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Everything posted by doctorclot

  1. S! CRS, I am just curious about something - I know that you guys have been developing your own in house engine for about 13+ years now. I am just curious if you guys thought of porting WWII online to Unreal Engine 4? You know let some one else do the heavy lifting. I know that this sounds kinda absurd but here is why I say it. 1. Engine development can take allot of time and money. You guys have been doing this for 13+ years. According to Wikipedia the average game engine programmer salary is 95,300 USD annually as of 2010. It can be higher or it can be lower. 2. Unreal Engine 4 is 20.00 USD per month / user + It includes full source code access via Github. LINK 3. The game looks dated - I will admit the game no matter how old it is awesome and will hold a place in my heart. But Graphics do play a major role in attracting new customers. 4. Multi-Platform - The Unreal Engine 4 can be run on allot of different platforms ranging from Android and iOS Devices to Windows, MacOSX, Linux, SteamOS and HTML5 Enabled Browsers . 5. The Future - According the Steam hardware survey most people are running at least a dual core system with 8 GB of system ram. Why not take advantage of that? What ever you decision may be I will support it. Keep in mind that this was just a suggestion NOT me being a rude arrogant prick. I want CRS to succeed like many other developers out there that I actively support. Thank you for your time, doctorclot
  2. No offense taken. Here is what I am planning on doing. Hopefully this will shed some light on this. 1. Make a prototype and "shop" it around to various smaller studios and publishers including CRS, Paradox Interactive, etc. 2. If Plan 1 fails - I will attempt to crowdfund the project so I can develop it further with others help. 3. If plan 2 fails - Open Source everything thus far (Assets, Game Code, Levels, etc.) so people can learn from it as well as help develop it further if they so desire. Hope that I cleared things up. I am currently re-writing the Game design Document. Which will be part of Update 1. - DoctorClot
  3. Ok, this is the third time for me typing up this message. So I am going to keep it short. That said - Here is what I have been up to. 1. I have evaluated Unreal 4. It will work for what I have planned for the massively large world. However some compromises will have to be made in the name of performance of lower end PCs. * I have been modeling buildings. The buildings are untextured right now. No vehicles or characters yet due to my work load. * I am going to be using this network stack for the game. * I need to find a network programmer to integrate Game Machine into the engine. 2. I have been working on some freelance projects. I am still under NDA but the money I have gotten should allow me to develop the game for a few months more. Some of the contracts still need to be finished up. So If I go silent that is why. 3. I am overhauling the game design document for this game with what I have learned with these other projects as well as some personal stuff. I do not want to loose interest in this project. So I am going to customize it a bit. It will also help out performance. 4. I want to make this game really deep in terms of game mechanics and gameplay. However - Some compromises will need to be made. I typically do not like Compromises however I like these. I am going to run these by you guys as soon as I have overhauled the Game design document. 5. Here is the middle ware that I am planning on using for the weather and clouds. LINK I should have something to show off hopefully very soon.
  4. Hey CRS, I am curious what ever happened to Rapid Assault? I backed it via Kickstarter about a year ago or two ago and It did not go through but I feel that there is room for a game like this in the current market. As much as I love WW2OL I feel overwhelmed at times when playing it. To Much going on sort of thing. I like smaller more focused experiences. P.S - If this has already been asked forgive me. Also - If you guys do not mind I would like to tell you what you guys did right and what you did wrong with your kickstarter campaign. Just so that you can learn from your mistakes. I really want to see Rapid Assault come to fruition.
  5. So I thought I would give an update on this. Currently I am putting together a series of art packs to fund development of this project.* I am planning to sell these art packs via the Unity Asset store and eventually the UE4 Marketplace. My Development computer is still out of commission but that is OK - I recently got a hold of a less powerful Intel computer. Just needs a heat sink. As Paper work / Planning goes - I recently put together a "Open Source" Game Design Document Template**. I will be putting an actual game design document together soon. Question time - What does everyone think of the Oculus Rift? I would like to integrate this into the game. For the Air Combat, Tank Combat and Ship Combat portion I want Oculus Rift integration. I am not entirely sure about Infantry yet. For those of you not in the know go .*Costs will be going towards software licenses, upfront Hardware costs and eventually mission critical people needed to get certain aspects in the game running. (Networking, Damage model, Database, etc.) ** Link to the Template if you are interested
  6. Epic has an Integrated partners program which I think Firelight technologies (Makers of FMOD) are a part of. However I am now sure 100% about that. I might be able to get a programmer when my mainboard / PSU gets back in from RMA to make a plugin for FMOD.
  7. I am not sure if Linux Mint will be supported by Unreal 4. The Only version of Linux that is really talked about is SteamOS - a modified version of Debian (Wheezy). I will ask on the unreal forums what other versions of Linux are going to be supported if any and report back here.
  8. What distro of linux do you run? Ubuntu, Debian, SteamOS, Other? I can get an environment port of the game and send it to you when ready for testing of course. To make sure that it runs. I will agree that supporting Linux is a big one at-least for me. It is a market that is literally untapped. Shoot me a PM with you contact details and we will work something out. It is not often I come across a Linux user. I want to make the experience for Linux users as smooth as possible - Ben
  9. At this moment in time no I have not. I would rather have something to show than nothing at all. That and I want to be sure that Unreal 4 can pull this off 100% before going to him. I have PMed XOOM but no reply yet. My only concern at this point is map of Europe and the shear amount of objects that are placed around the maps (Trees, Buildings, etc.) not to mention player spawned objects (Aircraft, Tanks, Infantry, etc.) would overwhelm the render but as stated prior there are ways around this. EDIT: On a note about the actual in-game map I have managed to finally finish downloading the necessary DEM data to start work. My Dev Computer is out for repairs and I should be getting back by next week. I should however be able to convert the DEM data to a necessary height map format stitch them together and see how performance is and go from there optimizing it. But progress is being made.
  10. I guess I should have been more specific with the Rapid Assault to WWII online bit. I am thinking about making the game in modules. The game would start off as small scale infantry combat. With each module (major iteration) the game world would get bigger in terms of playable area and would get allot more features. For example - Infantry Module - Focuses on the initial net code, FOB's, and Infantry combat. Tank Module - Focuses on Tank Combat, Initial Armor damage model, rendering larger environments, and Improving the net code. Air Module - Focuses on Air Combat, Performance Improvements client side, adding more vehicles to the database, and a bigger environment. etc. But Yeah - I see where you are coming from Tigger6 No Time Table = No Deal No Solid Plan = No Deal Right now it is just talk. Guess I should start putting my plan into action
  11. Alright so - I am going to try and make sense of this as much as possible using links to explain things primarily for my own sake. Lets start with the continent as that is what the players will be fighting over. World Space - So the unreal engine 4 uses a thing called Floating Origin which was first used in the game dungeon siege by gas powered games. You can find the details there but what it is basically - the world has no absolute center of origin at-least for its landscape system. The unreal engine render can render up to 500k this is both in the X,Y, and Z directions (possibly more?) without it getting choppy, glitchy or things breaking apart. This is not a hard limit though if you want to go past the 500k (or whatever) mark you can just tick a box in-editor and you can go on wards. As for the tracking objects on the battlefield - Render the "Visual Stuff" on the client side and do the actual calculations on the server side. (I will talk more about this at the end.) To prevent Cheating make the server authoritative. Meaning the client connects to the server and the server makes the "decisions" so to speak. This will cut down on cheating and crap like that. Network Stack / Networking - Now network stack - I am not 100% positive but Raknet provides a pretty solid network framework / stack for online games MMOs ( Planetside 2 and Everquest Next) and the like. Planetside 2 is having at-least 1000+ (Give or take) Players a server. They Modified it quite heavily I assume but Raknet can handle it. Skipping on the Vehicle component damage - Some sacrifices may need to be made in this area workflow wise. You will see what I mean in a moment. Database / Component Damage - So there will be a giant database of vehicles - each vehicle entry will have a series of penetration values, Gun Velocities, etc. under each database entry. Each of these data base entries will refer to a mesh component inside or on the vehicle. This could in theory act as both the collision mesh for a object and the damage component mesh for the object with a bit of tweaking to the engine. As for getting that working on the network with an authoritative model here is some (very bad) pseudo code. It may not be the most efficient way but it is a way. Obviously you would not want me doing the server code and there might be a better way of doing this. Prioritization of objects in the Scene - You do not need to render a spitfire that is 5 miles up in the air if you want to use a "render bubble" like maxios said and make it rather large and ignore things such as Occlusion culling volumes and objects within them to optimize your scene. As for mortars, bombs, and other explosive projectiles. You could just cull them out as needed. For example Someone fires a rocket from a spitfire or hurricane and banks to the left. You could in use "vision arcs" to determine the field of view as well as determine what is being culled for the players camera. Unless the player is looking at that rocket 100% of the time then you will see the rocket and its final explosion. You could just use raycasts for bullets and stuff. But yeah... If I missed something let me know. Your concerns are very valid and I can see why. Doctorclot EDIT: TLDR - A good network stack like raknet with some modification and clever tricks like the ones I mentioned to keep the game running fast. Is all you really need. Oh a programmer might help as well
  12. I am a 3D artist that is currently trying to break into the "Indie" game dev scene.
  13. I am going to shoot you a PM XOOM about something that may or may not deal with Rapid Assault. EDIT: PM SENT.
  14. Hey Maxois - Thanks for the reply Honestly they (Epic Games) provide full source code for 20.00 USD (as stated above) so you could change out the rendering engine and network stack to what ever you wanted to if it does fall short. My main concern in a game like WWII Online would not be the rendering but physics. Which they could do just port over the current physics implementation (assuming it would work.) or use one of the many open source ones or Licensed out (see Bullet or PhysX) not to mention allot of performance improvements come with the engine such as multi-threading and the like. P.S. I really want to see a WWII online game that looks modern in terms of graphics aswell