Dear All,
I have been trying to produce my own game for a little while now. I have a design document sorted and want to make it a reality. I wondered if any of you had any knowledge about the process.
Firstly, I don't want to create a mod, I don't want my game to be tied to another title.
I have been looking at game engines and narrowed my choices down to the following:
NeoAxis Engine - Looks competent, fairly intuitive, WYSIWYG editor and not too pricey
Garage Games TGE - Widely used but the script looks quite confusing to learn, good WYSIWYG editor, nice add-on packs, limited graphics, pricier than NeoAxis but not by much.
Garage Games TGEA - Like TGE but with more features and uses new shaders (DX9). Says not for begginers so probably not very intuitive, twice the price of TGE almost three times NeoAxis.
Visual3d.net - Still in beta phase. Uses C# which I should be able to learn, WYSIWYG editor, very intuitive, has an AI compiler that does not require script but is very limited.
Basically , I have almost no scripting knowledge but I am a maths grad so shouldn't be too hard to pick up. I really want an engine where you can do everything visually, I wonder why no-one has made one.
I want WYSIWYG map editor - Being able to see the level as it will appear
WYSIWYG shader editor - drag effects on visually.
WYSIWYG rag-doll setup
Integrated physics including water physics
MOST OF ALL - Visual and node based AI - Where I can creat a network of editable behaviours:
ie. Set a vision cone, sound area(where AI can hear player), and drag behaviours (attack, retreat, seek cover, flank, interact with other AI) attaching them to scenarios and states, player's health is under 50% attack, player has x weapon= find cover etc.
Can anyone offer any insight? Has anyone tried making their own game or used an engine that they found to be very good. Any recommendations for scripting books etc. All will be much appreciated.
Beddo
I have been trying to produce my own game for a little while now. I have a design document sorted and want to make it a reality. I wondered if any of you had any knowledge about the process.
Firstly, I don't want to create a mod, I don't want my game to be tied to another title.
I have been looking at game engines and narrowed my choices down to the following:
NeoAxis Engine - Looks competent, fairly intuitive, WYSIWYG editor and not too pricey
Garage Games TGE - Widely used but the script looks quite confusing to learn, good WYSIWYG editor, nice add-on packs, limited graphics, pricier than NeoAxis but not by much.
Garage Games TGEA - Like TGE but with more features and uses new shaders (DX9). Says not for begginers so probably not very intuitive, twice the price of TGE almost three times NeoAxis.
Visual3d.net - Still in beta phase. Uses C# which I should be able to learn, WYSIWYG editor, very intuitive, has an AI compiler that does not require script but is very limited.
Basically , I have almost no scripting knowledge but I am a maths grad so shouldn't be too hard to pick up. I really want an engine where you can do everything visually, I wonder why no-one has made one.
I want WYSIWYG map editor - Being able to see the level as it will appear
WYSIWYG shader editor - drag effects on visually.
WYSIWYG rag-doll setup
Integrated physics including water physics
MOST OF ALL - Visual and node based AI - Where I can creat a network of editable behaviours:
ie. Set a vision cone, sound area(where AI can hear player), and drag behaviours (attack, retreat, seek cover, flank, interact with other AI) attaching them to scenarios and states, player's health is under 50% attack, player has x weapon= find cover etc.
Can anyone offer any insight? Has anyone tried making their own game or used an engine that they found to be very good. Any recommendations for scripting books etc. All will be much appreciated.
Beddo