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