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	<updated>2026-10-22T13:06:11Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://pandorawiki.org/index.php?title=Talk:Zombie_Apocalypse&amp;diff=331</id>
		<title>Talk:Zombie Apocalypse</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Talk:Zombie_Apocalypse&amp;diff=331"/>
		<updated>2008-04-29T11:03:14Z</updated>

		<summary type="html">&lt;p&gt;Xnopasaranx: /* Game Testers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= First round, user ideas =&lt;br /&gt;
&lt;br /&gt;
See the [http://www.gp32x.com/board/index.php?showtopic=41642&amp;amp;st=60&amp;amp;gopid=602397&amp;amp;#entry602397 forums] for more info about this part/page.&lt;br /&gt;
&lt;br /&gt;
== SharQueDo ==&lt;br /&gt;
&#039;&#039;&#039;Idea:&#039;&#039;&#039; Total Conversion for Quake I or Quake II, FPS, players are marines/humans, zombies are NPCs (and loads of &#039;em). Either one big server (world) or several regular servers with 16-32 people. Level-up system, you get XP per zombie kill, which you can improve yourself with a stat-based system (max health, max ammo, and special passive skills that increase your ammo generation very slowly for example).&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Motivation:&#039;&#039;&#039; Although I used to program (C/C++), I decided I wanted to do something else for this project. Creating msuic and designing levels (both 2d and 3d).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role in Project:&#039;&#039;&#039; Tester, Musician, Level Designer/Modeller&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Experience with said role:&#039;&#039;&#039; I&#039;ve made quite a few music tracks in the past, mostly dance/trance, but I&#039;m currently busy with more ambient stuff. Tools of the trade: FL Studio. For 3d level modeling, I&#039;ve made quite a few levels for Doom, Half-Life (CS), UT99, UT2003 and UT2004. Unfortunatly, I lost most of them, and the rest are somewhere on a backup CD.&lt;br /&gt;
&lt;br /&gt;
== Hiroe ==&lt;br /&gt;
After much deliberating, I decided I&#039;m for PlopperZ&#039;s idea, I think if we can&#039;t make it an mmo it shouldn&#039;t have full rpg features, maybe put a level cap at level 6 or have you gain ability through having awesome weapons that cost alot, as this is unbalancing. in all honesty, I think zombie master made a great game and we should follow there example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PlopperZ ==&lt;br /&gt;
FPS using the Quake engine or similar. Be basically an ongoing Team Deathmatch on a giant map with Zombies(Bots) vs. Humans(Players).Zombies could &amp;quot;migrate&amp;quot; out of the fog at the edges of the level.  Maybe have a bit of a story and the player can decide what to do, such as join a gang of other players, be a merchant and sell valuble goods to other players and/or do many other things. There would be lots of buildings and things to hide behind, as well as vehicles. Possibly have progressive stats if the engine allowed for it.&lt;br /&gt;
&lt;br /&gt;
== javaJake ==&lt;br /&gt;
&#039;&#039;&#039;Ideas:&#039;&#039;&#039; I like PlopperZ&#039;s ideas, except I lean more towards strategy: I think there should be more to the game than just shooting zombies and making money. Zombie shooting would be the staple &amp;quot;meal&amp;quot; of the game, but there should be lots of other activities to exceed in as well.&lt;br /&gt;
&lt;br /&gt;
I also suggest resources needed (weapons, ammo, food/medical supplies, vehicles, etc.) be the specialty or specialties of two or more distinct human races. They&#039;d have to maintain secure routes or something like that to guard against zombies, so that people and supplies can travel across the map.&lt;br /&gt;
&lt;br /&gt;
People could also create their own informal teams and try to create monopolies on supplies or other such malicious tasks. I&#039;m not sure how this would work, and if the world would remain balanced like this, but it&#039;s an idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roles in Project:&#039;&#039;&#039; Primarily programming, but I would like to be a game designer as well. I also enjoy writing documentation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why me:&#039;&#039;&#039; Programming has been my primary activity for years. Despite this, I have still yet to learn C/C++. However, I&#039;m eager to learn, and I see this as my opportunity to do just that. With a little time and patience, I should be very helpful. I also love to work in teams, and keep everything very organized for my neighbor. Included in that is a hard-earned habit of documenting my code as I go. I enjoy writing documentation in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience:&#039;&#039;&#039; Well, I&#039;ve got 3+ years of combined experience in Java, PHP, MySQL, and XHTML+CSS. I need a project so I can learn C/C++, and this would be it for me! I have a good amount of experience with SVN, have dabbled in CVS when SourceForge was using it, and have a continually-expanding knowledge of Bazaar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I think if we used your ideas and added them onto my own this would work pretty good! PM me&#039;&#039; ~PlopperZ&lt;br /&gt;
&lt;br /&gt;
== Dutch_cap ==&lt;br /&gt;
&#039;&#039;&#039;Ideas:&#039;&#039;&#039; I&#039;d like to see a top-down RPG shooter, either isometric or 3D. I want to use the left stick for movement and the right stick for aiming/shooting. Clicking the left stick should bring up a radial menu for various actions. It should have classes. While the warrior classes should be very straightforward to play, the other classes should require a little more thought to survive. I want to have lots of RPG elements, like special skills that are best mastered by a particular class. I want big worlds where I can do lots of different things. Vehicles, especially cars and motorcycles, would be really cool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience&#039;&#039;&#039;: I think my brother taught me the basics of C loops when I was 11 or 12. In highschool I spent more time programming on my TI83 graphical calculator than doing math problems. My most advanced creation for the TI83 was probably minesweeper. I only became a reasonably good programmer in University, though.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve had formal education concerning Prolog, Haskell and Java. I also learned about computational complexity and I know some basic learning and searching algorithms. I have work experience coding websites in PHP and MySQL. On my own I&#039;ve picked up a little Python, Lisp, C and C++. However, I definetely need to brush up on my C(++) skills before I undertake any major projects.&lt;br /&gt;
&lt;br /&gt;
= Desired roles =&lt;br /&gt;
While all contributions will be welcomed, please only fill in your name if you&#039;re willing and able to spend at least a couple of hours on &amp;quot;Zombie Apocalypse&amp;quot; every week. Note that signing up here does not guarantee involvement in that particular role or in any way. If you think we&#039;re missing a category, feel free to add your own.&lt;br /&gt;
&lt;br /&gt;
== Game Designers ==&lt;br /&gt;
*PlopperZ&lt;br /&gt;
* Dutch_Cap&lt;br /&gt;
* Hiroe&lt;br /&gt;
* javaJake&lt;br /&gt;
&lt;br /&gt;
== Programmers ==&lt;br /&gt;
* Dutch_Cap&lt;br /&gt;
* javaJake&lt;br /&gt;
* God&lt;br /&gt;
&lt;br /&gt;
== 2D Artists ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
* xnopasaranx&lt;br /&gt;
&lt;br /&gt;
== 3D Artists ==&lt;br /&gt;
Come on, guys. Somebody&#039;s gotta do it!&lt;br /&gt;
&lt;br /&gt;
== Level Modelers/Designers ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* Hiroe&lt;br /&gt;
&lt;br /&gt;
== Sound Designers ==&lt;br /&gt;
* PlopperZ (If no one else is willing)&lt;br /&gt;
&lt;br /&gt;
== Musicians ==&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* PlopperZ&#039;s Friend&lt;br /&gt;
&lt;br /&gt;
== Game Testers ==&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* Hiroe &lt;br /&gt;
* PlopperZ&lt;br /&gt;
* xnopasaranx&lt;br /&gt;
&lt;br /&gt;
== Marketing and Management ==&lt;br /&gt;
* Hiroe&lt;br /&gt;
* PlopperZ&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
* javaJake&lt;br /&gt;
&lt;br /&gt;
=The game choices=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;the first thing we want to decide is what kind of control scheme to use:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Top Down Shooter&#039;&#039;- this is in the style of the first gta game. we could probably adapt the [http://emptyclip.sourceforge.net/ empty clip] or [http://fifengine.de/ FIFE] engine for this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;First person Shooter&#039;&#039;- any quake game will do for this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The next thing should be how do we control zombies?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;npc control&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;player controlled using an rts like interface&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;player controlled&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;multyplayer is next&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;mmo&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
this is probably the hardest to code. I do not suggest it ~Hiroe&lt;br /&gt;
&lt;br /&gt;
(If we did it as an on going server it wouldn&#039;t be so bad) -PZ&lt;br /&gt;
&#039;&#039;server and client&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RPG elements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;full rpg, with leveling and stats&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;passive progression&#039;&#039;-your stats and skills progress over time by using them ie: you use a pistol to kill 100 zombies and you get better with a pistol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Balanced attributes&#039;&#039;-you have a number of points you can assign to stats and skills. you do not get more points.&lt;br /&gt;
&lt;br /&gt;
= Comparison of Existing Engines =&lt;br /&gt;
== Quake 2 ==&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Mature engine created by one of the world&#039;s greatest game programmers.&lt;br /&gt;
* Multiplayer supported out of the box. possibility of using optimal grid to link multiple servers together.&lt;br /&gt;
* Nice graphics and special effects.&lt;br /&gt;
* Already being ported???&lt;br /&gt;
* Makes use of the Pandora&#039;s 3D hardware.&lt;br /&gt;
=== Cons ===&lt;br /&gt;
* 3D editing is hard&lt;br /&gt;
&lt;br /&gt;
== Quake 3==&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Mature engine created by one of the world&#039;s greatest game programmers.&lt;br /&gt;
* Multilpayer supported out of the box. Supposed to be better then quake 2???&lt;br /&gt;
* Nice graphics and special effects. Better then quake 2.&lt;br /&gt;
* Already being ported???&lt;br /&gt;
* Makes use of the Pandora&#039;s 3D hardware.&lt;br /&gt;
* Little or no coding required.&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
* 3D editing is hard&lt;br /&gt;
* Level design might be a little complicated&lt;br /&gt;
* Might have lower FPS due to more advanced graphics&lt;br /&gt;
&lt;br /&gt;
== FIFE ==&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Creating 2D graphics is easier and requires a less complicated editor. This makes the barrier for anybody to add their own graphics much lower.&lt;br /&gt;
* Because the world is made up of tiles, level editing is very easy.&lt;br /&gt;
* 3D graphics could be used by prerendering them. Prerendered 3D models can have much more detail.&lt;br /&gt;
* 2D Should allow for larger worlds.&lt;br /&gt;
* Dynamically loading bits of the level and other advanced features should be much easier in an isometric engine.&lt;br /&gt;
* Flexible&lt;br /&gt;
* Scriptable&lt;br /&gt;
* Because it supports Python scripting, some (maybe all) things could be rapidly prototyped in python before implementing them in C++.&lt;br /&gt;
=== Cons ===&lt;br /&gt;
* NO NETWORKING&lt;br /&gt;
* No OpenGL rendering yet, so no help from the 3D hardware in the Pandora.&lt;br /&gt;
* No dynamic lighting, shadows or other 3D features.&lt;/div&gt;</summary>
		<author><name>Xnopasaranx</name></author>
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Talk:Zombie_Apocalypse&amp;diff=330</id>
		<title>Talk:Zombie Apocalypse</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Talk:Zombie_Apocalypse&amp;diff=330"/>
		<updated>2008-04-29T11:02:29Z</updated>

		<summary type="html">&lt;p&gt;Xnopasaranx: /* 2D Artists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= First round, user ideas =&lt;br /&gt;
&lt;br /&gt;
See the [http://www.gp32x.com/board/index.php?showtopic=41642&amp;amp;st=60&amp;amp;gopid=602397&amp;amp;#entry602397 forums] for more info about this part/page.&lt;br /&gt;
&lt;br /&gt;
== SharQueDo ==&lt;br /&gt;
&#039;&#039;&#039;Idea:&#039;&#039;&#039; Total Conversion for Quake I or Quake II, FPS, players are marines/humans, zombies are NPCs (and loads of &#039;em). Either one big server (world) or several regular servers with 16-32 people. Level-up system, you get XP per zombie kill, which you can improve yourself with a stat-based system (max health, max ammo, and special passive skills that increase your ammo generation very slowly for example).&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Motivation:&#039;&#039;&#039; Although I used to program (C/C++), I decided I wanted to do something else for this project. Creating msuic and designing levels (both 2d and 3d).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role in Project:&#039;&#039;&#039; Tester, Musician, Level Designer/Modeller&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Experience with said role:&#039;&#039;&#039; I&#039;ve made quite a few music tracks in the past, mostly dance/trance, but I&#039;m currently busy with more ambient stuff. Tools of the trade: FL Studio. For 3d level modeling, I&#039;ve made quite a few levels for Doom, Half-Life (CS), UT99, UT2003 and UT2004. Unfortunatly, I lost most of them, and the rest are somewhere on a backup CD.&lt;br /&gt;
&lt;br /&gt;
== Hiroe ==&lt;br /&gt;
After much deliberating, I decided I&#039;m for PlopperZ&#039;s idea, I think if we can&#039;t make it an mmo it shouldn&#039;t have full rpg features, maybe put a level cap at level 6 or have you gain ability through having awesome weapons that cost alot, as this is unbalancing. in all honesty, I think zombie master made a great game and we should follow there example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PlopperZ ==&lt;br /&gt;
FPS using the Quake engine or similar. Be basically an ongoing Team Deathmatch on a giant map with Zombies(Bots) vs. Humans(Players).Zombies could &amp;quot;migrate&amp;quot; out of the fog at the edges of the level.  Maybe have a bit of a story and the player can decide what to do, such as join a gang of other players, be a merchant and sell valuble goods to other players and/or do many other things. There would be lots of buildings and things to hide behind, as well as vehicles. Possibly have progressive stats if the engine allowed for it.&lt;br /&gt;
&lt;br /&gt;
== javaJake ==&lt;br /&gt;
&#039;&#039;&#039;Ideas:&#039;&#039;&#039; I like PlopperZ&#039;s ideas, except I lean more towards strategy: I think there should be more to the game than just shooting zombies and making money. Zombie shooting would be the staple &amp;quot;meal&amp;quot; of the game, but there should be lots of other activities to exceed in as well.&lt;br /&gt;
&lt;br /&gt;
I also suggest resources needed (weapons, ammo, food/medical supplies, vehicles, etc.) be the specialty or specialties of two or more distinct human races. They&#039;d have to maintain secure routes or something like that to guard against zombies, so that people and supplies can travel across the map.&lt;br /&gt;
&lt;br /&gt;
People could also create their own informal teams and try to create monopolies on supplies or other such malicious tasks. I&#039;m not sure how this would work, and if the world would remain balanced like this, but it&#039;s an idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roles in Project:&#039;&#039;&#039; Primarily programming, but I would like to be a game designer as well. I also enjoy writing documentation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why me:&#039;&#039;&#039; Programming has been my primary activity for years. Despite this, I have still yet to learn C/C++. However, I&#039;m eager to learn, and I see this as my opportunity to do just that. With a little time and patience, I should be very helpful. I also love to work in teams, and keep everything very organized for my neighbor. Included in that is a hard-earned habit of documenting my code as I go. I enjoy writing documentation in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience:&#039;&#039;&#039; Well, I&#039;ve got 3+ years of combined experience in Java, PHP, MySQL, and XHTML+CSS. I need a project so I can learn C/C++, and this would be it for me! I have a good amount of experience with SVN, have dabbled in CVS when SourceForge was using it, and have a continually-expanding knowledge of Bazaar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I think if we used your ideas and added them onto my own this would work pretty good! PM me&#039;&#039; ~PlopperZ&lt;br /&gt;
&lt;br /&gt;
== Dutch_cap ==&lt;br /&gt;
&#039;&#039;&#039;Ideas:&#039;&#039;&#039; I&#039;d like to see a top-down RPG shooter, either isometric or 3D. I want to use the left stick for movement and the right stick for aiming/shooting. Clicking the left stick should bring up a radial menu for various actions. It should have classes. While the warrior classes should be very straightforward to play, the other classes should require a little more thought to survive. I want to have lots of RPG elements, like special skills that are best mastered by a particular class. I want big worlds where I can do lots of different things. Vehicles, especially cars and motorcycles, would be really cool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience&#039;&#039;&#039;: I think my brother taught me the basics of C loops when I was 11 or 12. In highschool I spent more time programming on my TI83 graphical calculator than doing math problems. My most advanced creation for the TI83 was probably minesweeper. I only became a reasonably good programmer in University, though.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve had formal education concerning Prolog, Haskell and Java. I also learned about computational complexity and I know some basic learning and searching algorithms. I have work experience coding websites in PHP and MySQL. On my own I&#039;ve picked up a little Python, Lisp, C and C++. However, I definetely need to brush up on my C(++) skills before I undertake any major projects.&lt;br /&gt;
&lt;br /&gt;
= Desired roles =&lt;br /&gt;
While all contributions will be welcomed, please only fill in your name if you&#039;re willing and able to spend at least a couple of hours on &amp;quot;Zombie Apocalypse&amp;quot; every week. Note that signing up here does not guarantee involvement in that particular role or in any way. If you think we&#039;re missing a category, feel free to add your own.&lt;br /&gt;
&lt;br /&gt;
== Game Designers ==&lt;br /&gt;
*PlopperZ&lt;br /&gt;
* Dutch_Cap&lt;br /&gt;
* Hiroe&lt;br /&gt;
* javaJake&lt;br /&gt;
&lt;br /&gt;
== Programmers ==&lt;br /&gt;
* Dutch_Cap&lt;br /&gt;
* javaJake&lt;br /&gt;
* God&lt;br /&gt;
&lt;br /&gt;
== 2D Artists ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
* xnopasaranx&lt;br /&gt;
&lt;br /&gt;
== 3D Artists ==&lt;br /&gt;
Come on, guys. Somebody&#039;s gotta do it!&lt;br /&gt;
&lt;br /&gt;
== Level Modelers/Designers ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* Hiroe&lt;br /&gt;
&lt;br /&gt;
== Sound Designers ==&lt;br /&gt;
* PlopperZ (If no one else is willing)&lt;br /&gt;
&lt;br /&gt;
== Musicians ==&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* PlopperZ&#039;s Friend&lt;br /&gt;
&lt;br /&gt;
== Game Testers ==&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* Hiroe &lt;br /&gt;
* PlopperZ&lt;br /&gt;
&lt;br /&gt;
== Marketing and Management ==&lt;br /&gt;
* Hiroe&lt;br /&gt;
* PlopperZ&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
* javaJake&lt;br /&gt;
&lt;br /&gt;
=The game choices=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;the first thing we want to decide is what kind of control scheme to use:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Top Down Shooter&#039;&#039;- this is in the style of the first gta game. we could probably adapt the [http://emptyclip.sourceforge.net/ empty clip] or [http://fifengine.de/ FIFE] engine for this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;First person Shooter&#039;&#039;- any quake game will do for this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The next thing should be how do we control zombies?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;npc control&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;player controlled using an rts like interface&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;player controlled&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;multyplayer is next&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;mmo&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
this is probably the hardest to code. I do not suggest it ~Hiroe&lt;br /&gt;
&lt;br /&gt;
(If we did it as an on going server it wouldn&#039;t be so bad) -PZ&lt;br /&gt;
&#039;&#039;server and client&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RPG elements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;full rpg, with leveling and stats&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;passive progression&#039;&#039;-your stats and skills progress over time by using them ie: you use a pistol to kill 100 zombies and you get better with a pistol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Balanced attributes&#039;&#039;-you have a number of points you can assign to stats and skills. you do not get more points.&lt;br /&gt;
&lt;br /&gt;
= Comparison of Existing Engines =&lt;br /&gt;
== Quake 2 ==&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Mature engine created by one of the world&#039;s greatest game programmers.&lt;br /&gt;
* Multiplayer supported out of the box. possibility of using optimal grid to link multiple servers together.&lt;br /&gt;
* Nice graphics and special effects.&lt;br /&gt;
* Already being ported???&lt;br /&gt;
* Makes use of the Pandora&#039;s 3D hardware.&lt;br /&gt;
=== Cons ===&lt;br /&gt;
* 3D editing is hard&lt;br /&gt;
&lt;br /&gt;
== Quake 3==&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Mature engine created by one of the world&#039;s greatest game programmers.&lt;br /&gt;
* Multilpayer supported out of the box. Supposed to be better then quake 2???&lt;br /&gt;
* Nice graphics and special effects. Better then quake 2.&lt;br /&gt;
* Already being ported???&lt;br /&gt;
* Makes use of the Pandora&#039;s 3D hardware.&lt;br /&gt;
* Little or no coding required.&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
* 3D editing is hard&lt;br /&gt;
* Level design might be a little complicated&lt;br /&gt;
* Might have lower FPS due to more advanced graphics&lt;br /&gt;
&lt;br /&gt;
== FIFE ==&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Creating 2D graphics is easier and requires a less complicated editor. This makes the barrier for anybody to add their own graphics much lower.&lt;br /&gt;
* Because the world is made up of tiles, level editing is very easy.&lt;br /&gt;
* 3D graphics could be used by prerendering them. Prerendered 3D models can have much more detail.&lt;br /&gt;
* 2D Should allow for larger worlds.&lt;br /&gt;
* Dynamically loading bits of the level and other advanced features should be much easier in an isometric engine.&lt;br /&gt;
* Flexible&lt;br /&gt;
* Scriptable&lt;br /&gt;
* Because it supports Python scripting, some (maybe all) things could be rapidly prototyped in python before implementing them in C++.&lt;br /&gt;
=== Cons ===&lt;br /&gt;
* NO NETWORKING&lt;br /&gt;
* No OpenGL rendering yet, so no help from the 3D hardware in the Pandora.&lt;br /&gt;
* No dynamic lighting, shadows or other 3D features.&lt;/div&gt;</summary>
		<author><name>Xnopasaranx</name></author>
	</entry>
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