![]() In addition, the BGE is packaged in a 3D modeler, making asset importing and exporting pain-free, literally, as the models you make in the modeler are the same in the game engine. People like to jump onboard with a system that they know can handle their project - Unity is a professional product, and so people like it because they know that they can make whatever they want with it. Some people do prefer other engines like Unity or Shiva, but while I’ve tried both of those engines (as well as Panda3D), I didn’t like them very much - I just like Blender’s workflow and ease of development the best. People generally say that the BGE isn’t a full game engine because it hasn’t been used to make a large amount of professional or very high-quality games - it hasn’t even been really modernized with GLSL shading for a very long time (only a few years). However, if you have a very complex scene, or a scene with a large amount of advanced lighting and shaders active, then the BGE may start to slow down because it can’t handle drawing the scene at the optimal frame rate anymore. The BGE can handle drawing simple scenes at an optimal frame per second rate (which is, by default, 60 frames, or images of the game, drawn per second). Basically, the more polygons that are onscreen, the more Blender (and also your computer) has to work to draw them onscreen. the polys that it can handle for the framerate. To the graphics, im referring to the bge. #4 it depends what you know, who you know, whether you garner a support team as per #3, etc etcĬommon recommendations are to start small, you learn ALOT from just very basic delves into the BGE, i know i do, each little project i begin / fail atĪnd i cant stress that point #3 enough… maybe start small on your game props, then you are improving your modeling / texturing skills, creating usable resources (which helps keep up your enthusiasm for the project too, progress is exciting!), and gives you something tangible for you to garner excitement in others as well! #3 you will definitely need to know more python, unless you gather a team… but if you’re looking for coders, make sure you have some art ready, a good fist full of game objects go a long way to exciting people to your cause - a completed scene will show you have commitment to the project already. check mike pan / martinsh / the finished projects forum for more insight into just how darned cool things can look. #2 could it handle it / the graphics? most likely. Sure it's not a lot to look at right now, but that's because we're putting so much effort into working on the game and game creator.#1 RPGs are THE hardest genre to create a game for… unless you count MMORPGs It's not a lot at the moment, but give us a bit of time and see what we've got. This is the new site for RuneSword II - OS. The next main area I tackle will be in the player's guide section which will have a section on the world's of RuneSword II, especially Eternia the world that the game is set in. This is still a work in progress, but it's getting a little closer. I've got the rest of the base level pages up. ![]() 09/17/07 - (manikus)Īdded Phule and DJ to the credits on the About page and fixed a couple of spelling mistakes. Content has been added to various pages, including the player's guide and the creator's guide. I've revamped the site which includes moving to a separate style sheet for benefit of future changes and making the page quicker to load. Official release now very soon." 05/04/08 - (manikus) "Installer now complete! Final tests (does it install correctly, are the tomes the most up-to-date versions, are all the graphics and sounds present, etc. And should they be cornered or surrounded by so many opponents they can't move any more, they will drop their medium range weapon and take the short range weapon they carry as a backup." the medium range weapons users are smarter, and won't move too close to nor too far away from their target, they will stay in range. a "Camp" button has been added to the interface, and it will become active each time rest is allowed in the tome "Among these changes, two major ones are worth mentioning: Besides all these code changes, the library has grown by a phenomenal amount, expanding the offerings among weapons, armor and other items. "To give an idea of how much work has been put into this update: over 75 changes have been made to the code since the last update. Here are some quotes taken from the SourceForge forums to give a little taste of what's coming and what the status of the release is. The new release is on the way - version 2.6.0.
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