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    1. #1
      The Pseudonym Rawracookie's Avatar
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      I looked up the unreal engine 3 on wikipedia. lol at already saying it supports Wii U and PSVita. Anyways, it certainly is portable to wherever we need it.

      Anyways, saying we've decided on an engine is not entirely accurate. I think we are going to use OGRE for rendering 3D. Wikipedia page: OGRE - Wikipedia, the free encyclopedia

      Anyways, OGRE supplies ONLY the 3D graphics. I think we're also hooking it up to SDL for keyboard, mouse, window, sound, timing, etc. SDL does have graphics, but it is the simplest of 2D graphics. Both of these are basically taking care of communicating with the player.

      Anyways, that still leaves the majority of game engine stuff on us. Physics and objects happening. I think this game doesn't need very large physics engines. A compact and robust engine that I envision the "layered 2D" approach to be will make it easier to run on smaller devices such as phones.

      By the way, if it hasn't been mentioned here, there has been some discussion of doing an iOS and Android port.

      Also older computers.

      Anyways, what we're doing now: Well, a bunch of story brainstorming going on. And learning how to program with OGRE for the programmers. Once I do the OGRE wiki basic tutorials, I'm making a demo of the layered engine bit. It's gonna be something simple like controlling a cube to jump around a small 3D platforming demo course.

      I haven't been really keeping track of what the story writers have been discussing. Sorry. >.<
      But it's probably a secret anyways. I don't want to spoil it for you.

      Also, I think there's a general consensus that this is going to be released commercially. For the consoles and all that, too. I'm not really on board with that idea, but whatever. Oh, another good thing about a small custom engine. We don't have to pay anybody for using their engine.

      Anyways, that's what's happening.
      ====lol define real====
      20+ DILD :: 0 WILD :: 0 MILD :: ETCETERA :: [_] No :: [/] Almost :: [X] Yes
      LD[X] :: WILD [_] :: MILD [_] :: Control myself [/] :: LD a few minutes [X] :: LD 20 minutes [X] :: Interrogate DCs [_] :: Fireballs from my hands [X] :: Change settings [X] :: KAMEHAMEHA [_] :: Encounter my subconscious [_] :: Teleport [X] :: Fly [X] :: Take the "Lucid Pill" [X]

    2. #2
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      Quote Originally Posted by Rawracookie View Post
      I looked up the unreal engine 3 on wikipedia. lol at already saying it supports Wii U and PSVita.
      That wouldn't really matter to us would it? To develop for the consoles you have to be a professional company that demonstrates that they can be trusted with development hardware. Even then some people have trouble getting into a development contract. And if you do, to get the development hardware costs a lot. I remember it being 5-10 grand for an xbox dev console. Then it costs a few more thousand to get your game rated, and if it is declined they still keep the money and you have to pay again upon re-submitting.

      We don't even know each other, we have never met. We are a small development team that met on a website due to a common interest.

      With all that said, I can get it on the X-Box console when the game is completed, by porting it myself. But that would be through the indie games marketplace, the place where Microsoft and all gamers laugh at you. Where there almost no advertisement of such games. Where people usually only get about $500, even from an amazing game.


      More on the positive side:

      We don't need to use any game engines or anything. Just build a bunch of it from the ground up, make our own engine. Just start with a cross-platform rendering engine, like openGL. Get a physics engine, like JigLib. Then build the engine from there, it isn't really too hard.

    3. #3
      The Programmer Shadow27's Avatar
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      Quote Originally Posted by MIIISTERNEUGIT View Post
      More on the positive side:

      We don't need to use any game engines or anything. Just build a bunch of it from the ground up, make our own engine. Just start with a cross-platform rendering engine, like openGL. Get a physics engine, like JigLib. Then build the engine from there, it isn't really too hard.
      We've already taken care of that. If you guys wish to help. You should visit our website and contribute to
      our local discussions. Everything that has been brought up in this thread has already been taken care of
      on our dedicated forum. This is old news to us.

      Join our Lucid Dreaming video game project!
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