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Old 04-01-2005, 01:28 AM   #41
goblins
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well this took off in a few hours - this forum could also double up as a programmers Q and A area where you guys can exchange tips, code etc on programming of GPL games etc.

You can organise in small groups or a larger project - it is a natural fit on teh side for abandonia - anyone got a small game that could be used as a base start any game type i guess would be welcomed and people could add stuff to it.

This is exciting = any frustrations well jus agree to hit it from another angle i guess. So lets get started.
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Old 04-01-2005, 01:57 AM   #42
Kon-Tiki
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Alright. Let's see what we need for the very basic of the strategy game...

1) A gamefield
2) Two players
3) One unit-type for each player
4) One building-type for each player
5) A way to either place a building or move a unit
6) Winning condition


As for an explanation of each part...

1) Gamefield
Easiest to start off, would be to make it in squares. Tile-based, but without the isometric view. Each tile has two sets of values, one representing which player occupies that square and one which unit type of it is there. If nothing's on it, playertype is 0, so there's no need to check for the unit type. I suggest using a double array for this.

If the tile's occupied, it'll check the first part of the double array (which player occupies it). When this value's different than the current player, the unit'll attack. Otherwise, it won't do anything.

2) Two players
Standard two players, switching turns whenever a player has either built something or moved a unit.

3) The unit-type
The unit-type exists out of four values (for now):
  • HP
  • Defence
  • Attack
  • Movement
To keep it easy for a starting, movement is either 1 or only horizontal or vertical. When attacked, the damage that's substracted from HP is Attack-Defence. To keep it possible to win, this one unit will need a higher attack value than defence value.

4) One building-type
The building-type exists out of three values (for now):
  • HP
  • Defence
  • Building time
Again, damage to HP is done by Attack-Defence (just to keep it simple for us. Can make the formula more complicated afterwards).
Building time is the amount of time left before a new unit is made by this building. If it is higher than 0, you can't make a new unit yet. There'll have to be a function which'll run through all buildings of the player whose turn it is next and checks for the building time variable, then substracts 1 from it if it's bigger than 0.

5) Movement
Highlighting a square with the cursors, then selecting it and pressing either B to build, M to move or R to recruit would work. C would be used for Cancel.

When moving, pressing M again will move that unit to that spot, if it can (or attack that spot if needed). We can change this afterwards to one button, which brings a menu up, or to work with the mouse.

6) Winning
At the end of each turn, it'll check if the player whose turn it's about to be has any units or buildings on the playfield. If not, the player that ended its turn, wins.




Is this a good start for it, or did you have anything else in mind?
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Old 04-01-2005, 02:28 AM   #43
Ioncannon
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awww a Turn based Stratagy? Why not RTS? Thoes requier more skill! Also what is the setting? Is it a modern war? a ancient empire? Progression through history (Civ and EE)?
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Old 04-01-2005, 03:04 AM   #44
goblins
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ive got an idea someone give us a basic game that runs. give it to abandonia to upload + source files. Keep it basic then see who works on it LOL - its all very open ended and why not a turn based and a RTS to get us rolling.
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Old 04-01-2005, 03:16 AM   #45
twisted-mystic
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No way on an RTS, those are for the click happy, it takes more wits for a turn based, i'm with Tiki on that. k: :bleh:

Man, i take off for school for a few hours and this whole thing exploded, so are we gonna do it in C++ or Java?

Quote:
Also what is the setting? Is it a modern war? a ancient empire? Progression through history (Civ and EE)?
I think that will come once the engine is completed Ion.

EDIT: Re to goblin, i could probally put something descent together with C# using the GDI, but i don't know how many people here are keen on the idea of .Net. Any Votes?
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Old 04-01-2005, 03:29 AM   #46
goblins
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.net dunno about that c++ though could be a goer - lets see if anyone is able to come up with something first to get the ball rolling so to speak.
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Old 04-01-2005, 03:30 AM   #47
feminista
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Feh, Java is annoying. I vote for C++.
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Old 04-01-2005, 03:31 AM   #48
twisted-mystic
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I'll vote that way, Anyone know some good tuts on how to draw to the screen in C++?

EDIT:
Doh! i could use "Visual" C++ LOL. Given that everyone is cool having this run on windows computers
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Old 04-01-2005, 03:32 AM   #49
goblins
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something could be started in C++ and see how far it runs and evolves. As for others if anyone has any solid code to contribute put it up and let others tinker lots of smart brains around here could come up with a decent effort.
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Old 04-01-2005, 03:40 AM   #50
twisted-mystic
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I'll start making up some simple classes in C++, i'll post em' here when i'm done. For the sake of simplicity "And modifyability" i'll leave them as uncompiled .H files. My knowledge of C++ is limited so if i do something stupid, let me know in a loud, fanatical way.
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