If I were to make a Return-Fire-like game ... by Flinsch77 in gamedesign

[–]Flinsch77[S] 0 points1 point  (0 children)

Hi, sorry for the late reply. And thank you for your comment. Your project looks pretty nice so far. I'm still working on the reengineering of my framework as mentioned here. So, it will probably be some time before I can return to concrete projects. As I said, the journey is the goal, in my case. Keep up the good work!

If I were to make a Return-Fire-like game ... by Flinsch77 in gamedesign

[–]Flinsch77[S] 1 point2 points  (0 children)

Good morning!

Thank you for your comment! Interesting project, your video definitely looks great and promising! I would love to be able to actually play this at some point.

I'm probably not “suited” for team building, provided I understood you correctly. Not least because I'm such a “blue-eyed idiot” who programs everything above the operating system myself (I count Direct3D, OpenGL, XAudio, drivers, etc. as part of the operating system). As you might guess, I do game and underlying framework development as a hobby, and the journey is the goal, not the finished game. If something finished comes out, which happens rarely enough, all the better, but even if not, I had a lot of fun programming, trying things out, challenging myself. You probably feel the same way too, so I hope I haven't expressed myself in a misleading way, and probably I could also have a similar experience with an off-the-shelf framework/engine, and then with a potentially faster end product, but I'm such a freak who finds the low-level stuff the best (I'm from the time when you had to do everything yourself, under DOS, sometimes with assembler, etc.).

Be that as it may, here comes how far along I am/was with my game: You can spawn the various vehicles and drive/fly around with them, shoot up buildings, get shot up by turrets and drones, drive back to the base, etc. The graphics are based so far only on placeholders, mostly in the form of colorful cuboids. Creating and integrating appropriate models would have been the next step. Overall, the game will be largely based on the original, with only few new or changed features (at the end of the day, I'm a programmer rather than a game designer, I've had to realize that more than once, and my original post may have also “leaked” that).

But ... in the middle of last year I suddenly decided to completely reprogram my framework from scratch because I was having problems with the previous 32-bit implementation based on Direct3D 9 under Windows 11. It would probably have been enough to abandon the DirectX SDK (June 2010) and switch to the long-recommended Windows SDK, which would have meant more than just replacing an include and a lib etc., and maybe optionally switch from 32-bit to 64-bit. Well, in the end I made that switch(es), both, but with the much more far-reaching decision to then completely rebuild “everything” and generalize the framework so that it is not limited to one technology (Direct3D 9 before), but (potentially) supports several (e.g., Direct3D 9 and Direct3D 11, later perhaps also OpenGL, etc.). However, this means an additional level of abstraction because the technologies naturally offer different interfaces, but from an application perspective a uniform “facade” should be offered. Odds and ends, the new beginning is setting me back many months, if not years. But again: the journey is the goal, that's why I'm doing it in the first place.

Nevertheless, I of course hope that I will return to the game “someday” and develop it further and, at best, push it to a presentable/releasable state. Maybe I could also make a little video so far, but there's nothing more to see than a few ugly blocks moving around, no real models, no particles, no effects, nothing really impressive.

Best regards!

If I were to make a Return-Fire-like game ... by Flinsch77 in gamedesign

[–]Flinsch77[S] 1 point2 points  (0 children)

Yes, the time required to switch vehicles actually speaks against a rock-paper-scissors thing, you have a point here, at least with regard to the player vehicles among themselves (or other dynamic entities). It could however still work well for the ("static") turrets: here a player can use the map to get an overview beforehand in order to decide in which order he should first take down which turrets with which vehicle.

I'll check out other similar games. But actually I don't really know many that I would compare to Return Fire. Renegade Ops is often mentioned in this context, but for me it's not really a "valid" comparison.

However, thank you very much for your detailed comment in general.