Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


Web based turn game in Space!

This topic is 5351 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi there. Me and a friend are making a game for a final school project. It will be a DarkGalaxy.com clone. The problem is: we will have to make the "engine" good and powerfull, because... it''s a final project. Basically, the player have planets, each planet have several resource types: intrinsic resources (gold, population, energy,...); building resources (like Mines, that operate on the intrinsic resources), rechearch resources, and war resources (diferent types of ships, warriors, mech''s, etc). We want to add or change the behavior of the resources easilly. To that end, we come up with the ideia of using all the resource information in files, that will be loaded on the application startup. Like this:
<resource type="LightShip" name="LigthFighter">
                <resource-ref type="building" name="ShipYard" />
                <resource-ref type="tech" name="Advanced Flight I" />
                <resource-needed type="intrinsic" name="Gold" value="40" />
                <resource-needed type="intrinsic" name="MP" value="60" />
                <attribute name="attack" value="40"/>
                <attribute name="defense" value="50"/>
This way, we would separate the game logic, from the engine it self. Now, what I ask here, is for ideias about the game engine design. How could we achive a nice engine? Ideias about what to suport, what should we aim for. This from a programmers point of view. And we want also the game designer point of view, about this ideia of XML configuration files. Thanks ____________________ Pedro Santos « www.psantos.net "Si minor plus est ergo nihil sunt omnia..."

Share this post

Link to post
Share on other sites
As a gamer I always prefer a easy to edit game, with XML (or any plain text) configuration/resource files you acheave this.

You might as well specify what graphics/sounds/etc. to use in the resource definition, imho.

Engine side of things an ability to select OpenGL/DirectX rendering can be quite an interesting indevor. Good UI for redefinable keys and such too.

Make sure you retain rights to it and then polish it then market it

Anyway just a couple of coppers..

Share this post

Link to post
Share on other sites
look for a game called space dart, i was one of those sad people who played that.

its a webbased game and combat was sorta like heros of might and magic(crap game), but no turns

Share this post

Link to post
Share on other sites
If you want to seperate the engine from the logic code, just implement a scripting language.

Check out lua.org and python.org

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!