How should I get started in game making?

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  • I have a couple friend who are programmers and I like doing 3dmax would you know what we should start studying to make games with quake1 engine?
    Elfshadow14
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Sun Jul 16, 2006 8:56 am

  • just my 2 cents :

    begin studying the quake1 engine if you want to use it :)
    but actually i think the quake3 engine is gpl too now... so why not using this one ?
    [NSB] ppwer !
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    obi_wan
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Sun Jul 16, 2006 10:28 am

  • obi_wan wrote:but actually i think the quake3 engine is gpl too now... so why not using this one ?


    It's far more easy to get started with the Quake 1 engine IMO.

    Plus the featureset of most Quake 3 based engines can't match what advanced Quake 1 based engines like FTE and Darkplaces can do.
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    SavageX
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Mon Jul 17, 2006 4:04 am

  • SavageX wrote:
    obi_wan wrote:but actually i think the quake3 engine is gpl too now... so why not using this one ?


    It's far more easy to get started with the Quake 1 engine IMO.

    Plus the featureset of most Quake 3 based engines can't match what advanced Quake 1 based engines like FTE and Darkplaces can do.


    While you might be right, right now, with enough people working with Q3, I'll get a lot better when people mod it.
    It has a better base then q1 for obvious reasons. Also, it's a lot less gpu needy so a bit better for "cheaper" systems.

    I'd love to see more open source q3 projects.
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    PHREAK
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  • Elfshadow14 wrote:I have a couple friend who are programmers and I like doing 3dmax would you know what we should start studying to make games with quake1 engine?


    Back on topic ppl, he dident ask if q1 or q3 was berrer.. ;)

    If you are refering to the original quake1 engine i cant help you very mutch - i never tried developing with that one. I guess you would need to uppgrade its render to make ppl play it. Theres plenty of engine originaly based on q1 so doing that should/could be mostly a matter of copy and pasing the fetures you want from other engines.

    Aside from the engine you will need content, models maps and so on. If you use a modern engine with q1 origins (or uppgrade the engine yourself) the map format you would be most likely tu use is quake3-bsp. This in convinient since there are plenty of tools to work with this format. As for models and textures the original q1 if rather limited afaik. With a more modern engine it will be more varied. Darkplaces for example supports alot of model and texture formats, including soem model format writen specialy for it. (.zym and .dpm). As for textures its usualy jpg, tga and sometimes png that is used.

    Quake1 derived engines uses a interpreted language called QuakeC to control the acctual gameplay (weaponcode, monsters, gamemode and so on) This language is similar in syntax and style to plain C. The original QuakeC (from what i understand) is rather limited, hut has been extended over the years in most engines that use it.

    Aside from all thise more technincal stuff you also need to solve dev team communications, art pipelines, background stories and all that to have a fighting chance to get somewere.

    Last but not least searh the web - theres tons of sites out there on thise subject. If non of you are alredy experianced with quake based development maybe quake isent the engine you want. there are lots of alternatives like ogre3d and ioq3. take your time to decide the developmentplatform as you will preddy mutch be stuck with it once you start developing on it.

    a few links that may be of interest:
    http://wiki.quakesrc.org/ - quakewiki. a good source of info for quake development.
    https://icculus.org/quake3/ - ioq3 the quake3 engine gone gpl
    http://www.ogre3d.org/ - ogre3d an interesting opensource rander engine.

    hope this sanwers soem of you questions. Good luck and Have Fun!
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
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    tZork
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