2006-06-26

It almost looks like a map…

Filed under: Games,Programming — Tags: , , — D. Moonfire @ 15:43

Spent a good hunk of the weekend working on Turf Wars. I originally was going to do my own graphics rendering, but decided that since I’m in a hurry to get this done (there is never enough time for November 30), I’ll just use my licenses for Infragistics and Nevron to simplify the process. So, the map is really based on a Nevron Diagram (not open source) and is just used to help debug and test the system. The eventual goal is to replace it for the editor, but at the moment, that isn’t really a big concern.

The best part is that I finally got a view of the map and the relationship of everything together. Like the rest of the system, the information you know or don’t know is kept in the internal model and the views give the player knows. This lets me set it up so AI don’t cheat (very important) but also to let you “explore” the stage, which I always consider some of the best part of the game. Since this is a ctiy-based game, there really isn’t a “fog of war” per say. Everyone is assumed to have maps, diagrams, and other things that pretty much detail out the entire city. So, the “fog” part is information.

tw-100.png tw-101.png

One nice thing about the Nevron map is that I can zoom into an area. The following screenshot shows that, but it also shows a very important progression in the development, routes. I decided that the path-finding routines are going to stick to preset routes along the map. The routes are one-directional and they have a rate, so people and cars go slower uphill than they do downhill. A route also has how it is used, such as road or walking. That way, I can plot a route along a sidewalk and people know that they are walking (and it is slower). Eventually, I’ll add waterways so the Fauna and Water vassals can move faster, and maybe even sewers for the vassals of Filth and Decay.

tw-102.png

The final bit that I added was just a district/lot/building display. Like the others, this only shows information you know, but it is intended to show everything you know, from the income from buildings to their impact on the district’s moral.

tw-103.png

Emotions

I decided to keep the emotion part of the game fairly simple, since it shows up so often in the game. Every vassal and district (via the Bassan) have a happiness rating. It will be displayed as a number of happy faces or frowning faces (as a net value). Happy and unhappy will be tracked separately, with each action or interaction adding a certain amount. The actual bonus will basically be the log of each value (with unhappy being a negative) and the net result determines their state. This means that you can piss off someone and it takes longer to make them happy each time, eventually you’ll stick with a given amount.

The bonuses for happiness (or unhappy) will basically add to all numeric checks. So, vassals have a +4 bonus if they have 4 happy faces. Events need to be triggered based on the happiness rating and it will also take in account the share system (if the bassan are +10 happy with you, you have +10 shares per building). Using that idea, it is quite possible that you can destroy your opponent by just keeping everything happy in a district.

Europe

On the Europe side of the contest, I’m going to stick with the Europe stage selection screen. If I have the time, energy, and the ability to create buildings, I’ll probably change the appearance of the buildings based on where they are. Maybe use Google Maps to get an idea of what they look like from the top (I suspect not that different). From the forum, that should be sufficient, but I would like to see more of the Europe theme. Of course, the entire Itrifore world is basically a city covering most of Europe, so I might be able to do something there.

Emblem

Talking with fightertype, we decided to come up with a symbol that represents Itrifore as a whole and the various Lords. It looks like a giant ring. Of course, I’d love to come up with a nice fancy ring that fits here theme, since I think they are a tad too plain, but I really have enough to do before that. Maybe I’ll find someone good at 3D modelling or just pay someone to do it for me.

2006-06-22

Turf Wars: Initial Screenshots

Filed under: Games,Programming — Tags: , , , — D. Moonfire @ 15:33

Well, in my off hours, I’m still working forward on Turf Wars (TW). This is hopefully going to be my submission to the GameDev’s 4E5 contest. I decided to start with a basic Model-View-Controller (MVC) approach to the development. The model is the internal engine, TurfWars.Engine and related classes. It actually has details for every single game element in the game.

It also keeps track of what players knows what. The main reason for this is to give the ability to have a snapshot view (how much money does my enemy have now?) that doesn’t automatically update over time. So, you might have some “stale” information about your opponents which may or may not be still accurate. Of course, trying to keep up all the details is also hard.

To handle this, I created a series of View classes. For every component, there is one view for every player. Well, technically if the player doesn’t know about it, there is no view for it. This is the part I need to focus on and clean up at the moment, but it seems to be fairly progressive in details. You’ll see from these screenshots that the two windows show different things. Both players know what “AI #2″ has for favors, but not each other.

tw-001.png tw-002.png

The other major part of the application is the ability to handle time. I decided that the model is semi-continious. This means that it handles event over time. I set up the front end, however, to be either real-time stragtegy (RTS) or turn-based strategy (TBS). The difference is that the TBS will just advance 24 hours (or 6 or 12, whatever) at a time while the RTS version does incremental changes every tenth or hundredth of a second. I put in a little bit of code that automatically gives money to the user over time, so you can see the results. These images show money over time, look at the “current time and date” bit to see the advancement.

tw-003.png tw-004.png
tw-005.png tw-006.png

Still encouraging on the development side. I’m going to focus on the model of the application, then work on a “prettier” front end using the Irrlicht engine for 3D graphics. This is a major undertaking compared to WordPlay, but I also think that it is in my skill set and I won’t have to give up “too much” to get it working. Not to mention, it has to be done by the end of November, so I should have enough time.

Complete Clothier Screenshots!

Filed under: Programming — Tags: , — D. Moonfire @ 14:50

We finally got something we can show off again. You’ll notice that these screenshots are completely different from the ones I posted previously. After some decisions, we decided to go into a slightly different direction with the CC development and this is the results from this new branch. There really isn’t much to say about them, mostly they show loading measurements for a person and some of the things you can do with them.

cc-001.png cc-002.png cc-003.png cc-004.png cc-005.png cc-006.png cc-007.png cc-008.png

I have to admit that this new branch is “prettier” than the prior one and fits better with the entire Windows look and feel. As we get more features, I’ll be able to show more. I have to get the pattern editor at least reasonablly running by the end of next week if I want my vacation.

2006-06-15

Love Conquerors All – First Draft

Filed under: Games,Writing — Tags: — D. Moonfire @ 14:51

Spent pretty much all last night, way too late into the night, working on a story for fightertype called “Love Conquerors All.” It is a story about a ninja working for Love who is trying to save a marriage. It is also set in her Itrifore world and works on expanding on some details of the world in places we haven’t really worked on before. I’ll put it on both my main site and her wiki site when I finish.

2006-06-14

MfGames.Mapping

Filed under: Programming — Tags: , — D. Moonfire @ 19:05

Working Cairo to get the maps to render, at least a little scale bar. Took a fair amount of work, having some conceptual problems with it, but its beginning to look like a drawing program now. Trying to keep this set up so it handles everything in meters is going to make most of the initial code harder until I can get a good handle on it.

Complete Clothier Status

Filed under: Uncategorized — Tags: — D. Moonfire @ 18:56

Sadly, we don’t have screenshots yet. Rich is working on the front end and that is currently a minor holdup in the process. Hopefully, we’ll have something by the end of the week, I’m looking forward to seeing the “new look.” Kat seems happy with the appearance this time. :)

2006-06-13

WBM Submitted #2

Filed under: Writing — Tags: — D. Moonfire @ 13:50

Last night, I sent out the second attempt at getting Wind, Bear, and Moon published. This time, I sent it to Henry Holt and Company. They seem to have the right market, at least some books in the same genre. The only drawback is their policy, which is basically “wait four months.” If I don’t hear from them, either my acceptance was lost or they didn’t like it.

So, another four months of waiting, to see if someone liked it.

Kevin and Kell

Filed under: Uncategorized — D. Moonfire @ 13:45

For those who don’t read web comics, one of the donations I gave actually resulted in my name showing in the comic! I’m excited for two reasons. The first is that I really like it when authors and artists are happy about getting good-sized donations. On the other, I also occasionally like being told “thank you” in a public way.

It also points out that I feel strongly for donating to websites. People who create web comics put them usually without the expectation of money. They do it because they love to do it and they like people to know. Some of them create comics every single week or even every day, and it is a thankless task in many ways. I noticed that it quickly becomes a chore if they aren’t careful.

It is a gift society. They put their stuff out for free, then ask people to donate. Many don’t, mainly because they are getting it for free, so why bother? I believe that I have to make the point to give to those sites, because I can. It has to do with them having the courage to put something out there and my duty, as someone who enjoys it, to give them thanks in the ways they need it.

2006-06-12

Mapping Work

Filed under: Programming — Tags: , — D. Moonfire @ 15:21

Didn’t do much this weekend. Mostly, with my mate out of town, I just kind of rolled from room to room, not doing much. I got a little bit of programming in for MfGames.Mapping and editor, mainly to get some stuff with layers. I think I have it to the point I can start working on the coordinate system and Map Properties dialog box, then I’ll be ready for actual drawing stuff.

2006-06-09

Mapping Layers and Dropped Projects

Filed under: Programming,Technology — Tags: , , , — D. Moonfire @ 13:04

I spent yesterday working on layers for my mapping program. I decided to arrange it so every layer has the display and color rules, and you add the layers individually. I’m sure something won’t work out, but it seems to match a CSS approach (each layer is a class, well sets of classes). If I was feeling fancy, I’d do something with stylesheets, ala Microsoft Word or OpenOffice.org. But, for the time being, I’m just going to stick with styles.

I’m also going to be dropping the flash card program. There are enough of them out there and I found three that did what I needed them to. Why reinvent the wheel? Not to mention, I really want to spend my energy on other projects that obviously need more of an itch resolved.

And, I can maybe work on the hiragana and katakana stuff again. I found an set of applets that helps with those training.

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