After extensive research into "game engines", etc. I have decided that I would prefer to make my game (for my own personal use...) with the Unreal2Runtime OR Crystal Space. I am comfortable progaming in C++, but even so I am leaning more toward the runtime, as it seems to be a more sensibly laid out development suite. Consiquently, before I begin I need to know if some of the fundimental aspects of my project are indeed possible to create with the runtime.
The type of game I would like to make is a persistant world FPS-RPG, with the standard things such as a personal inventory, equipable clothing, etc. Below, I am going to list a few things that I need to know are possible. If you have time to respond, please do so with a "YES" or "NO" beside them. Thanks!
- Models with skins that change on the fly (like clothing, paint colour, etc)
- UI with "cursor select mode" and "mouse look mode"
- Positional Damage to characters (arms, head, legs, etc)
- Player placable/dropable objects on to maps (I would assume so)
- "Henchman" or "Pet" type characters that can associated to the active avitar
- Database, if so what type?
- UI Front-end for Database (Inventory, Skills, etc)
- Load multiple (upto 14) maps simaltainiosly on a single computer
- Network a single database to several computers running several maps that make up the entirety of a single world?
- Unlimited Similtainious Computer Opponents? (or is it limited to 64 characters total?)
Also, I have some conversion questions...
At the moment I can:
- Create 3D mesh objects & annimations (Blender/Milkshape3D)
- Create Textures (Gimp)
- Progam in C++
Are there any howto's on importing such items into UnrealEd, because from poking around it seems that all static meshes must be in unreal format inorder to use them. Basically, I'd like to know if I can take my current set of annimated characters from Milkshape & Blender and basicly drop them (or dynamically spawn them) into an Unreal map and have them work? Also, is any of my C++ knowldege "transferable" to Unreal Script or is it so fundimentally different I may as well not waste my time learning its propietary (non-transferable) design?
I thought I should point out the purpose and function of my project so as I do not get flamed....
Purpose: To make an educational, 3D FPS-type game for my kids
Function: To teach them to achieve co-operative goals in SAFE gaming environment - one that doesn't leave our house!
The type of game I would like to make is a persistant world FPS-RPG, with the standard things such as a personal inventory, equipable clothing, etc. Below, I am going to list a few things that I need to know are possible. If you have time to respond, please do so with a "YES" or "NO" beside them. Thanks!
- Models with skins that change on the fly (like clothing, paint colour, etc)
- UI with "cursor select mode" and "mouse look mode"
- Positional Damage to characters (arms, head, legs, etc)
- Player placable/dropable objects on to maps (I would assume so)
- "Henchman" or "Pet" type characters that can associated to the active avitar
- Database, if so what type?
- UI Front-end for Database (Inventory, Skills, etc)
- Load multiple (upto 14) maps simaltainiosly on a single computer
- Network a single database to several computers running several maps that make up the entirety of a single world?
- Unlimited Similtainious Computer Opponents? (or is it limited to 64 characters total?)
Also, I have some conversion questions...
At the moment I can:
- Create 3D mesh objects & annimations (Blender/Milkshape3D)
- Create Textures (Gimp)
- Progam in C++
Are there any howto's on importing such items into UnrealEd, because from poking around it seems that all static meshes must be in unreal format inorder to use them. Basically, I'd like to know if I can take my current set of annimated characters from Milkshape & Blender and basicly drop them (or dynamically spawn them) into an Unreal map and have them work? Also, is any of my C++ knowldege "transferable" to Unreal Script or is it so fundimentally different I may as well not waste my time learning its propietary (non-transferable) design?
I thought I should point out the purpose and function of my project so as I do not get flamed....
Purpose: To make an educational, 3D FPS-type game for my kids
Function: To teach them to achieve co-operative goals in SAFE gaming environment - one that doesn't leave our house!
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