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!HOPPIPqX/Q!!NzY2fHtYicO 08/28/11(Sun)16:47 No.29157635>>29156299 >saying we should code everything from scratch but also saying that this'll never get finished
do you want a game or not, anonymous
>>29156415 because snes kart racing was shit
>>29156642 dude this isn't my first thing I've programmed
I've spent the last two years or so trying out different languages, graphics engines, physics engines, and all sorts of stuff until I found a bunch I was comfortable with. I've developed that into a framework and now with ponykart I'm building on that framework into a finished game.
The project so far is 10145 lines, excluding blanks, comments, and lines that just have a { or }. About 3/4 of that is completely mine.
>The key is to start small, succeed, then build on that success, rather than try to do everything and ultimately fall like 99% of all fan-projects. That's... what we're doing? Before I hijacked the team, the previous guy in charge had like 24 tracks, 15 people making music for all of them, quickly sketched out item ideas, and a bunch of other stuff. And as the "lead developer", all that he ever developed was a sprite replacement of mariokart and a model replacement in SuperTuxKart (some open source kart game).
What we're doing for now is just having 4 tracks, 6 characters, 6 karts, and some simple single-player driving. Once we get that then we'll start building on other stuff like some AI and stuff.
>>29156766 PhysX was working just fine. The problem was that its vehicle physics are shit and don't have very much documentation at all. I completely switched over to bullet in a matter of a couple of days, fixing a few bugs here and there over the following week as I felt like working on them. But now that's all done with and I've been very happy with bullet
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