Whole new game

General discussion of the Project Reality: BF2 modification.

What do you think about a community based FPS developed by PR?

Love it.
50
61%
Favor it.
16
20%
Doesn't matter.
7
9%
Dislike it.
6
7%
Abhor it.
3
4%
 
Total votes: 82

TF6049
Posts: 584
Joined: 2007-03-29 03:24

Post by TF6049 »

solodude23 wrote:I'd pay $100 without a doubt. :)
It's worth my $50. As long as you give regular updates with new content and fixes, pretty much everyone will be happy. A new map every month, a new gun every 2, a new vehicle every 4.
=UKHC=Neoteknix
Posts: 145
Joined: 2007-06-16 16:47

Post by =UKHC=Neoteknix »

mammikoura wrote:except that there is no way they would make a ready game in a year. This mod has been under developement for over a year, and the official 0.6 isn't even released yet. Not to mention that they had quite a lot of stuff ready for them in the beginning.

It takes time to make games. Even more time to make great games.
i kinda meant when they where done making it ... lol :D

But who knows, if they get the ball rolling a big games company could assign other developers to help them.

the only thing you guys have to watch out for is getting ripped off, ideas are so easily stolen these days - i really do think you Devs should apply for Copyrright on any really good ideas you have - That way games developers will be all over you to allow them to use it.

:wink:
ReaperMAC
Posts: 3055
Joined: 2007-02-11 19:16

Post by ReaperMAC »

solodude23 wrote:OK, so far we have promised you DEV's $200!!!!! So how about it? :p
Each or total? :-P
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arneboe
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Post by arneboe »

i love lamp..
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Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Post by Expendable Grunt »

Check out CrystalSpace 3d.

http://www.crystalspace3d.org/main/Main_Page

Have not had a chance to really look through the engine but it has some good reviews behind it on gamedev.
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TF6049
Posts: 584
Joined: 2007-03-29 03:24

Post by TF6049 »

Expendable Grunt wrote:Check out CrystalSpace 3d.

http://www.crystalspace3d.org/main/Main_Page

Have not had a chance to really look through the engine but it has some good reviews behind it on gamedev.
Create the maps in G/3dsmax. Get a used, older version.
TF6049
Posts: 584
Joined: 2007-03-29 03:24

Post by TF6049 »

=UKHC=Neoteknix wrote:i kinda meant when they where done making it ... lol :D

But who knows, if they get the ball rolling a big games company could assign other developers to help them.

the only thing you guys have to watch out for is getting ripped off, ideas are so easily stolen these days - i really do think you Devs should apply for Copyrright on any really good ideas you have - That way games developers will be all over you to allow them to use it.

:wink:
Well, if you guys give them your resume, and offer to work for 10% profits then I bet someone will take the idea. Only if it's successful do they have to pay you. And, if EA offers, say No. You know what happened to the Desert Combat team...
DarkTalon
Posts: 711
Joined: 2007-03-22 00:17

Post by DarkTalon »

I think the BF2 engine is fine, its not that mod friendly but, it still works great.
i vote no, simply because the logistics require so much effort a small mod like PR simply cant raise the resources to do it. unless of course you want to work with EA.
*shivers*
Doc
Posts: 322
Joined: 2006-02-19 04:03

Post by Doc »

TF6049 wrote:And, if EA offers, say No. You know what happened to the Desert Combat team...
Yeah, after BF2 was released they disbanded from EA and
created a new company that is developing Frontlines: Fuel of War.

The most cost-effective route to develop Project Reality as a
stand-alone game will require the creation of an engine on
our (Read: the coders') own. Of course, even this can be
costly. If they don't have the knowledge required, books and
training can be expensive. Then there is the amount of free
time available.

Assume they only have four hours of free time after work
to do what ever, such as family time. If they only write say,
100 lines each on a good day, then we could see a mediocre
engine in maybe a decade or two, assuming that the profound
Eggman Thursday Drinking Principle (ETDP) doesn't come
into play.

If it does, God help us all.

That's why, as I'm sure many others have said, let's just
stay with the current engine until the Devs are ready to
move on to a different one, or make any big changes such
as creating their very own tactical simulation.

Synopsis:
  • The cheapest route would be to make our own engine.
  • That route would still cost money.
  • Sticking together as a Mod Community is best for now.
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KingofCamelot
Retired PR Developer
Posts: 2365
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Post by KingofCamelot »

Doc wrote:The most cost-effective route to develop Project Reality as a
stand-alone game will require the creation of an engine on
our (Read: the coders') own. Of course, even this can be
costly. If they don't have the knowledge required, books and
training can be expensive. Then there is the amount of free
time available.
Exactly. None of the coders on this team have the experience or know how to develop an entire game engine from scratch. Just isn't going to realistically happen outside of a few years of development. :razz:
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VipersGhost
Posts: 1171
Joined: 2007-03-27 18:34

Post by VipersGhost »

To be honest BF2 engine is doing OK right now. The game is definitely a huge step from .5 to .6 in the right direction. I feel like BF2 stuff is in the past. The hardcoded issues of proning+insta-aiming are looking to be fixed by the new animator. Squad communications etc would be nice but TS is helping with that...so really, stuff is pretty damn cool from a game standpoint..plus we are getting new content all the time. I can't imagine whats going to be in on .7 RTS stuff....insane.
TF6049
Posts: 584
Joined: 2007-03-29 03:24

Post by TF6049 »

:: Sorry for double post. Read one below ::
TF6049
Posts: 584
Joined: 2007-03-29 03:24

Post by TF6049 »

Yes, PR is definately pushing the limit. Which is a good thing.

PR :fryingpan vBF2
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