Sofox, on 29 November 2012 - 01:00 PM, said:
To be completed for demo:
Programming:
- COLLADA importing
- Load character model
Try ASSIMP:
http://assimp.sourceforge.net/ This is the best open source, general purpose 3D model loader I know of.
Sofox, on 29 November 2012 - 01:00 PM, said:
If you're going for a "Model in external program, import into game engine" then
maybe assimp would be sufficient for the geometry, and you could come up with a parseable map text format that stores the positions of objects, the scripting used for that level, definition of special effects used in that level, etc.
Sofox, on 29 November 2012 - 01:00 PM, said:
- Character movement around level, including jumping
- Momentum and character movement physics
THIS, this is probably the most essential part of putting Sonic gameplay into this engine.
Since 3D physics are so crucial to a serious 3D sonic engine, maybe someone could make an outline describing how the physics in SonicGDK, BlitzSonic, or Eggengine work.
The more detailed the better, but at least some kind of overview on how to properly align the player model on a 3D plane, how to adjust the player's velocity to a slope, how to handle the net forces acting on the player, determining the speed a player is able to run on walls, etc.
Just a 3D sonic physics guide informative enough to get the gist of how 3D sonic physics should be implemented.
Kind of like Sonic Retro's Sonic Physics guides
http://info.sonicret...c_Physics_Guide - but for 3D
Sofox, on 29 November 2012 - 01:00 PM, said:
You probably want to use a scripting system to make enemy programming flexible
I would recommend
Lua
http://www.lua.org/
or Squirrel
http://www.squirrel-lang.org/
Easy C++ intergration with the squirrel scritpting language:
http://scrat.sourceforge.net/
Sofox, on 29 November 2012 - 01:00 PM, said:
- Lives, rings, and points managment
This is simple, no external libraries needed
Sofox, on 29 November 2012 - 01:00 PM, said:
- Graphical effects including lighting and shaders
You'll need some essential matrix math if you're going to do any fancy things with shaders
http://www.lighthous...mple-libs/vsml/
Sofox, on 29 November 2012 - 01:00 PM, said:
- Cross platform build system
Or you could just maintain 3 projects Codeblocks(Windows/Linux), VStudio, Xcode(Mac)
Automated build systems often give bloated projects with a bunch of verbose settings, but if automated build systems are the easiest to manage that's ok too.
Sofox, on 29 November 2012 - 01:00 PM, said:
Art:
- Level design
- Badnik design
- Items design (springs, goal)
- Level modelling
- Badnik Modelling
- Item modelling
- Sound effects development
- Music composing
High quality fan-made Sonic the Hedgehog sound effects and music resources are all over the web, you can probably use some if you ask around.
For 3D modeling, all I know is that there are a bunch of experienced Maya/Blender users on Sonic Retro
Sofox, on 29 November 2012 - 01:00 PM, said:
To be completed for final game:
Programming:
- Cutscene system.
- Advanced menus
- Special stage system (?)
For the beginning stages, I'd recommend an in-game console over a menu, it's easier to make than a GUI, and would make development and testing easier (e.g. switching maps via in-game console, adding enemies via in-game console, etc.)
Remember, there's a huge resource of permissively licensed open source software out there, you don't have to write all low level code yourself.
The links I posted are ZLIB/MIT/CC0 licensed, meaning you can use the code for practically any purpose.