Monday, 11 March 2013
Hero Engine WIKI
I spent some time over the last few weeks running through the Hero Engine wiki.
I found the wiki to be fairly good. Contains lots of information. Articles on creating worlds, importing objects from 3d studio max and scripting in Hero Script.
The one thing its lacking is a tutorial to make a small game. I learn better when I follow tutorials.
So after browsing the forums I read someones suggestion to open 2 copies of the hero engine. One with a sample game and one with your game. Then start retyping the sections you want over into your game.
This is how i learn best. I created a 3d shooter from the following book Programming a Multiplayer FPS in DirectX when I was younger. I retyped the sample code from the book and the content just stuck in my head. I don't know if it was making typos then having to trouble shoot that makes it memorable or something else.
Sunday, 10 March 2013
3D Engine
3D Engine
With a few ideas from my previous attempts I had an idea of what I want to make.
A multiplayer space rpg.
I'm a sci-fi nut. I love Star Trek and especially Voyager. I always wanted to be 'lost in the delta quadrant'. Commanding a most advanced star ship. This has always been the type of game I have wanted to make.
I tried a few different 3d engines back in the day. Ogre, Torque 3D and NeoAxis. They all taught me alot.
For my game I wanted to use the Hero Engine. The latest Star Wars game had used it and it seemed to contain everything I needed.
Hero Engine is an IDE that connects to an online server. All code and art work is stored online and can be edited from inside the game itself. Many programmer/artists can log into the server and edit a world together in real time. Its fantastic. All the code is done inside the game. Its like programming itself has been turned into a game. It only costs $99AU for 99 people. A 3d MMORPG engine for less then $1 each is crazy.
Check out the engine here http://www.heroengine.com/
With a few ideas from my previous attempts I had an idea of what I want to make.
A multiplayer space rpg.
I'm a sci-fi nut. I love Star Trek and especially Voyager. I always wanted to be 'lost in the delta quadrant'. Commanding a most advanced star ship. This has always been the type of game I have wanted to make.
I tried a few different 3d engines back in the day. Ogre, Torque 3D and NeoAxis. They all taught me alot.
For my game I wanted to use the Hero Engine. The latest Star Wars game had used it and it seemed to contain everything I needed.
Hero Engine is an IDE that connects to an online server. All code and art work is stored online and can be edited from inside the game itself. Many programmer/artists can log into the server and edit a world together in real time. Its fantastic. All the code is done inside the game. Its like programming itself has been turned into a game. It only costs $99AU for 99 people. A 3d MMORPG engine for less then $1 each is crazy.
Check out the engine here http://www.heroengine.com/
Introduction
This blog will follow my adventure in making a game using the Hero Engine.
Introduction
"I want to make a game" or should I say "complete a game". I have started many game projects since I programed my first game on an apple 2 using Basic. It was text only and copied word for word from a beginners book on game making that I forget the name of now. The game took weeks to write and had many bugs. Since then I have tried my hand at visual basic, c++ and c#, starting various game projects, never finishing any of them.
Most of my working career was in customer service with a cash register being the closest I came to a computer. Programming and using computers was mainly a hobby, something I did in my own time. It wasn't until 5 years ago that I got a job as a technician for a software company deploying their programs at mine sites. I had a certain knack for it and it wasn't long before I moved up and started leading my own project. This tought me what it takes to deliver a software product. I learnt the basics of software engineering like managing user stories, bug lists and testing as well as communicating with the client.
Now I believe I have what it takes to make and finish a game.
Laters,
Zeke
Subscribe to:
Posts (Atom)