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View Full Version : 3D Adventure engines, and middleware...


HotFuzz32
11-14-2007, 12:21 PM
Hello all!

This is my first post, so please bear with me...

I am creating an independent adventure title, and I was wondering if anyone could tell me about some FP 3D adventure engines - and or middleware that they know can do commercial quality resolutions?

By that I mean add-on, or included, physics engines with the capability to show leaves blowing in the wind. It's not going to be a shooter or anything so it doesn't need to be ultra Call of Duty 4 powerful, but I do want to be able to show some serious realism.

The game will be comprised mostly of exploring buildings, ruins, cities, and solving puzzles. I would like to incorporate live actors, so the integration of these elements is a must as well. So if anyone can tell me about products they know about that fit these requirements, I would greatly appreciate it, thank you! (Please include links where available)

Oh, by the way please don't make this a debate over products, all I need are just the facts, thanks http://forums.indiegamer.com/images/icons/icon14.gif

Sybixsus
11-14-2007, 01:35 PM
The only one I'm aware of is VirTools.

http://www.virtools.com/made-with-virtools/rubrique.asp?br=1&rub=1&srub=2

Many adventures, including those from DreamCatcher and Microids used it.

FiNiPa
11-14-2007, 02:05 PM
Isn't Virtools very very expensive? You could also try Quest3D (http://quest3d.com/)and Blitz3D (http://blitzmax.com/Products/_index_.php) or even BlitzMax (http://blitzmax.com/Products/_index_.php).

For an architectural viz I had to do I changed from Quest (2.1) to Blitz3D and was very happy with my decision. Although the new Quest which is coming (4.0) seems really great but the update costs would have been to high for me and I prefer to have the flexibility of coding. I did two arch vizs with quest3D before and this node combination thing was getting very complicated at the end and changes were difficult to do.

Sybixsus
11-14-2007, 02:47 PM
Isn't Virtools very very expensive?
Depending on your definition of very, very expensive, quite possibly. As I understood the question, though, it was about commercial quality middleware.

I'm as big a fan of BlitzMax and Blitz3D as the next guy, but they're adventure engines in the same way that C++ is an adventure engine. You could write an adventure engine with them, but to my knowledge there are no existing adventure game engines for them.

Maybe you're right though, maybe I misjudged the question.

DaveGilbert
11-14-2007, 03:48 PM
You could try Beyond Virtual (www.beyondvirtual.com). I met a guy at GDC last year who was making an adventure game with it. It looked pretty impressive and easy to use. And reasonably cheap.

Coyote
11-14-2007, 10:05 PM
You may want to talk to Mike Rubin. He's created a "3D IF" engine out of Torque, specifically for his Vespers 3D project. The code is mostly done - he's busy with content these days.

HotFuzz32
11-15-2007, 03:18 AM
Thanks for your posts guys! I appreciate the input, and yes I am looking for commercial quality tools. Though I'm an indie I am not looking for the "free" kind of engines or middleware, unless it smoothly does higher end graphics. I plan to pay for what I need, though less is of course better than more ;)

I have by no means a banker at my beck and call, but I don't want to sacrifice game play graphics for shoestring budget either. so far from what I saw on the links(and I haven't had more than a few minutes to look at them) I like the Quest3D offering....I'll see what they all have to offer in detail after I go through all them quickly.

Keep the posts coming, I like all suggestions good or bad, it shows me what's out there!! :)

FiNiPa
11-15-2007, 04:19 AM
Have you also thought of Adobe Director? I think that a new version is coming soon. But of course it's not high-end 3d.

Musenik
11-15-2007, 11:03 AM
The newest version of Director isn't out yet. Is it? You'll want to wait for it.

Director is based on shockwave. So it's hard to guarantee a web-game made with it can be played as readily as you can with Flash.

I believe it does create standalone games, but I don't know what the file size would be.

HotFuzz32
11-15-2007, 01:57 PM
Actually, although I might add a kind of community hall type component, this title is not going to be web-based. I hope to create a game in the form of a MYST IV style graphical environment and interface.

Does anyone know what engine/tools they used to create MYST IV? Are these tools available for license?:)

Rubes
11-15-2007, 08:17 PM
You may want to talk to Mike Rubin. He's created a "3D IF" engine out of Torque, specifically for his Vespers 3D project. The code is mostly done - he's busy with content these days.

You're too kind, Jay. Sure, the Torque engine (TGE) can do it, but I don't know about "serious realism" and physics add-ons. TGE Advanced might be an option, though.

HotFuzz32
11-17-2007, 02:29 AM
Ok found out that the Myst IV Revelation title uses the ALIVE engine. I contacted Cyan, and Ryan Miller suggested I contact Ubisoft since they created the game under sub license. BUT, Ubisoft apparently doesn't have a direct email address for contacting them only a phone number, and I don't speak French:cool: ...wonder if they're a bunch of recluses or something, hiding in a monastery with no email contact allowed, creating games in secret?? :confused:

Anyway, looking doubtful that they will be offering the ALIVE engine for license...Anyone know of a 3D engine with similar features?? :o