NEW TEX GAME - What Can Each of us Do?

I like that idea a lot. There's of course the Torque engine ($100 for a licence). But there's also 'Swift 3D' which is flash in 3d. Don't know if 3d virtual environments can be created and walked through, however. I'd have to check up on that...
"Twenty years from now, you will be more disappointed by the things you didn't do than by the ones you did do"

"ERROR: Error Code Does Not Indicate An Error"
rockefeller wrote:I like that idea a lot. There's of course the Torque engine ($100 for a licence). But there's also 'Swift 3D' which is flash in 3d. Don't know if 3d virtual environments can be created and walked through, however. I'd have to check up on that...
yes but not using swift 3d, you actually have to code the entire thing incactionscript, I did a project to see if I could do this in flash last year. you can see what i have here: http://www.ill-conceived.com/media/3d/3 ... omtst.html I never could figure out the walking through walls, as a hit test in flash doesnt work (The walls are created using action sript)

You have to click on it before you can start walking around but Its basically 2 rooms and a hallway.

also, I believe the quake 3 engine is open source now...
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that's soo cool. I'm pretty fluent in actionscript (just not 3d) so I could have a look at it. That seems like a good idea. Quake 3 is open source, but then there's no chance of making mula, though it is a little early in the planning stages to be thinking of that. If we got a licence for something, we'd have the rights, and we could do whatever we wanted... (whow, sound a little like Regan...ugh)
-Rockefellerl
"Twenty years from now, you will be more disappointed by the things you didn't do than by the ones you did do"

"ERROR: Error Code Does Not Indicate An Error"
by the way, you don't have the code and sourcefiles for that 3d flash thing you did do you? it would give me a headstart at learning the code...
"Twenty years from now, you will be more disappointed by the things you didn't do than by the ones you did do"

"ERROR: Error Code Does Not Indicate An Error"
You wont have the rights regardless. You cant make money off Tex.
Travis Jacobs

"You might not sound so idiotic if there were at least something excitable in my post to begin with..." --Baf
rockefeller wrote:Quake 3 is open source, but then there's no chance of making mula
freepizza wrote:You wont have the rights regardless. You cant make money off Tex.
Right - we'd somehow need permission, anyway, to work on the project. Even if we're not making money, we can't do it if we don't have the copyrights to do so.

What do people think of doing a "test" on a free engine or something, which might allow us to move forward with the Real Deal?
rockefeller wrote:by the way, you don't have the code and sourcefiles for that 3d flash thing you did do you? it would give me a headstart at learning the code...
Yea, I have them on a server here at work somewhere, Let me find it and Ill post it up for you.

-C$
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BAM http://www.cyanidedependency.com/media/ ... oomtst.fla

theres the fla, all the code is in there :)
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Hey Thanks. That's an .fla file - does that open in macromedia flash or do I need swift 3d?

-Rockefeller
"Twenty years from now, you will be more disappointed by the things you didn't do than by the ones you did do"

"ERROR: Error Code Does Not Indicate An Error"
rockefeller wrote:Hey Thanks. That's an .fla file - does that open in macromedia flash or do I need swift 3d?

-Rockefeller
its all hardcoded in flash, no swift 3d needed :)
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I have some experience creating interactive 3D worlds. These worlds include complex 3D objects that can be manipulated in real time, realistic textures, real-time object generation, independent head and body movement (much like the TM games) and full 3D roaming capability. I've created these worlds for purposes other than gaming, but they essentially have all of the ingredients found in a TM game except for the FMV.

That being said, although I can build TM-like worlds, I still think text-only interactive fiction (IF) is the best way to make a new Tex Murphy game. There are two main reasons:
1. It'll get done. Time, effort, and cost are minimal.
2. Well-written characters in text are every bit as good and as real as the characters in the novels. Graphical characters, whether computer-generated or even played by real actors (but not played by Chris Jones, etc.) will never make the cut. Iinteactive Fiction makes this a moot point.

Last year I had the time to code an IF game, but the problem was that my writing sucks. I sort of begged JTOG to give me a script so that I could code it into an IF, but...well...I never got one. Now, unfortunately, I don't have time. I'm all wrapped up in this 3D virtual world stuff which is tremendously more time-consuming than IF and I don't have time for anything.

Again, that's why IF is better. It can be done with a fraction of the effort but the result will be, IMHO more satisfying than a computer-generated Tex Murphy.
Last time this came up, i agreed with Dr. Paul, mainly cause his test game of the scene in Pandora Directive really worked well.

I'd be up for any writing. My strength is character interaction and humour through character interaction. Also, the absurd. :D
I gots a webcomic! http://yetanothercomic.com
Hey Veg, thanks for saying my Pandora demo worked well.

If I did it again, there are a number of things I would probably do differently since I don't have as much free time. Mainly, I would make the NPC interaction menu-driven, the way it is in the original TM games. I would do that because it is MUCH easier to code and most of the TM fans are more used to that (although diehard IF fans might object.) The way I did it in the demo required the NPCs to have a certain amount of AI and be able to respond to unexpected actions by the player. That is much more difficult to do, but unnecessary if it is menu driven.

If we did that, I could probably find the time to code it if someone else was doing the primary writing or basic design. Essentially, we would build it much like a traditional TM game, but we would create our locations and objects simply by writing descriptions. My job would be to connect the locations, put the objects in the locations and supply whatever functionality the locations or objects require. I'd also have to write the dialog menu system. But that would essentially be a write once use many times feature.

Maybe we could do it. We still need a story, some ideas for puzzles.
Chris_NGB wrote:
MikeRicksecker wrote:Well, I could always dish up a Tex story but I believe Aaron should tell his story the way he wants. Storyline material for a game should come from him.

I've just recently started a degree in Game and Simulation Programming so somewhere down the road I'd probably be available for something.
MIKE!!!!!!! when is your next book coming out? lol.....
lol... it's done. It's just a matter of working through the publishing process. I hope that will be sometime within the next year.
-------------------------------------
Mike
Old SanFrancisco
http://www.rrdevelopments.com/tex
http://www.rrdevelopments.com/mike
MikeRicksecker wrote:
Chris_NGB wrote:
MikeRicksecker wrote:Well, I could always dish up a Tex story but I believe Aaron should tell his story the way he wants. Storyline material for a game should come from him.

I've just recently started a degree in Game and Simulation Programming so somewhere down the road I'd probably be available for something.
MIKE!!!!!!! when is your next book coming out? lol.....
lol... it's done. It's just a matter of working through the publishing process. I hope that will be sometime within the next year.
sweet, keep us posted :)
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