Just decided to post my opinion on what you said so far. (Only the parts I could actually read. No offense.)
First of all I want to talk about the last few paragraphs in the original post.
Trio wrote:
----About Game----
Game will be modable with squirrel scripts,you can make your own weapons,teams,change gameplay,buildings,maybe bots,etc
Game will have cubes like in AOS:60cm size,but will have materials:stone,wood,etc and will have own different healths or will be unbreak able. Also i want add protection for griefers (just do not break 3 blocks of your teammate for each health).
some blocks may be buildings.
Map will be packed in file as columns (1*1*256 blocks,with compression):
100blocks of stone,12 of dirt,45 blocks of air,23 blocks of stone etc. But I am thinking how to make fast voxel map,bit i think it will be like column stacks.
Buildings:turrets,spawners, teleports,guns etc
-----
I think you will like it. Add your ideas here.
Generally it's not a good idea to be THAT ambitious about a new project; especially when you're a beginner. (You might not be, but judging by your post you seem like one. Writing lua scripts isn't really game development and I don't really know about your experience in C++) Anyways, if you're new to C++ I recommend you to start with something smaller. Voxel terrain engines are usually quite complex and while being ambitious isn't bad, sometimes you have to know your limits and move on to something else. Trust me, when I started making games I used to be way too ambitious about my projects, which in most cases led to them failing.
Basically what I wanted to say is that if you're not all that experienced in C++, you should move on to something else. Otherwise if you're up to the challenge, by all means continue and good luck.
Oh yea... One more thing, you really shouldn't be thinking of all the features you want in the game. Write down the most important, core features and later on once you're done working on them you can add more.
Later you gave us a little tiny demo. And I'm using the term "demo" very loosely.
Trio wrote:
Hello
Here are some news.
https://plus.google.com/photos/11482862 ... tf_uLGt7wE
#-visible block
free space under # are invisible compressed blocks
space above # are air and caves.
* is cursor ,you can dig with it.
Of course this is test model of really difficult optimized stack block terrain.
I will add graphics later,this is no hard :)
Now, it's not a bad idea to show off your progress but I'd recommend waiting until you actually have something to show and only then actually showing it off or even opening the thread about your game.
Now on what you said about rendering.
Trio wrote:
3)I have made core of my own engine so
glBegin(GL_QUADS);
glVertex3f(-1,-1,0);
glVertex3f(-1,1,0);
glVertex3f(1,1,0);
glVertex3f(1,-1,0);
glEnd();
I have never coded an engine from scratch, I use engines like Unity3D for my projects. However while this does look simple, you have to keep in mind that a brute force approach (Which this definitely looks like) to rendering is not generally a good idea especially when you're dealing with a game where you're going to have a huge block terrain. But then again as I said I have no experience in coding a custom rendering engine so I might be wrong.
Then you started talking about the map size.
Trio wrote:
And... As I have counted,size of a map of AOS is ~560*560
Because I have my own optimized terrain,each column(column of blocks) will use ~30bytes,so I can make Map with size 2000*2000 with 120mb memory usage. I will use size of cube=0.6m,so map will have size 1.2km vs 300m of AOS.
2000 x 2000
120mb
While the idea of a huge map is really cool and I considered it for my own project, you have to realize that 120mb is a lot for a map which has to be sent to each one of the players while they connect. Do you realize how much bandwidth that would require?
Say we have a 32 player server. Simple maths:
120 * 32 = 3840mb
That's nearly 4gb sent from the server, even if you reduce the number of players to 16 it still is at nearly 2GB. But a map 2000 x 2000 large with only 16 players would be pointless.
And you also have to consider that not everyone has a super fast connection and I bet that no one will sit through a 4 minute map download to play the game.
Trio wrote:
Because I have my own optimized terrain
*Because I WILL TRY TO CREATE an optimized terrain system of my own.
We don't want to know about how you're imagining your game in the future. Instead of talking about it go and actually work on it.
And then throughout the rest of your posts you continue TALKING about what you want your game to be like and what you're going to do, instead of actually doing it.
As I said, if you're really up to the challenge and want to continue working on the game go on and do it; Just try to keep in mind that it's actually more difficult than it seems.
Anyways, good luck with your project.
- UNITiS