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by Infinitum3D · 04/25/2009 (6:26 pm) · 4 comments

Infinitum3D is changing!

For seven years I dedicated myself to creating a unique fantasy role playing game. The project was larger than I was, and therefore it failed. Below, you can read the original concept for Infinitum3D, as well as the status of the design team at that time. That project is currently defunct, HOWEVER . . .

Now! Infinitum3D is being reborn as a Torque project. The new project will start small, and grow over time into a complete game. The plan is to create a very basic world, and gradually add creatures, NPC's, towns, cities, kingdoms, and extra-planar dimensions. It is currently December 27th, 2005. I plan to have the first stage, a simple world, created in thirty (30) days. This sounds like a reasonable goal. I am currently starting the project from scratch, by myself, although several of the concepts developed by the original Infinitum team will be implemented in the future. If anyone from the original team would like to return, I'd love to have you. If anyone who has game development experience would like to join, I'd love to have you. If anyone without any experience at all but a desire to learn would like to join, I'd love to have you. If I have to I'll complete the project myself, but I'd love to have help. E-mail me at Infinitum3D@hotmail.com ~Tony

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Infinitum3D is a real-time, 1st person perspective, 3D, internet based, multi-client, dynamic, fantasy RPG in the Dungeons&Dragons style. Most games have a static world that cannot be altered. We plan to have a dynamic world, meaning mountains can be razed, rivers dammed and re-routed, forests burned or re-planted, etc. Most games have an endless economy, meaning a player can acquire a zillion gold pieces if he plays long enough. Our world has an economy dependent monetary system, There is only so much gold and silver to go around. Most games have an unlimited supply of monsters, meaning you can kill an Ogre, go back to the same spot and kill him again, over and over. In our world genocide will be possible (although very difficult). Our group is International. We have members in Germany, Denmark, Finland, USA, Ukraine, and more coming. We are mostly University students, although some are in High School, and a couple of us have full time jobs. We are using Infinitum3D as a learning experience, but we do plan on going commercial with the final product.

If you have questions, feel free to write to Infinitum3D@hotmail.com Thanks! ~Tony

#1
04/26/2009 (11:40 am)
Now I know what you are working on. :-)
This sounds like an interesting game. I never got into the whole Dungeons&Dragons games, but they were interesting to watch. (they were really good at getting your imagination going)
Quote:We plan to have a dynamic world, meaning mountains can be razed, rivers dammed and re-routed, forests burned or re-planted, etc.
This is going to be challenging for you to implement. A little "trickery" will go a long way tho.
It sounds like something I'll be keeping my eyes on. :-)
#2
04/26/2009 (1:35 pm)
@Tony - sounds very ambitious! What was your first project that was "too big for you"?

@Mike - A little "trickery" will go a long way tho
Yep, nothing wrong with workarounds ... I'd be screwed without them!.
#3
05/22/2009 (5:58 am)
Quote:What was your first project that was "too big for you"?

Basically the same thing that I'm working on now. *LOL*

The difference is that now I have more realistic goals. I take things one step at a time, using little tiny baby steps.

I've done some basics:
1. Built my first small town, just a half dozen houses.
2. Placed some NPC's, and added the RPGDialog resource.
3. Added the melee resource to the engine, even though I don't have any AI yet.
4. Added a simple inventory GUI.

I need to add a simple magic system, just one spell, fireball probably.
I need to add a simple Quest, probably something like, "Take this letter to so-and-so in the next town."

I need a Save/Load system...

I'm happy with the progress I'm making, even though its slow. I'm learning a lot, and I hope to have things developed enough for a "proof of concept" within a year. Something very simple, just so I can maybe start recruiting some help.


Quote:mountains can be razed, rivers dammed and re-routed, forests burned or re-planted

Most of this will probably be faked. Players won't do these things directly. I'll need to be watching the game and if someone is trying to blow up a mountain, I could go in and edit the world after the fact... Kinda lame, but reasonably effective.

My first thought was for mountains to be made up of dozens or hundreds of large .dts objects, depending on how much it affects performance.

Lots to think about, but I've got a long time to do it. I don't expect this to be finished any time soon.

Tony

#4
06/22/2009 (2:32 am)
I want to change the image of the material,not use one image to replace another one. So I must get the bitmap of the material ,but I don't know how to do it.I have wrote a function in the materialDefinition.cpp ,but it doesn't work.

void Material::mixWithColor(ColorI &cor)
{
String filename = mPath + mBaseTexFilename[0];
Resource<GBitmap> bitmap = GBitmap::load(filename);

ColorI resCor(0 , 0 , 0);
GBitmap bitmapMirr(*bitmap);
for(U32 x = 0 ; x < bitmapMirr.getHeight() ; ++x)
{
for(U32 y = 0 ; y < bitmapMirr.getWidth() ; ++y)
{
bitmapMirr.getColor(x ,y ,resCor);
if(resCor.alpha != 0)
{
resCor &= cor;
bitmapMirr.setColor(x , y , resCor);
}
}
}
MatInstance* pMat = dynamic_cast<MatInstance*>(MaterialManager::get()->createMatInstance(mMapTo));
GFXMaterialFeatureData::FeatureListHandle f = MaterialManager::get()->getDefaultFeatureData().codify();
pMat->processMaterial(f);
//GFXTexHandle handle = this->mStages[0].mTex[0];
GFXTexHandle handle = pMat->getProcessedMaterial()->mStages[0].mTex[0];

//GBitmap* pBitmap = handle.getBitmap();
handle.set(&bitmapMirr , &GFXDefaultRenderTargetProfile , true , "material image");
}