside, how hard do you feel things have been so far?
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fromhell
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« Reply #7 on: December 16, 2006, 02:16:43 PM »

Things have been alright. I often have "lazy" days though (0.6.0 could've been out in October)

Video footage of 0.0.1 when the project first (secretly) started Tongue
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
dmn_clown
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« Reply #8 on: December 16, 2006, 02:47:44 PM »

and can it be written in BASIC[...]?

If you can code a game engine that is better than Valve's Source engine in BASIC, feel free to share it.
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jdodson
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« Reply #9 on: December 16, 2006, 04:21:16 PM »

Things have been alright. I often have "lazy" days though (0.6.0 could've been out in October)

Video footage of 0.0.1 when the project first (secretly) started Tongue

Wow.  OA has come quite a long way since that video was made. 

Good work everyone.
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