(12-21-2010 11:33 AM)matches81 Wrote:
(12-19-2010 06:30 AM)Spooder Wekd Wrote: First off, don't steal game concepts. Second off, if you need to ask that you should not be making a game. Third, you should write your own engine.
You may be an indie game designer, but I still think those are some pretty odd statements.
I'm an indie game designer, and those are the staples of success!
a) In the indie game scene you NEED to be original, he specifically said he wanted to make a similar game, being similar makes it impossible to get ahead in the industry.
b) I'm saying he should start smaller, If he does not know how to throw objects he has no idea of how videogame physics work be it his own or a third party engine, he should be making a smaller, more simple game to get started.
c) Actually, making an engine is very important. It forces you to understand fully how it all works together and you will not have any extra bloat. For example, there are tons of games made with the free Unreal Engine dev kit. Some are great, but the first impression I get is that they did not do much work on it, and most of the games do not need all the extra crap in unreal, which makes the games bigger (filesize), slower(performance), and overall less impressive
I'm not discouraging the guy, I am HELPING. The indie scene is a tough place and no one should go into it thinking its all rainbows and kittens.
(12-21-2010 05:24 PM)maxdelphi Wrote: Hello, thank you very much for your answers, because I'm learning to create games, took many months to Unity 3D, and I know more than the basics, indeed, I was able to interact with the "Mouse", the question was, what formulas mathematics used to launch objects?, plain and simple, oh another thing, I do not want to copy the game, just a personal project because I liked it "Penumbra Black Plague. "
and sorry for my expression, but, my primary language is Spanish.....!
Well I do not know this unity 3D engine, but in general you would want to initiate a force at the exact X, Y, and Z coordinates of the camera. You would also want to consider how the player is moving. Add more force when moving forward, less when back, put a little of force to the right if the player is going right and soon. You're going to want an algorithm that uses the player's direction and speed to factor into the pulse of force used to launch the object. That is as specific as I can get without seeing the engine's code.