So, I am starting Grand Theft Portable. With the protagonist as Benjamin J. Heckendorn, the game will consist of hunting down parts to make portables and the tools to build them.
I intend on adding a few certain members of this forum (disguised of course) as people in Portable City. Their characteristics will be carried over into the game (HDC will be somewhat annoying, the moderators will be the police, and Luc will be a helpful friend)
I've also got some other good ideas too, but I don't want to spoil them quite yet.
Most of the game engine is planned out, based on a 3d tile-based system. I'm using DirectX8 Immediate Mode with VB6. The worst enemy in my way is collision detection so far.
Any ideas, post them. Please note, this is definitely not my first game (I've been programming for about 5 years) so any rash comments are not welcome.
With that said, here's Ben!
Playing an Atari:
He's gotta be buff to steal cars and still hold a bunch of MGD...
And so you can see the polygons:
I'm using Anim8or for the 3d modeling, and Corel Photo-Paint for texture munging.
Code: Select all
Grand Theft Portable - by GameSoft (c) 2006 ------------------------------------------- Game Design document, version 1.00 I. OVERVIEW GTP will be a facsimile of the popular video game, Grand Theft Auto. The protagonist, Ben Heckendorn, will search for tools and parts to make portable game systems. a. PROJECTED RATING GTP will have less violence than GTA and aim towards an 'E' rating by the ESRB, but will likely fall into the 'T' range. b. GAME LOCATION The game will take place in a fictional city known as Portapolis. It is located in the heart of Wisconsin, United States. c. SETTINGS At first the game will only feature day and night, but may be later expanded to have seasons. d. NPCs The various non-player-characters in the game will either come from the designer's stewing pot of ideas, or from existing people from the benheck.com Forums. Their characteristics from the forum will carry over into the game. e. MODES OF TRANSPORTATION The methods used by the main character will currently include automobiles, walking, and possibly public transportation. f. PROJECTED SYSTEM REQUIREMENTS 500 MHz Pentium III or equivalent 64MB RAM DirectX8-compatible 3D graphics accelerator, 32MB texture RAM 30MB hard disk space Windows 98 or later II. TECHNICAL IMPLEMENTATION a. TARGET SYSTEM GTP will be designed to run on most current computers, by means of low-polygon models and small textures. b. DESIGN LIMITS 1. Each model must be under 500 polygons (triangulated) 2. Textures must be in a power of 2 (128x128, 256x256 etc) 3. Textures must be a maximum size of 256x256 for compatibility with the Voodoo3 card. 4. Game engine must keep at least 20fps at minimum sys. req. c. MODEL DEVELOPMENT All of the models must be modeled by one of the development team and be completely original. The persons depicted in the said models may be either real-life or fictional. The models will be developed using Anim8or and stored in both the an8, 3ds, and .x formats. d. TEXTURE DEVELOPMENT Textures for the game may be original or based upon images in public domain. Direct copying is discouraged. Textures will be stored either as DDS or 24-bit BMP files. e. GRAPHICAL ASPECTS 1. All graphics must fit into a believeable real-life context. 2. Visible blurring or grapical artifacts are discouraged. f. AUDIO DEVELOPMENT All sounds will most likely be from stock sound websites, or recorded by the sound team. The sounds will be in PCM WAV format, around 22050Hz, and 16-bit mono. g. DEVELOPMENT TEAM 1. Marshall - director, lead programmer, lead modeler 2. bicostp - artist, designer 3. HK-47 - modeling, texturing 4. Lucretius - storyline/plot III. PROJECT MANAGEMENT a. PROJECT TIMEFRAME The schedule is not yet solid, but the expected development time is around 8 months. b. DESIGN CONTRIBUTIONS If you have an idea you would like to propose, please post it in the thread on the www.benheck.com forums at http://benheck.com/phpBB/viewtopic.php?p=117592