Hello
After so many already wrote you I throw my 2 cents in: You gained a
lot of 3D experience already and you dont feel well to create a RPG
game like Zelda. IMHO your feeling is telling you right. Head to a 2D
engine. I assume you want to create the game in the old style looking
Zelda g
Kris Schnee wrote:
-To have a Zelda-like action RPG (single-player!),
do you know the GalaxyMage project, btw? they are using pygame and
pyopengl to make a tactics game, and are using 2d graphics for the
characters in the 3d scene which is also a tile ground. perhaps
interesting to see as anot
Simon Oberhammer wrote:
mh.. couldnt find screenshots, but the NPCs look nice indead :-)
They're all under the 'forum' link.
As a primarily Python programmer I would have to disagree with this
vehemently. In my experience, the Python bindings on existing
engines tend to be a second rate affair in terms of what is exposed
and ()
True, this is what I experienced as well...
With the exception of soya3d, I really
Kris Schnee wrote:
Many questions here; I could use help from someone more experienced.
But what now? Although I could and probably should focus on the
"worldsim" itself -- the physics and gameplay -- I'm not sure about how
to develop the graphics system further. Assuming that I can successfu
On 12/4/06, Kamilche <[EMAIL PROTECTED]> wrote:
Kris Schnee wrote:
> So, as a lone developer, is it even worth trying to do this 3D system?
Truthfully, I wouldn't even attempt to write a 3D system from scratch.
There are lots of open source and commercial 3D engines out there - I'd
pick one and
Kris Schnee wrote:
Many questions here; I could use help from someone more experienced.
But what now? Although I could and probably should focus on the
"worldsim" itself -- the physics and gameplay -- I'm not sure about how
to develop the graphics system further. Assuming that I can successfully
Many questions here; I could use help from someone more experienced.
http://kschnee.xepher.net/pics/061204scurvy.jpg
This is my latest work: "Scurvy," an OpenGL 3D landscape system, hooked
up to the procedurally-generated island stuff I've been working on,
controlled by Pygame. For comparison,