Apocalypse : Game Mechanics

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Apocalypse : Game Mechanics

Postby t i l e x » Wed Jul 13, 2005 9:14 pm

Hey guys ! This time we haven't let down our game project. We passed a few hours designing, thinking, brainstorming and we still don't see the end of the planning yet but we have great ideas coming out of this. Up to now we haven't been able to decide a lot of stuff because we had technical problems (read: internet connection problems :roll: ). We are currently designing the game mechanics but we would need your input. We listed what we have decided so far for the game but there are maybe a few points missing. What we want to elaborate right now is our listing of the game mechanics. We tried our best to be as detailed as possible but we may have forgotten a few important points.

You can view the details of our project here. Beware, we have not started brainstorming on the implementation details and that's why it's so empty.

PS: Apocalypse is only the working title of our project. The title is subject to change without foremention before the first official "release".
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Postby Dante Shamest » Thu Jul 14, 2005 4:52 am

I notice that your IDE of choice is Dev-C++, but your target environments include Unix-like systems. What IDE are you going to use on those systems?

Otherwise, I think it's a good choice of libraries (OpenGL and GLFW). Although, since your game is going to be a 2D side-scroller, I think SDL would be more suitable. And you can interface with OpenGL with SDL as well.

You might want to do some concept drawings/storyboards to make sure everybody on the team can visualize what the final product might look like.

Anyway, will you be releasing the source code when you're done?
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Postby Corsix » Thu Jul 14, 2005 8:36 am

- XML logger (reference: http://www.gamedev.net/reference/progra ... s/xmltech/)
Responsibilities: TheKidder
Lol, I've just finished my implementation of that article in C++.
Image
Code: Select all
#include <stdio.h>
char*_="XxTIHRCXCxTIHRXRCxTIHXHRCxTIXIHRCxTXTIHRCxXxTIHRCX";
int main(int l){for(l+=7;l!=putchar(010);++l);if(*(++_))main
(*_!=88?(putchar(*_^073)|putchar(33))&1:0xffff2a8b);}
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Postby Darryl » Thu Jul 14, 2005 9:55 am

For the IDE, maybe you should take a look at code::blocks It's multi-platform and can use various free compilers including mingw, gcc, MS, Borland, etc.

I have played with it a bit and aside a few oddities, found it rather stable and usable. I actually prefer it over dev-c, but not over visual studio.

D
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Postby TheKidder » Thu Jul 14, 2005 10:15 am

We've discussed using Code::Blocks, apparently it has problems that would be troublesome to our project.

[edit]
I think since we're using the same MinGW compiler, someone using a different IDE on Linux/Unix shouldn't pose a problem, as long as they use MinGW.

[edit2]
MinGW is only for Windows, never mind.
w00t!
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Postby Corsix » Thu Jul 14, 2005 10:32 am

Or you could just write ANSI C++ compatible cross platform code....
Code: Select all
#include <stdio.h>
char*_="XxTIHRCXCxTIHRXRCxTIHXHRCxTIXIHRCxTXTIHRCxXxTIHRCX";
int main(int l){for(l+=7;l!=putchar(010);++l);if(*(++_))main
(*_!=88?(putchar(*_^073)|putchar(33))&1:0xffff2a8b);}
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Postby MXP » Thu Jul 14, 2005 11:40 am

TheKidder wrote:MinGW is only for Windows, never mind.

MinGW is a port of g++ which IS available on Linux/Unix
Need information on a function I've posted? Chances are it's at the MSDN.
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Postby TheKidder » Thu Jul 14, 2005 3:09 pm

Yeah...I thought it was something like that.
w00t!
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Postby t i l e x » Thu Jul 14, 2005 4:24 pm

Dante Shamest wrote:I notice that your IDE of choice is Dev-C++, but your target environments include Unix-like systems. What IDE are you going to use on those systems?

Otherwise, I think it's a good choice of libraries (OpenGL and GLFW). Although, since your game is going to be a 2D side-scroller, I think SDL would be more suitable. And you can interface with OpenGL with SDL as well.

You might want to do some concept drawings/storyboards to make sure everybody on the team can visualize what the final product might look like.

Anyway, will you be releasing the source code when you're done?
Yes but that leaves us an open door if we want to add a 3D touch. As I said, we haven't had the time to complete most details, this includes the storyline.
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Postby GeekDog » Thu Jul 14, 2005 5:40 pm

@Darryl: I also prefer Code::Blocks, as I have been having trouble with Dev-cpp lately, but Dev-cpp does have the advantage of a package manager, which should make it fairly trivial for everyone to install the same libraries.
@Dante: I'm not sure if it's been discussed as I missed most of the discussion, but I'm all for releasing source code. Also, I'm hoping that given the choice of cross-platform libraries, once we're finished I'll be able to take the code and compile it straight off in Linux. I'm sure it won't be that straightforward in reality, but you can always hope!
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