• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Zanman777

Commands of War RTS project -beginner looking for volunteers

0 posts in this topic

Hello, everyone!

I'm a novice C++ programmer and I started recently to dive into the world of game programming. After a lot of research and self-teaching, I found out about Irrlicht, and tried to get familiarised with this API. The main motivator for all this is an idea for a Real Time Strategy game I have in mind.

The name of the project is [b]Commands of War[/b]. It will be an open source [b]Real Time Tactics/Strategy gam[/b]e heavily [b]based upon Soldiers:Heroes of WW2, Faces of War, Men of War[/b], etc (the saga from Best Way Entertainment). For who doesn't know the games I'm talking about, their most important features are:

- the [b]absence of resource management and unit creation[/b] (limited amount of units are available from the start to the end of each scenario);
- the [b]heavily tactical aspect of the game[/b], with virtually every object and wall on the game providing an interaction interface for soldiers to [b]take cover[/b] on/kneel/hide;
- the [b]"destructibility" of the whole scenario[/b] (buildings, walls, etc can all be shattered by grenades and tank shells, changing the scenario and forcing new tactical decisions).

[b]Commands of War[/b] shall embrace these interesting features of the Best Way games, providing however a [b]striped-down open-source alternative[/b], with [b]lower system requirements[/b], and [b]focusing[/b] mainly [b]on gameplay[/b]. Many ideas for features and enhancements are "[b]planned[/b]", like:

- a [b]new unit management system[/b], where each selected unit is assigned a number (1, 2, 3...) and e[b]ach assigned order is given to one unit at a time[/b]; all units move at the same time to their positions only after the last unit is assigned an order (this makes tactical planning and playing a lot more fun and easier).

- a [b]map generator[/b] with an inherent [b]"cover spots" detection system[/b] - spots where soldiers can use walls or objects as cover -, to provide optimum replay experience;

- a [b]fog of war[/b] similar to the Commandos saga (hence the first word of the project name), so that the player only sees what his soldiers are seeing, in a triangular directional fashion; unexplored map will be complete black, whereas areas that a soldier already looked at shall be marked yellow for 2 seconds, then orange for another 2, red for another 2 seconds and finally greyed out. This will provide real-time information to the player as to for how long has each area not been "patrolled" or checked out by any of his soldiers.

- [b]waypoint system integration[/b]. This would provide additional tactical control and planning possibilites, eg. forcing soldiers to stick by walls or to go from one cover spot to another from A to B;

- at first, the game shall be [b]geared towards online multiplayer player-vs-player[/b], postponing the need for a robust AI (besides the basic pathfinding algorithms and such, of course);

- a button to [b]auto-pickup relevant ammunition[/b] to each soldier a certain radius around them; this decreases horrid micromanagement pauses on the game;

- [b]qualitative damage, instead of quantitative[/b] (eg. HP points). That is already present on the Best Way games, but only on tanks and vehicles; soldiers still have HP.
I'll explain: instead of a soldier dying when reaching 0 HP, only hits in the chest or head, or more than X hits on the limbs, should be able to kill a soldier. Each hit will have a probability of causing death within 30 seconds after the hit. That probability would be, for example, 20% for each shot on a limb (the only way of killing someone hitting a limb is if that someone bleeds out -> for that, one must hit an important artery. One could say the odds are arbitrarily 20% of that happening), 60% on the trunk, and 95% on the head (these are far more vulnerable anatomic spots, of course).
The only way to discover if the soldier had a life-threatening wound would be through a field medic, which should then decrease the probability of fatal outcome within the 30 seconds window.
Nonfatal limbs would only sacrifice the soldier speed, aiming accuracy and range of sight, for instance.

- [b]modes of fire[/b]: shoot to [b]kill[/b], [b]only clear shots[/b], shoot to [b]disable[/b] (at limbs), [b]suppressive fire[/b], shoot at specific [b]anatomic spot[/b] (...)


This might be a utopic goal for a rookie like me. However, I do believe I have the will power and determination to pull this through (at least part of it). And I think the project by itself is very interesting; maybe there are people out there willing to join the party! That would certainly be a huge help, I'd really learn a lot from working with another programmer(s), and the ideas I have are catchy (at least I feel so). It's a win win... :P

What do you think? Does anyone care to join?
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0