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1  Discussions / Community & Volunteer Projects / Re: Community Real Time Strategy Spec on: 2009-01-31 20:29:27

One more question, what's the targeted triangle limit?
Also, you want the weapons to be separate meshes or part of the main mesh and just ignore animations? 

I would suggest one mesh to make things easy and ignore firing animations.  Someone already said that can be covered with particle effects and sounds since the player will be more concentrated on the battle than looking at the unit's individual animation.  It's icing on the cake that doesn't exit yet.
2  Discussions / Community & Volunteer Projects / Re: Community Real Time Strategy Spec on: 2009-01-27 03:08:30
How are we handling art assets?  Is there a folder structure set up for this stuff?

Otherwise I will use my own naming conventions for now and email them to bobjob.
3  Discussions / Community & Volunteer Projects / Re: Community Real Time Strategy Spec on: 2009-01-21 13:04:31
bobjob's got a RTS engine already set up, he showed me some screen shots of it over the past weekend which he can port into an space RTS fairly easily.  What we need is now a design doc of what we want to achieve as an RTS.  I been doing some sketching on various ship models.  Nothing too detail yet, just putting down basic geometry to see what'll make an interesting design with low polygons.

If we can somehow tie this into the universe of the space trader game, that would enlist quite a few good writers that are more interested in developing that game atm.
4  Discussions / Community & Volunteer Projects / Re: Community Real Time Strategy Spec on: 2009-01-20 16:02:31


Just a few things to note for models(at least for the mock version until more programmers come on board):
* Triangulate mesh (convert polygons to triangles)
* export keyframes to Wavefront ".obj"

Not a problem, just have to switch from Edit Poly to Edit Mesh before exporting.
5  Discussions / Community & Volunteer Projects / Re: Comminity Space Trader spec on: 2009-01-18 20:57:43
Good stuff Addictman!  Believable and well written; enough of a global event to influence the need for space travel and colonization.  Honestly, with all the resources available to us this day and age, space travel should of been accomplished already instead of building crappy cars that people don't buy.  Sorry America, I love to take that cheap shot =).

Now, question is will corporations be leading his charge into space for $$ or will governments lead the way like they did back in the 50's?

6  Discussions / Community & Volunteer Projects / Re: Community Real Time Strategy Spec on: 2009-01-18 20:47:20
Since I'm only helping on the art side, I just need a deadline date on art assets.  Communication is more vital between the programmers.

As for the game's theme and style, Star Trek Armada came to mind as a great space RTS in the classic RTS format.  Lets see if I can find that and play it for insights on what's good and bad.  Been so long since I played it.

Will be at the computer when MSN is marked busy, chat then bobjob.

7  Discussions / Community & Volunteer Projects / Re: Community Real Time Strategy Spec on: 2009-01-16 20:50:36
I'll take my sketch book along when I do laundry tomorrow.  Simple models with normal maps shouldn't take too long.
8  Discussions / Community & Volunteer Projects / Re: Community Real Time Strategy Spec on: 2009-01-16 17:05:21
To start, I made an mistake about Pax Imperia, it was an RTS I actually liked!!

The one with the over powered smart bomb was called Ascension.

Pax Imperia 2 is something we should all check out to get an idea of a good space rts.  It's Low poly 3D units moving in a 2.5D space environment.  Plants are always at the bottom right while ship to ship combat revolves around fleet formations and ship design. 

Point defenses are key since missiles and fighter/bombers are available on CVN classed vessels.  But to counter, you load up a BB class ship with long/mid range particle weapons to take slow moving targets out from far away.  I loved this game!  gonna try to find it and play it for the next bit on my one free night on Mondays.
9  Discussions / Community & Volunteer Projects / Re: Community Sandbox Game Spec on: 2009-01-16 16:44:01
For visual style...

UGC customized textures.  Easy enough to give the user guide lines on where to paint things if they wished to change the colour of their door/chair/window etc...  Just give them a blank sheet with dotted lines that mimic the part's 3D texture unwrap, it'll be like colouring those books for kids.  Would offer another level of ownership if they could customized their own home/car etc the way they want it.  But it has to be small file size and dimensions depending on the level of detail required by the item.  Or simply offer colour customization as a start for different parts of the house etc.

3D would allow for this, 2D would mean they pixel art themselves within the guide lines.

But this opens up a can of worms if inappropriate images are used and upload to share is allowed.
10  Discussions / Community & Volunteer Projects / Re: Comminity Real Time Strategy Spec on: 2009-01-16 02:37:16
Hey bobjob,

Yeah, I can do normal/displacement maps no problem.  I practiced them a lot during school, but never produced a highly detailed to showcase since all the projects I modeled and rigged for had 1 programmer and that was impossible to implement in a 4 month period. 

I agree with space sci-fi theme, boxes are much easier to model/texture/animate verse characters.  Although Mudbox makes character modeling tons easier now.  I'm working on a demonized black sheep model for my Conquerclub avatar, will put that up as soon as it's done.

11  Discussions / Community & Volunteer Projects / Re: Comminity Real Time Strategy Spec on: 2009-01-15 23:50:59
Hi bobjob,

Obviously you're not going to share your grand ideas here when interest and dedication haven't been shown or proven, but what's the unique selling point?

Design/story are inter-dependent, under unique selling points... what will this RTS have over existing RTS's already out there or under production by a bigger studio?

One recent RTS I found better than the average collect minerals/build units is Supreme Commander.  It went for macro over micro full of destruction on a grand scale.  I've never tried to play multiplayer, but the campaigns became really easy once you hole up.  I'm sure vs a human player it won't be the case which offers skilled players so many options on how to beat the other player(s).

Of the RTS's I've played over the years.  Bold titles are the ones I would choose to study from.

Spellforce Series - Story driven, game play is okay, heroes are way over powered but once again not the all in one solution.  Could of used better scripting for in game cut scenes and voice acting.

Supreme Commander Series - LOTS! of units, options, variety of strategy.  Simple resource management, but hard to master the perfect balance between energy vs mass.

World at War - Nothing special about this RTS, I don't even remember the story and plot and the resources needed... it had issues with camera.

Warcraft 2 & 3 - cream of the crop in terms of replay value (yay bnet).  Blizzard never disappoints.  Hero units are great but not invincible, micro management over massing units.  Great level editor.

Starcraft Universe - once again, Blizzard delivers another great RTS, but this time micro or macro is possible depending on the map.  Same as WC3 almost but a different theme and game play style.

Age of Empire series - historical / mythical driven, too many resources imo, but well done and well made.

LOTR on the Xbox - I played it all the once, but the control were good for a console, and I was surprised.  I remain neutral on this once since I haven't finished it.

MOO3 - Terrible implementation of the MOO universe... too complex of planetary needs when the best points about MOO was building kick ass ships to take over the galaxy.

Pax Imperia (I forget the spelling) - MOO wannabe... terrible balance in terms of weapons.. all you needed was to tech to smart bombs.  Although I liked their simple planetary/ship design concept.

That's all comes to mind now, I know I've played other's that I liked but can't remember their names or developers.

12  Discussions / Community & Volunteer Projects / Re: RTS Community Project on: 2009-01-15 20:25:45
Hey bobjob,

I'll be happy to join in on the RTS since my 3D modeling skills will be served best on this project.  Heads up that you got a 3D modeler/animator for your RTS!

I don't have much programming experience, but I do understand the core concepts of OO.  Scripting I can pick up easily should that be needed.

13  Discussions / Community & Volunteer Projects / Re: Comminity Space Trader spec on: 2009-01-15 20:21:57

One thing I think was missing in a lot of Elite games is Epic Missions. A lot have individual missions but I always wanted a story line to pop up that I could kinda chase through by completing missions and finding out info - or deducing stuff for yourself. If this could be something that could be easily built on that'd be cool too.  Last game I played that had a good few of these was Privateer.


I see I'm not the only one for UGC as the future of gaming.  Letting people who are good and passionate  about telling stories but not good technically to generate content is the way to go.  But to accomplish this, you need to build one kick ass story/level editor.  If UGC is going to be the driving point of this concept... the tool you publish along with the game will be a big challenge.

14  Discussions / Community & Volunteer Projects / Re: Community Project Mark 562 - Game Direction Vote (v2) on: 2009-01-15 04:50:35
Not to throw snow onto your ideas but once again, strong leadership is needed.  It's fine that everyone adds in their ideas to solve problems.  But with a 4 month dev period, going feature crazy at the design stage will likely mean not much gets done. 

Seen it happen a million times, serious dedication is needed to see a game from concept to playable alpha.  Everyone's got game ideas, everyone in our generation does.  Making it fun and playable with no bugs is what separates idea orgies from actual game makers.

I'm Chinese, I dig the whole idea of holding back all my crazy game ideas and just doing my tasks well as a gear in the machine.  When I feel confident about finally making a solid game design doc, I'll voice it.  Until then, I'm quite happy to help out with what I'm good at now, which is modeling.

Someone needs to take the lead on this space trader/sand box idea.  It can be easily done.  Check out battle station on Facebook, the game's slow and full of glitches, but hundreds of thousands play it as a casual game.  A game doesn't need 1000 cool things, it just needs a few cool things done right.  See : Halo.  I'm not saying not to include something's that's never been done, but re-inventing the wheel is wasting effort when there's proven game concepts to build upon.
15  Discussions / Community & Volunteer Projects / Re: Community Project Mark 562 - Game Direction Vote (v2) on: 2009-01-14 19:47:08
Hey all,

3D artist / game designer, my friend Jon told me about this open project and I would be interested to help with any art and modeling required.  Even offer some design ideas should you all want it added.  I studied game design at high financial cost and it's something I want to do for the rest of my life.  It's tough to get into the industry and only way is to keep making games to show that you got what it takes to last once you're in.

You can check out my portfolio at  I am currently modeling random things I get interested from reading wikipedia.  ATM it's WWII machines of destruction  Kiss.  Since I'll be modeling stuff anyway, Jon asked if I'd be interested in this project.

Here I am, sign me up!

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