2.8 Wishlist

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Re: 2.8 Wishlist

Postby Leo_V117 » November 19th, 2011, 7:41 am





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Re: 2.8 Wishlist

Postby InHumanUnit » November 21st, 2011, 6:13 pm

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XEON BOX GAMES - XBG is a blast from the past of a pirate mast to a cars thats fast.
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Re: 2.8 Wishlist

Postby chocolatepie33 » November 21st, 2011, 7:15 pm


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Re: 2.8 Wishlist

Postby InHumanUnit » November 21st, 2011, 9:04 pm

HAVOK physics:
http://www.youtube.com/watch?v=5SXJBMjWtaw
That is pretty good, I have to admit.
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Re: 2.8 Wishlist

Postby chocolatepie33 » November 22nd, 2011, 9:23 pm

@IHU: did you read the posts on the previous page about paying for it and all that? You might want to.

@all: why does the "my maps" tab in loading maps always have built-in maps? I believe the should be blank when you use Sandbox for the first time. It would make sense.
Here's an example of what the "loadmap" menu could be like:

Built-In maps, playable: playable maps, such as Chaze's "Experimental Chambers". Can be divided into FPS, SSP, RPG (but that's already shown... /rpg/gamename)
Built-In maps, eyecandy: maps that are used for showing off Sandbox. I'd hope these are universal.
Tutorial maps: maps like the texanim tutorial, and similar.
My Maps: the maps that you make. When using Sandbox for the first time, there should be nothing there, unless you moved things in from older versions.
Game Mode: choose gamemodes, such as SP, Coop, etc (those are the only working two, I think... the others, I haven't really tried. They look broken.)

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Re: 2.8 Wishlist

Postby KSAICDPAS01 » November 27th, 2011, 11:47 am


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Re: 2.8 Wishlist

Postby Tony » November 28th, 2011, 3:41 am

The Game or Game-Maker itself is coming along very nicely.
We can already do *most* things we need to do.

To make this easy-to-use, I think mostly now we need a lot of models for the software users to have without needing to learn Blender or create, animate, and import those models. Learning one new software (PAS) is enough of a challenge and learning curve for the beginner or student.

As they become more proficient with PAS, then they can venture into graphics creation, model creation, skins, animation, textures, and all of the finer arts of creating content for their games. But, to get this into schools and provide a box-stock software that students can use to create stimulating and interesting worlds, we should provide plenty of assets for them to use, right out of the box.

We have plenty of great textures. A few more skyboxes would be good, especially open-source examples.
More character models for sure, and more NPC models.

A few more object models would be good, but I would put character models ahead of that in priority.

I have been working on creating a plethora of Item Icons for use as Inventory items. Tools, general items, stuff for quests and adventurers. These I shall contribute and hopefully they can be included in the distribution package. Again, to make it user-ready right out of the box to begin creating great quests. I have dozens of inventory item icons created now, and more almost daily as I find time to whip them up.

Now, that all being said, here are some things that I would like to see:

Some of this stuff is already possible, or can be worked around. I think a more straightforward inclusion in the main menu may help with some of this.

With more character models, it would be nice to have a choice of characters for end-users to choose from. In other words, a game-player could choose a boy-toon or a girl-toon, and have a choice of various characters to play in the game. Perhaps even a model-builder function where they can choose hair color, faces, body type (or race), of the avatar/toon. That's a lot to ask, but game players do indeed like to customize their toons.

A Bank. Again, probably entirely doable now with a custom GUI and some store type scripts. But a nice prototype or base model would be nice. RPG games usually have a bank for storing the toon's junk in.

I am still new here and getting up to speed on the capabilities of this software. I'm not entirely sure where we are on developing some of this stuff. But I'm trying to get caught up by reading everything I can find and practicing in the maps and scripting. I think the ability to choose player-toons is a big deal for game-users, and I think a bank script or stock-GUI would be really nice.

Thanks,
- Tony

--------------------------
An afterthought about the content...
To keep it simple for new users, and to keep the core software download to a reasonable size, we could provide a very basic set of textures and models in the primary package. And then have supplemental "Accessory Packs" to download for more content.

That way someone just checking it out is not overwhelmed by sensory overload, and the server saves a bit of bandwidth for each "tire-kicker". Then, if the user wants to pursue more in-depth world building, they can download the content packages. Which could be organized according to application (e.g. Skybox, objects, characters, icons, etc.), or by theme, or by specific stage/scene sets.

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Re: 2.8 Wishlist

Postby chocolatepie33 » November 28th, 2011, 6:28 pm


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Re: 2.8 Wishlist

Postby arcones » November 28th, 2011, 7:04 pm

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Re: 2.8 Wishlist

Postby Tony » November 28th, 2011, 10:58 pm

I realize that some of my ideas have already been addressed, or at least discussed. I'm still the new kid here, I am not privy to everything that has been covered. My observations probably seem pretty obvious, but rather than not, I'll toss'em out there anyway.

I am discovering new possibilities every day, as I work with this software.

The "Supplemental Content Packages" method is a good idea to keep a small footprint with the core download.

Even now, the base scripting folders could be made smaller and more efficient simply by removing a lot of the commented and unused bits of scripts. That could be cleaned up. Too much junk has been left behind as folks tinker with the scripts and then leave stuff in for their own convenience rather than keep two copies updated (one for development and one for distribution).

I understand that it is not just a simple matter of point-click-distribute. Like so many of the new maps included in 2.7.1 with missing textures, probably just a matter of setting the execute command for the new files, but it was missed. The files are there, and the contributor's copy of the map/game probably works just fine. I can see how that could be easy to miss.

That's just in the scripting bits, I have not even begun to look into the core engine code. And honestly have no desire to either. But if the scripting bits could be optimized, chances are that the core could be as well, to make this a leaner footprint for distribution downloads.

Documentation too, is something this project needs badly. Or more organization of the tutorials we do have, or something. Without good documentation for new users, it is easy to fall into a sort of -in-house project situation. You want more people involved, and using the product or contributing, make it easier for them to get into it by providing good information in an easy to find and easy to navigate structure of knowledge base.

I am not one to just point and complain, I shall endeavor to contribute where and what I can to make this a better project. This is a good project with good folks driving it, this is worth doing. And if we do it just right, we will gather more like-minded folks to get involved.

Cheers,
- Tony

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