Does anyone here would like to program a game?

EFileTahi-A said:
Most of it will be 100% fully customized, like the graphics and sounds and history line. It will be also possible to customize some aspects of the games graphical interface. It's only like creating new maps for Half Life game...
lol.gif


I've been working on my RPG for a couple of years now. I'm on my 3rd rewrite now using VB.NET and DX9 with the TrueVision3D engine. I'm hoping to turn it into a book that I'll either self-publish over the net or shop around to a publisher. I've got most of the components done, just need to plug them all together. :) If you need any tips on how to organize things, just ask.
 
My MSN is SlinkingFerret@hotmail.com (they wouldn't let me use my old "@yahoo.com" account because it wasn't hotmail!).

I woiuld love to help you plan and get in on some actions.

I want to program what I do in VB.Net primarily (Which is why I love .Net, it's cross language), but C# is also cool. Interfaces are very important and at least interface programming if not some other OOP techniques would be helpful.

We need to plan things out in terms of class/library structure and goals we want to achieve, then work on who does what.

I have Visio & Visual Studio (architect or enterprise... whatever came with MSDN Universal) which could help us out a bit.
 
Napivo1972 said:
Too bad you are going the c# way. I’d be able to help if you would use VB. Oh well …

Well, don't forget that .NET is a crossover language plataform, meaning that, (for example) a VB DLL can be used by C# language and vice-versa.

I have a little tip for you… If you design the engine use a dll to explain to your engine what different tiles you have doors, stairs, traps, exits,... and how they should react. This way you can change the entire gameplay by creating a new dll.

Do the same for players, NPC, monsters, magic weapons, …

Well, games engine will always scan the tile in which your going to move, this is the very first step. And, since the user can customize tiles I cannot fix them to a .dll. The tile configuration is currently being stored in isolated .txt files. Let me explain to you a bit of how the engine plays:

Imagine that you have a 100x100 tiled map, which actualy correspondes to my String Array Var of [100,100, 5], the "5" is the number which controls several things. They are as follows:

-[x,x,0] = the configuration of the first graphical layer...
-[x,x,1] = the configuration of the second graphical layer...
-[x,x,2] = stores 1 / 0. Which informs the games engine if the tile has been already revealed to the user (kinda fixed fog of war like most strategy games play)
-[x,x3] = the events of the tile. It triggers things like, text, creatures, entering a city, dialogs etc...
- [x,x4] = the properties of the tile. Like, if it can be walked throught, energy cost to cross (if walking on day light on a desert thirsty and fatigue can be properly configurated by the user (map designer)), time to cross (if walking on a dense forest time to cross will logicaly be greater) and temperature (which will have effect on the player's characters thirsty rate, having a cold, fatigue etc.

So, imagine that you step on sqaure x12,y67 from the 100x100 grid, this is what will happen internaly at the game's engine:

1 - [12,67,4] = Checks if the tile can be walked and computes its properties

2 - [12,67,2] array variable will be checked and reveal the apropriate squares around the players current position.

3 - [12,67,3] will trigger the events based on what was previous defined. Let's imagine that the associated event had a 100% of being triggered on that tile and that was a text event which would describe the following:

"As you aprouch the desert you see a young man running towards your party. He turns at you and screams without stop running: "Go back! Don't walk into the desert! That place is filled with desert Orks!" The man then rushes himself into the forest..."

Event's are stored in independent in Binary files in the games editor and then joined and linked up on some var in when compling the games editor project to be executed...

I which I could have more time to speak more about it. Anyway, join me at msn this night at about 21:00 (GMT:00 Lisbon/England) . If you like we can tlk more about it and swamp impressions...
 
Machaira said:
lol.gif


I've been working on my RPG for a couple of years now. I'm on my 3rd rewrite now using VB.NET and DX9 with the TrueVision3D engine. I'm hoping to turn it into a book that I'll either self-publish over the net or shop around to a publisher. I've got most of the components done, just need to plug them all together. :) If you need any tips on how to organize things, just ask.

Realy apreciate that! I wish you could join me on this project of mine... If you are an RPG fan you might like this project...

All in all it's great to know I can count with your help :)

Do you have any instant message service?
 
EFileTahi-A said:
-[x,x,0] = the configuration of the first graphical layer...
-[x,x,1] = the configuration of the second graphical layer...
-[x,x,2] = stores 1 / 0. Which informs the games engine if the tile has been already revealed to the user (kinda fixed fog of war like most strategy games play)
-[x,x3] = the events of the tile. It triggers things like, text, creatures, entering a city, dialogs etc...
- [x,x4] = the properties of the tile. Like, if it can be walked throught, energy cost to cross (if walking on day light on a desert thirsty and fatigue can be properly configurated by the user (map designer)), time to cross (if walking on a dense forest time to cross will logicaly be greater) and temperature (which will have effect on the player's characters thirsty rate, having a cold, fatigue etc.

I don't know why, but looking things over, it looks like this would be handled a lot easier in an XML file read into a dataset.

I can see a properties table, events table and a Tile table.

I'm not sure about the StringArray Looping vs Dataset speeds though.

Personally I'm much more comfortable in a dataset because I can visually "see" how things work out.

I know loading an XML Document/Schema from file is easy as Pie... like 2 lines of code with declarations.
 
EFileTahi-A said:
Realy apreciate that! I wish you could join me on this project of mine... If you are an RPG fan you might like this project...

All in all it's great to know I can count with your help :)

Do you have any instant message service?
Check my profile. :)
 
He means you could make a tile structure to make that slightly easier. In that tile structure you could have 5 variables for each of the things you mentioned before and then you'd simply have an array of these tile structures.

It would make it a lot easier to understand for other people programming with you. Instead of

tile(35,23,3)

It would be more like

tile(35,23).Event
 
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