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What Can I Do to Get Ready?

Posted: Thu Jan 28, 2010 3:46 pm
by aaronT
Okay, I'm thrilled to see I don't have to wait (too) long before Reality Factory 2 get's released. That's great. Really. But still, that means waiting a couple months, and I would go insane if I didn't get any work done...sooo...what things can I work on, to prepare. I still don't get what Graphics Editor you use, or the Audio Library that you guys are integrating...I'm confused...I know I should learn (basic) Squirrel, and (basic) Python, but is that all?

Re: What Can I Do to Get Ready?

Posted: Thu Jan 28, 2010 4:06 pm
by Jay
RF2 will use Ogre, and the models will be in Ogre's format (Ogre xml i think). So you could use any Modelling tool that can export to Ogre for the models. Scripting language will be Squirrel, Audio Library OpenAL (i guess we'll have wav, mp3 and ogg support, wav you can be very sure about).

I suppose the best way to prepare would be to start making your models.

Re: What Can I Do to Get Ready?

Posted: Thu Jan 28, 2010 7:50 pm
by zany_001
Yeah, start modeling WITH BLENDERRRR! But seriously, blender is the most powerful free option out there.

Re: What Can I Do to Get Ready?

Posted: Thu Jan 28, 2010 8:05 pm
by paradoxnj
RF2 will use Ogre's MESH format. If you have a tool that exports to Ogre's XML mesh format, just use the Ogre Command Line Utilities to convert the XML to a mesh file.

Blender is one of the most powerful free options, but it does have a steep learning curve. Truespace 7.6 is actually the most powerful free option out there right now. ;) (Sorry Zany, just stating fact...)

I suggest starting here and seeing what tools are good for you.

Re: What Can I Do to Get Ready?

Posted: Fri Jan 29, 2010 12:12 am
by zany_001
It's highly debateable about truespace being better than blender, but not worth getting in a fight over ;o
Besides, it's not the tools, it's the person wielding them :P

Re: What Can I Do to Get Ready?

Posted: Fri Jan 29, 2010 1:48 am
by aaronT
OK...Blender (I've been {trying} to learn it anyways), OpenAL, and Squirrel!
Haha seriously whoever made that name must've seen the movie UP...love that movie....

Re: What Can I Do to Get Ready?

Posted: Fri Jan 29, 2010 5:42 pm
by paradoxnj
You don't need OpenAL. RF2 will support WAV and OGG as it's audio formats.

Re: What Can I Do to Get Ready?

Posted: Mon Feb 01, 2010 3:09 am
by aaronT
Then how do I make the Audio sounds ahead of time?

Re: What Can I Do to Get Ready?

Posted: Mon Feb 01, 2010 3:25 am
by paradoxnj
You need to learn how to make music and sound effects then. The best free sound tracker is Audacity. You could start by recording some sounds and trying to mess with them to make a new sound effect.

Re: What Can I Do to Get Ready?

Posted: Sun Feb 14, 2010 4:25 pm
by aaronT
Okay. I'm not really okay with trying to get the audio down. So that leaves me with a couple questions:

1. I'm working with Blender, right? How would I prepare to make levels and scenes in the game, with Blender? Should i make individual objects and put them together on the RF2 "level editor" (sorry if you don't have one...what would I do from there if you don't?)

2. I'm going to be working on animation, modelling, scenes, etc. If the rough draft of the game doesn't look to well...should I show it to a few communities and ask for their critisism?

3. I have like five years to make a "Prototype" of the game. Do you think that at the end of those five years (if your wondering why I picked that number...I go to college at the end of the five years...)I'd have something that's worthy of showing to the game companies (preferably Square Enix)?

4. Blender/Squirrel tutorials, please?

5. If I don't have audio, and decide to show my work to a game company, will it really affect if they like it or not?

Re: What Can I Do to Get Ready?

Posted: Sun Feb 14, 2010 7:18 pm
by zany_001
1. Yeah, model everything individually, and put them together in the editor.

2. Certainly.

3. Yes, if you've worked fairly hard at it.

4. There's a host of blender tutorials out there. http://lmgtfy.com/?q=Blender+tutorials
Also, try blenderartists.com and the main blender website. As for squirrel, not too sure.

5. It could do. Just put royalty-free sounds from the internet into your game and explain that you didn't make the sounds.

Re: What Can I Do to Get Ready?

Posted: Sun Feb 14, 2010 9:55 pm
by aaronT
Thanks dude. As for the fifth question, I was asking about my prototype. Will it affect my confrontation with potential publishers if I don't have audio with the prototype?

Re: What Can I Do to Get Ready?

Posted: Sun Feb 14, 2010 10:48 pm
by aaronT
Really, I guess, the question is what do I need for my confrontation with potential game publishers?

Re: What Can I Do to Get Ready?

Posted: Mon Feb 15, 2010 12:27 am
by zany_001
Sorry, can't help much there. Most of us aren't professional developers, so gamedev.net or google will be able to help more than us.

Re: What Can I Do to Get Ready?

Posted: Mon Feb 15, 2010 2:11 am
by paradoxnj
First and foremost, you need a complete and accurate design document. Next thing would be a proof of concept. This is where RF comes in. Once you have those 2 things, you need a good business plan. A business plan consists of what you are going to do with the money they will give you for development. Your game will need to be professionally polished and have 0 bugs when it goes production (especially if you are targeting consoles).

If you have never developed a game before, I highly suggest you forget about commercial sales. Believe it or not, game development is hard which is why it is not a career choice for many. Get a few small finished titles under your belt before you start pushing to an industry you know nothing about.