Community game project?

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dagcrack
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Community game project?

Post by dagcrack »

Is there anyone interested on a community game project?
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blueznl
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Post by blueznl »

depends on what you wanna' write :-)
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Post by dagcrack »

:? Thats not a full answer for my question :)
Depends on what the community wants to do :D

An FPS? a fighting game?
It should definitely be 3D. But with the current Ogre in PB no!, I think its very useless, at least that old version. So maybe a) using a DX Wrapper (or OGL, that smells better) or b) wrapp irrlicht or some freeware engine, I put my vote on Gizmo3D.
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Post by Dreglor »

Sounds intresting I got a game project already in the works has not gone far but may be we could set up a system were one person can "check out" a source to work on and documents to be used as guide lines in the game.
although my game isn't using much visually (it using the buildt in ogre engine) but it would work perfectly becasue of the nature of the game
~Dreglor
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Post by dagcrack »

Well if you didnt gave any info about the game, its gotta be heck of a boring one :P

Let's hear..
Anyway I think that a project from 0 would fit better.
And Ogre ... thats nasty for graphics if you ask me, its a very old version!!
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Post by DarkDragon »

dagcrack wrote::? Thats not a full answer for my question :)
Depends on what the community wants to do :D

An FPS? a fighting game?
It should definitely be 3D. But with the current Ogre in PB no!, I think its very useless, at least that old version. So maybe a) using a DX Wrapper (or OGL, that smells better) or b) wrapp irrlicht or some freeware engine, I put my vote on Gizmo3D.
:P You could use my engine(http://www.senseflare.com/) so all is made in PB, but in Europe there is a softwarepatent problem and it is not ready yet.
bye,
Daniel
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Post by traumatic »

DarkDragon wrote:[...]but in Europe there is a softwarepatent problem and it is not ready yet.
huh :?:
Good programmers don't comment their code. It was hard to write, should be hard to read.
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Post by dagcrack »

Vertex shaders at least?
:? If not no thanks

Which mesh formats are you supporting ?
With animation? (weight, etc) ?
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Post by dagcrack »

IF We just had support for the latest Ogre in PB... PB would be taken into account by more people im sure it will get even better as well.

Even that I don't like OGRE, I see it has some "ok" features, and if they are well implemented, then they should diserve a try. but I havent worked with ogre (c++ ...) So I can't tell much more than i've seen on the official demos, which were pretty slow but oh well, better than the current PB ogre version.

:x :x
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Post by Antdizzle »

I would help but I think we should wait until the Ogre is updated. IMO, it is the best open source engine out there, so it would be worth the wait.
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Post by DarkDragon »

dagcrack wrote:Vertex shaders at least?
:? If not no thanks

Which mesh formats are you supporting ?
With animation? (weight, etc) ?
The standard OGL VertexShader, but you could modify the engine through opengl and you could use cg vertexshader maybe ;) (never used it yet). The supported formats are just my own format, with a mesheditor, but you can convert ASC, OBJ, B3D(Blitz3D).

The animation: You can make keyframeanimations yet(through grouping a few meshes), but it is a bit buggy if you use the physicsengine with the keyframes.

[EDIT]
My engine has Planar Shadows and a TriangleCollision, that's the advantage again PB-OGRE.
Last edited by DarkDragon on Tue Mar 15, 2005 8:44 pm, edited 1 time in total.
bye,
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Post by Bonne_den_kule »

Why make a 3d gamw? Why not a good 2d strategy game, f.eks a "The Settlers" clone.
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Post by dagcrack »

Go make it alone :D
2D games are forgiven, now adays.

As for development, its funnier to work on a 3D project. than a 2D, thats at least what I experimented.

You want to go 2D because of actual limitations in retail-pb ?? Ok that ogre is old but I woudlnt use it anyway...

SO what about a 3d fighting game? 2 players, multiplayer capability (could be implemented if the game turns out as expected). stunning graphics, what else? :)



OT: :shock: Im so tired... Just cut all the weed! (eh, grass.. not the other "weed"). :P 3 months no cut, imagine the height of those damned weeds, it was a long fight with the electric weed cutter but oh well why would I have a glow one if I only cut once per 3 months :p
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Post by Joakim Christiansen »

A 2d roleplaying game would be fun...

But if we want a project we should first agree on what to make.
Then we have to agree on how the game should be. (planning)
Then we need a project leader and different people working on the project.

We need peoople working with all this:
Graphics, gameplay, sound, coding, story, etc...

And maybe the project would need it's own page/forum... good luck!
I like logic, hence I dislike humans but love computers.
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Post by Dreglor »

Well if you didnt gave any info about the game, its gotta be heck of a boring one :P

Let's hear..
Anyway I think that a project from 0 would fit better.
And Ogre ... thats nasty for graphics if you ask me, its a very old version!!
Well I got kinda of a base design and i haven't really done anything in codeing i still planning so that could all fit together nicely if we get together
I agree on Orge in most cases it very limiting right now, and i'm sure we can plop in a nice freeware engine.
Here is what i have so far in the design
Goals


My Personal Goal for this game is to make a fun RTS game that has a lot of puzzle logic behind it.
The game will take place in Space be fun and exciting and a real strategy thinker. Were most of your thinking will be in the building phase befor you enter the mission.
Now not every person will like this but I see a lot of programmers and people that like real time strategy based games liking this but even if it doesn’t make a huge success I still learn greatly from the project.

Topic

The Game it self is going to be a kind of a Pre-thought out strategy in were you build your units at the beginning and use the unit to build up and destroy the opposing force.
You can also refine your forces upgrade them during your single player mode.
Even in single player mode you can issue commands and since you’re fighting in a far way universe the commands may take a while to get there. In muilt-player mode you can use your single player army in the muiltplayer and vice versa.
Now in muilt-player mode after creating/loading an army you find a few buddys that you want to challenge and watch the fight munch away each other and see who’s a smarter builder.
In theory this sounds all fun and unlimited muilt-player replay.


Structure

The structure of the game will be interesting experice

I/O

The game I\O system will be use the Mouse and Keyboard but like normal RTS it will not have the “Tool Bar” that most RTS games have.
It will use a right click menu system to issue any orders, there will be a mini-map in the upper right corner with the resource count next to it and any messages coming from other players (in muilt-player) or in single player display any debug or echo commands
The Game will use 3d graphics it won’t be the prettiest graphics but I think 2d will be even worst besides 3d add more complexity for the player
the player will have a profile type system so that more than one person can play the game and change your ships around
Also in the profiles will hold files on stats and screen shots that can be used to make a personal web page or the sorts.
Now the armada file will use a scripting language that will be complied into a binary file that can be executed a lot faster than a string based scripting.
There for allowing for cpu for unit ai.

Game

The game structure will be a challenge to work with as it is the hardest as you might already know the game will have a script system most likly using pblua I have to get in touch with flohimself to work some of the problems out with the current version.
I also intend to allow the player to have acces to a "test map" so that he may test is units while he is still building the armada.
optionally I will put more than one resource but I think I have to see how complex it is before evaluating, that and in game research such as armor upgrades and weapons upgrades

now back to the profiles
When creating a new profile you will be ask to select a few things:
Name
Major Color
Minor Color
Symbol
After creating the profile you are ask to build your army.
Building your army will be done ALL in game with the help a step by step process.

Step 1. Select your Style for your units
Step 2. Build your Units
Step 2a. Choose a ship class
Step 2b. Place a selection of components on
Step 3. Load or write scripts for each unit test and debug using the test Map

Then you are ask to create your buildings
alot simplier than units just add some componets for defence sake and tiny amount of code to make it all work unless you turn it into a monster moving seige platform or somthing.

Note that each class (buildings too) will have a limited amount of space on it

Program

The program structure will be easy to do,
Split everything into includes and call them in the main file and execute them according when needed.
I’d like it to be mod friendly were a client will have a DLL or series of DLLs that can be easily updated and changed but core elements will be watched for cheating.
also I will try use as much recycled code and other peoples examples code as much as possible so i don't have to "re-invent the wheel" all over the place.
for graphics I will be using Ogre because the graphics on the game are expected to be anything super but im sure this will change in the future.
also I keep the loading system open uncompressed
so textures, materials(defination files),sound,sprites,ect will be all open
for audio I will use the internal directx7 sound
but for music I will use Audiere becasue it can load a ton of files and if a user wants to put in his own music the player doesn't need to worry about music formats.
Data on the other hand will be mod friendly I use a hybrid pack/real file structure the program will look in the real path if not there it will load from pack if both places return “Not Found” it will give the user and error on the file missing on a side note I will originally leave all of this uncompressed.
for file types as goes I will use tga for all images and wav for audio. as for material I will proably use my own type and scripts I will use PBlua since is so nice.
I like to say that this is kinda of old and some things have change and Im sure things will change if we decide to go with this.
if you guys like this idea I would LOVE to work on this
~Dreglor
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