Monday, November 8, 2010

Lets get it started in here

OK, so since last Wednesday I've clocked up nearly 55 hours on kotor and at least 15 on TF2 so I figure its about time to start doing something productive. I was hoping Jacob would have posted a thorough  description of his idea by now but regardless, I'm going to start trying to be productive. Based on what I can remember of Jacob's idea, I think the foremost issues we need to consider are the engine and the AI.
The most obvious choices I can think of for the engine are Unity, Unreal and Source.
I thought id start a list of some pros and cons, feel free to add/comment:
PS: I don't know heaps about source, I've played around with some half life levels but that's about it.
UnityUnrealSource
PROSCONSPROSCONSPROSCONS
fully custom AIbasically no default AIdescent AI'dumb' AIgood AI(probably) hard coded AI
full work-flow controlall assets made from scratchbasic fps assets and creatormore limited work-flow controlstrong fps assets and physics engine ?
familiar with work-flow and scripting weird animation managementfamiliar with work-flow and imporationtroubles with importing animation?variety of strong asset managerslow familiarity
Just a short list to get started, hopefully it will develop as we come closer to a decision.

3 comments:

  1. Just wanted to say that I really wanna get started with this as well and start feeling productive but until Jacob can post up his rough plan for me to start thinking about, I'm at a loss for what I should do.

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  2. And the base keep runnin' runnin', and runnin' runnin', and runnin' runnin', and runnin' runnin', and runnin' runnin', and runnin' runnin', and runnin' runnin', and runnin' runnin', and...

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  3. I've heard that there is issues exporting stuff to Source Engine from Maya, I'll give some more info once I try myself.

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