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Post by Leif Bloomquist on Apr 25, 2006 8:44:54 GMT -5
Who wants to do what parts? Here's the master list of stuff to do, who is doing what, and the status.
-Create the screen were it asks for (or reads from a file) your desired name and IP address. Leif, done as input only
-Create the startup screen where it asks for IP address of your opponent. Leif, done
-Code to detect and set up the network cards. Six, done
-Code to do the "handshaking" to get the game started. Leif, done
-A routine to draw the default game screen. Leif
-A routine to create random values for the cloud location and wind speed. Fuzz?
-Code to send these values to the opponent over the network. Leif, done
-Code to receive these values. Leif, done
-A routine to draw the cloud and show the wind speed. Fuzz?
-A routine to wait for the user selection of the weapon. Leif, almost done
-Network chat code. Leif/Six, about half done
-Routines for each of the weapons (Hail, Tornado, Rain, Lightning). Needs to draw the effect to the screen and erase it. Fuzz?
-Sound effects (can be left until later)
-A routine to read the screen locations of the player's "house" and send them to the opponent over the network. Leif
-Detect end of game (all characters in the house = 32 i.e. space), or a user quitting. Leif
-Testing, testing, testing. Everyone
Sound reasonable?
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Post by fuzz64 on Apr 25, 2006 20:51:17 GMT -5
Are you planning on using ascii art or a bitmap for the background and sprites for the characters?
Also, do you have a list of jobs that need to be done?
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Post by Leif Bloomquist on Apr 26, 2006 12:43:39 GMT -5
PETSCII art for everything. Download Weather War II and it will make sense ;-) Maybe a custom character set later on, but it's not critical.
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Post by fuzz64 on Apr 28, 2006 12:24:17 GMT -5
I agree that WW is a good starting point.. something like 2 player Commando would be a little hard to do the first try around The reason I was asking about art is... I was thinking it'd be neat to have a cloud made of sprites (white with a second sprite (or set of sprites) on top of it for black outlines to make the cloud show up on the screen even better). Between plays, the cloud could smoothly scroll across the screen to its new position while the player is getting ready.. and just looks a little smoother than petscii clouds. I guess, basically I'm asking if you want to keep it looking like 1982, or use the game ideas and put them into a 2006 package (networking is obviously not 1982, but the graphics and sound could be played with to make the game more modern feeling, if that's what's wanted). Whichever you're looking for, I'll run with that idea
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Post by Leif Bloomquist on Apr 30, 2006 11:14:13 GMT -5
I like the idea of the sprite clouds and making the game look "modern" - but I really want to focus on making the game work first and foremost, and then do nice graphics later What effect would that have on the weapons? I.e. would you then need sprites for those too (and what effect would that, in turn, have on detecting damage to the houses, and so on). Though if you had the cloud's "final" position always on a 8-pixel boundary so it lines up with character memory, you could still do character-based weapons.
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Post by fuzz64 on May 1, 2006 8:34:55 GMT -5
I can think of several ways to do this... some easier than others... 1) Have the screen in character mode, and have either a cloud made of petscii or a sprite.. shouldn't matter too much.. a 1x1 character can simply fall along a path, and if it hits characters on the building, those parts of the building are damaged and disappear. Advantages: Probably the easiest to do Disadvantages: Not as smooth as the options below 2) Use sprites for the weather. Simply adjust their x/y coordinates on the fly and they will smoothly scroll down to the houses. Use either chars or sprites for the houses and you can use sprite/char or sprite/sprite collision detection. Advantages: Smoother scrolling, quick collision detection 3) Sprite cloud, background in bitmap mode, and either bitmap or sprite houses.. this would probably allow for the most smooth and realistic animation but the hardest to implement. It would involve drawing and erasing different weapons on the fly. Having the house drawn in bitmap mode would make it easier to damage smaller portions of the house as well, making the game a bit harder... instead of simply erasing chars (if the house was drawn with chars) you could write 0's to where the bitmap was stored in memory... or turn off 4 bits... this would allow you to take out a 4x1 or 8x1 piece of the house instead of an 8x8 space (the size of a text character). Advantages: smooth scrolling, nice animation, much control over how much of the house gets destroyed Disadvantes: a heck of a lot more code
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Post by Leif Bloomquist on May 8, 2006 12:47:50 GMT -5
Patience, young grasshopper. I'm already thinking ahead to the next game to work on, and would like to tackle Artillery Duel next. That would work best in bitmap mode for the terrain and cannons.
For this first effort though, let's keep things super simple.
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Post by Leif Bloomquist on May 10, 2006 15:02:11 GMT -5
Fuzz, did you ask any of the other Majestic Wizards guys if they want to help out?
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Post by fuzz64 on May 18, 2006 0:14:40 GMT -5
Well, Wildstar seems to be MIA... he keeps disappearing.. the last 2-3 weeks.. I beleive Moloch and Thunderbolt are finishing up a demo that should be released any time now, and Carcass is working on a project as well.
As soon as Rickstar stops disappearing he might want to draw a logo or something like that! Once you ask him to do a project and have his part complete by a certain date, he's usually a very hard worker to ensure he meets that date.
BTW, I'm done school for the summer.. am working Mon-Wed and Saturday from 7:30-4:30 so I have a lot more free time now to start coding, or even playing with some sfx in a music editor if you want.
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Post by Leif Bloomquist on May 18, 2006 15:57:20 GMT -5
You demo guys I'd rather get the gameplay working first, then add all the cool graphics and sounds after But if it gets you motivated, sound effects would be cool As long as the main code doesn't have to worry about them, just lda <weapon type>, ldx <power> and jsr to the weapons routine, I'm all for it!
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Moloch
Junior Member
Posts: 55
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Post by Moloch on May 30, 2006 11:19:34 GMT -5
You demo guys There is a method to our madness! I think? ;D
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Moloch
Junior Member
Posts: 55
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Post by Moloch on May 31, 2006 14:17:56 GMT -5
Fuzz, did you ask any of the other Majestic Wizards guys if they want to help out? I've always wanted to release a deluxe version of Lazer Duel with new goodies - including network play. So, yes, I'm quite interested but not sure where help is needed. I'll check the rest of the threads here and see what can be dug up. Jon/MW
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Post by schism on May 31, 2006 15:02:10 GMT -5
I will take the horrible task of beta testing, only because I love you guys.
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d0c
Junior Member
Posts: 57
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Post by d0c on Jun 5, 2006 5:06:14 GMT -5
i can also be a beta tester...
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Post by Leif Bloomquist on Jun 12, 2006 11:04:14 GMT -5
Great! Keep in mind that the first beta-test versions will be pretty raw...you might not be doing much more than reading packet #s off the screen ;-)
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