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Whats your project? Heres my description.

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This is my first game project. In fact, its also my required college graduation project..so i figured ill do something fun for once!! Well, first of all im using DX5 for the graphics api, and using c++ as the programming language. The game is going to be tile-based, if u didnt figure that..heh. As for the type of tilebased game im making, its gonna have a view similar to Ultima Online...at least in perspective. Let me describe what i guess im gonna shoot for as my turn in project. Have you heard of or played INFANTRY? No, my project at this point is not shooting for online, if you know what infantry is. If not, its basically an online game of like 2 teams of up to 50 people in each team. Basic game is one of capture the flag. It basically has a "tilebased" game look to it. What that has to do with me, well, i like the way the battles look!! Bullets flying everwhere, grenades blowing up, mechs shooting down players...its fun stuff. I wanna aim for something like that but in a RPG style!!! arrows flying, orcs charging the town setting the trees on fire and of course single player. I want my map to be dynamic, if a fire-arrow lands on a tree, it could burn the tree down, or burn the player up if it lands on that unlucky guy...heh. I have a basic map designed and working, ive got some basic class structures designed as well. The hard part is how i am gonna store objects, trees or linked lists or whatever. I also would like to make this game look like EQ but TILEBASED. I am not a big fan of playing eq, because of the restrictive gameplay: no catapults, cant set things on fire, orcs dont go attack towns, etc. I think it has good potential in the story department, especially in my case, where orc, orges, etc attack the town your in. All this means a lot of AI!! And thats a real weak point for me. Im sure i wont finish something like this by the time i need to turn this in, but its a dream i have....... ...whats your dream?

aka John M. Never give up. Never surrender!

Edited by - GalaxyQuest on January 11, 2001 10:05:56 PM

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My game, Chosen Destiny, is aimed to be a good version of Graphical MUDs. Will it be the best? Probably not. It probably won''t be very popular either way, but you gotta try something.

The main concept is that it will be a massive multiplayer persistant world (like Ultima Online or EverQuest). Character development will be skills first, not class first. This means that a player doesn''t pick their class, they end becoming that class based on the collection skills they have. Someone with the right fighting skills is considered a fighter. The player evolves skills by using them and training in them.

Also, like in MUDs, you don''t have to have an aggressive role in the game. You could be a merchant, farmer, or just a town drunk. This brings to the game a more realistic economic scheme.

There is a sort of mini-terminal to do MUD-like things (mainly talking) but most of the game will be click based and it will have a viewport to the isometric world.

There is a plot that involves battling forces and other special abilities that would take too long to explain, but there is so far the general outline of it.



Dino M. Gambone
Good judgement is gained through experience. Experience, however, is gained through bad judgement.

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Our game, Infiltration: Losing Ground, will be a turn-based multiplayer strategy game (SP may follow later). The whole thing is built around the idea of making it as realistic as possible. There won''t be resource gathering, you won''t be able to build real buildings (however, some units will be able to do things like pitch a tent, put up a fence, barbed wire, etc.) and you won''t be able to "create" new units, all new units will be received as reinforcements. There''ll be a few game playing modes, like standard deathmatch, an infiltration/assault mode in which one side has a base and the other side has to infiltrate it without any reinforcements...
From the technical side, this will be in an isometric view, using 3D hardware acceleration, almost all objects will be realtime-rendered 3D models. (apart from trees and so - they''ll be billboards)
We were going to do it in Visual Basic 6.0 and DirectX (D3D,...) but as we couldn''t find any other VB coders, the team decided we''ll re-do it in C++. So here I am, learning C++. gotta hate console apps that don''t do much

- JQ
PWC Software
"And I thought I was insane..." -friend of mine after I said something

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Guest Anonymous Poster
Call me sad but I never really got over Railroad Tycoon. So the first step of my project is to create a game very similar to the original. No iso tiles, no 3d - just as close to RT as I can get it, but with better graphics. I''ve got most of the game logic down on paper, I was struggling with the ''tile engine'' until I found all you guys. I keep saying this but everyone on this forum and everybody who has contributed articles to gamedev.net -- you guys rule!

Eventually I''d add extra stuff and fix stuff that bugged me about the original game. I suppose it''d go 3d after that (if I get that far).

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My project, still unnamed, will be an rpg set in a non-apocolyptic future. I''m aiming to have tactical combat as in x-com and jagged alliance, but in realtime with pausing. So far I''ve completed the tile-drawing engine and the very basic structure for holding the objects. I still have to do most of the work, including the line of sight stuff.

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Im just so impressed with the talent that communicate on these boards...all of you guys impress the hell out of me and i can only imagine some day in the future gaining the knowledge you all have expressed.

[dino: have you heard of the gmud "Realms of kaos" (im sure you might have since you sound like you know your mud stuff) is it something like that?]

Feel free to post here on any updates to whats going on...i love to hear more!!


aka John M.
Never give up. Never surrender!


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