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-   -   A Question For Big Time Modders (https://www.subsim.com/radioroom/showthread.php?t=160839)

Brag 01-27-10 10:05 AM

A Question For Big Time Modders
 
What are the obstacles that prevent a group of modders like the GWX team to prodduce a game from the ground up?

1.- Technical obstacles?
2.- Financial resources?
3.- Other problems?

Hitman 01-27-10 10:10 AM

Programming, programming and programming.

Finding someone to do textures and models is not that difficult, but good programmers skilled enough to write a simulator are scarce, and normally not interested in spending their free time in the same thing they do on their daily jobs.

Also, any decent commercial game has several programmers, not just one. Add that to the time limitations, and you get the picture: Developing a stable, bug-free, reasonably good simulator can take .... ages.

Still, if you are about to rely on that to get a decent sim, your best choices as of today are Imperial U-Flotilla (WW1) and Danger from the Deep (WW2).

Both in alpha or prealpha status, and already developing for a long time. :hmmm:

bigboywooly 01-27-10 10:14 AM

Programming, time and resources

If we had the devs tools when doing GWX would have been a lot easier but starting from scratch and creating own code and software would take forever

ParaB 01-27-10 10:14 AM

People massively underestimate the time and ressources you need to actually create a pc game nowadays. Creating textures, 3d models and modifying config files is NOTHING compared to the task of actual game development.

Just look at the number of indie titles built from scratch that actually rival the quality of games of big publishers. You won't find a lot.

karamazovnew 01-27-10 10:17 AM

wowow, wait a sec... You mean GWX actually went inside the core code? What programming skill do you need to change config files? I thought the main victory of the GWX team was to circumvent the hard code and implement new features plus rework the campaigns, sensors and above all, TEST it all again and again and again.

bigboywooly 01-27-10 10:22 AM

Quote:

Originally Posted by karamazovnew (Post 1248116)
wowow, wait a sec... You mean GWX actually went inside the core code? What programming skill do you need to change config files? I thought the main victory of the GWX team was to circumvent the hard code and implement new features plus rework the campaigns, sensors and above all, TEST it all again and again and again.

lol no we didnt go inside the hard code
I said IF we had the devs tools would have been a lot easier
But we didnt
Which is why it wasnt so quick or simples

ReallyDedPoet 01-27-10 10:24 AM

This was has been posted here before, never played it so I am not sure what the experience is like.

http://dangerdeep.sourceforge.net/

But it looks like the project is still going.

Have a look at some of the screens:

http://dangerdeep.sourceforge.net/gallery/

Nicolas 01-27-10 10:28 AM

Seems that making a good 3d engine is the hard part.

karamazovnew 01-27-10 10:29 AM

Quote:

Originally Posted by bigboywooly (Post 1248121)
lol no we didnt go inside the hard code
I said IF we had the devs tools would have been a lot easier
But we didnt
Which is why it wasnt so quick or simples

I agree. Having made a mod myself I know what a pain in the arse it can be to not have access to the code. Even a non-skilled programmer like me could've made big improvements. Making SH3 better requires access to the code. Making a game from scratch requires imba programmers :up:

johan_d 01-27-10 11:40 AM

Quote:

Originally Posted by karamazovnew (Post 1248127)
I agree. Having made a mod myself I know what a pain in the arse it can be to not have access to the code. Even a non-skilled programmer like me could've made big improvements. Making SH3 better requires access to the code. Making a game from scratch requires imba programmers :up:

since you are very near, why dont you visit them ?

trenken 01-27-10 11:49 AM

Quote:

Originally Posted by Brag (Post 1248093)
What are the obstacles that prevent a group of modders like the GWX team to prodduce a game from the ground up?

1.- Technical obstacles?
2.- Financial resources?
3.- Other problems?

I do 3D work for a living, Im a professional for over 10 years. If someone came to me to create all the 3D art for a game like this, full time it would probably take me 1-2 years.

Most of these guys have jobs, so multiply that. It's just not possible for a group of guys to build a game like this without funding. It costs a fortune and takes a looooooonnnnggg time.

johan_d 01-27-10 11:57 AM

Quote:

Originally Posted by karamazovnew (Post 1248127)
I agree. Having made a mod myself I know what a pain in the arse it can be to not have access to the code. Even a non-skilled programmer like me could've made big improvements. Making SH3 better requires access to the code. Making a game from scratch requires imba programmers :up:

Unless you have a simple version to build on, like FS had from the beginning, MS kept on building on the original until FSX.. then someone pulled the plug.
I think SH5 is going the same way, where SH3 is the best for us, the hardcore will stick on it, and the newbies go for the grapics, and quit playing after a few months. UBI cares less, since they are a Stockholder Satistfy Company and not a developper. $$ is all what counts, and publishing some games is just a way to get it. If UBI could satisfy the stockholders by making painted eggs, then they would that.. all for the money these days.

If the dev's really liked SH series, they better publish on their own or find a smaller publisher, like Bohemia did, and make a qualit sim.

Letum 01-27-10 12:01 PM

If money wasn't an issue, I wonder how much it would cost.

urfisch 01-27-10 12:01 PM

read my thoughts? THIEF!!!

:D

i think this is a very nice idea. but money is missing, as you need some really talented coders and graphic experts.

if you plan to develop a game, which is going to be sold (which is a need, as nobody wants to spend so much time in a project, that is for free) you need a lot of expensive licenses for usable frameworks, an 3d engine and software. you also need a good management and if you plan to set up a virtual working platform, where people from all over the world can work with, you need to code this too, i think.

so hitmans right. most work consists of coding. and coders want to be paid...

;)

Letum 01-27-10 12:05 PM

If you are going to sell it you will need plenty of time from a lawyer as well. I know this from experience.


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