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The Ar Sim/rpg
Started by taikara, Dec 15 2005 02:58 AM
104 replies to this topic
#46
Posted 21 December 2005 - 05:04 PM
So, Tai, if this works out, can we have an interview with you?
Really, it sounds like a great idea. Hope all goes well
Really, it sounds like a great idea. Hope all goes well
Wonderfull sig and avvie by Taikara :D
#48
Posted 22 December 2005 - 12:35 AM
That would be a definate download.
#49
Posted 22 December 2005 - 01:27 AM
Okay, all you "ideators"
If you want to help out with this project, but don't know how to program, or deal with graphics, PM me with some ideas for unique active-member based events. I may or may not use them, but hearing them is always good It's better if they're amusing, but most importantly, based on the actual characteristics of the person involved in the scenario.
Also, suggestions for stat categories would be helpful as well - when I nail individual character stats down to a simplistic, elegant level, I'll ask you guys to suggest your own stats.
Finally, much, much farther into the future, I will eventually need playtesters.
@Sean: I may have a special project for you if I can get things going, I'll PM you when the time comes.
@Tiki: I may need some help with learning how to handle graphics in OO programming (I'm used to standard GUI objects, and am not certain how to import actual graphics), I'll PM you if I have questions when I get around to it.
I'm on the idea-phase of development here, so I'm going to reiterate that the more "actual" development will take place much, much later. I'm just letting you guys know that I don't mind people helping out (in fact, it'll end up being better for everyone if I use suggestions from the populace, I think)
Actually, PM me if you want to help, and I'll send you an email addy so my PM inbox doesn't get clogged by a myriad of game suggestions
Edit: Oh! One more thing (very important): I'm not sure that the name "The AR Sim/RPG" is going to cut it. Suggestions for a better, more interesting-sounding working title are also welcome, and you can post those here, if you'd like
If you want to help out with this project, but don't know how to program, or deal with graphics, PM me with some ideas for unique active-member based events. I may or may not use them, but hearing them is always good It's better if they're amusing, but most importantly, based on the actual characteristics of the person involved in the scenario.
Also, suggestions for stat categories would be helpful as well - when I nail individual character stats down to a simplistic, elegant level, I'll ask you guys to suggest your own stats.
Finally, much, much farther into the future, I will eventually need playtesters.
@Sean: I may have a special project for you if I can get things going, I'll PM you when the time comes.
@Tiki: I may need some help with learning how to handle graphics in OO programming (I'm used to standard GUI objects, and am not certain how to import actual graphics), I'll PM you if I have questions when I get around to it.
I'm on the idea-phase of development here, so I'm going to reiterate that the more "actual" development will take place much, much later. I'm just letting you guys know that I don't mind people helping out (in fact, it'll end up being better for everyone if I use suggestions from the populace, I think)
Actually, PM me if you want to help, and I'll send you an email addy so my PM inbox doesn't get clogged by a myriad of game suggestions
Edit: Oh! One more thing (very important): I'm not sure that the name "The AR Sim/RPG" is going to cut it. Suggestions for a better, more interesting-sounding working title are also welcome, and you can post those here, if you'd like
..<[[[Tofu Ninja of the Pickasldawessle Order]]]>..
doodoodoo!!!
QUOTE (Tai - in response to DD on how people who fear change are like cats)
you mean the "you moved my litterbox, so I'm going to pee in your clothes hamper" attitude?
Yes, I just quoted myself. ph34r my T4i-F00!!. doodoodoo!!!
#51
Posted 22 December 2005 - 06:28 AM
Operation Reloaded : Return of the Submin?
Oooh I could help playtest it. That's vaguely useful.
Oooh I could help playtest it. That's vaguely useful.
#52
Posted 22 December 2005 - 07:33 AM
Hmm titles you say.
Abandonia Reloaded: High Stakes
Reloaded: Quest for power
Project Reloaded: The Forum Chronicles
just some thoughts hehe.
Abandonia Reloaded: High Stakes
Reloaded: Quest for power
Project Reloaded: The Forum Chronicles
just some thoughts hehe.
http://www.last.fm/user/DeathDude/Upcoming Concerts will be attending, 5/10/08: Dream Theater, 5/12/08: Gigantour, 5/16/08: Nightwish, 5/27/08: Rush, 6/5/08 and 6/6/08: Iron Maiden, 7/27/08: Judas Priest,
#53
Posted 22 December 2005 - 07:38 AM
Reloaded: Quest for succes.
(as it deals with getting as much as possible visitors. which justifies all your actions (or so))
Programming wise:
Well most people here seem to like allegro although I personally prefer SDL but that shouldn't make a difference. (but you might want to take a look at it)
I think that making the engine is more important than the graphics. You can always update those later.
(especially if you make for each display event a function.) You can then simple change the simple function with an improved one. Although it's coding wise more pleasant to use a class for that. (for each different graphics engine a different class (each engine derived from the same baseclass)).
Random events are real hard to keep them random. (as there will probably a lot of restricting variables for each event). I think that will be the most chalanging aspect in order to keep the game interresting in the long run.
(as it deals with getting as much as possible visitors. which justifies all your actions (or so))
Programming wise:
Well most people here seem to like allegro although I personally prefer SDL but that shouldn't make a difference. (but you might want to take a look at it)
I think that making the engine is more important than the graphics. You can always update those later.
(especially if you make for each display event a function.) You can then simple change the simple function with an improved one. Although it's coding wise more pleasant to use a class for that. (for each different graphics engine a different class (each engine derived from the same baseclass)).
Random events are real hard to keep them random. (as there will probably a lot of restricting variables for each event). I think that will be the most chalanging aspect in order to keep the game interresting in the long run.
#54
Posted 22 December 2005 - 11:59 AM
How about Abandonia: Reloaded: Reloaded?
[center]
QUOTE (gregor)
also consider this - the turkey *male genital*ula is called little asia on some geographical maps maps.
I'm your solar-powered princess/Your technological soulmate.
QUOTE (gregor)
also consider this - the turkey *male genital*ula is called little asia on some geographical maps maps.
I'm your solar-powered princess/Your technological soulmate.
#55
Posted 22 December 2005 - 12:07 PM
I was thinking Abandonia: Re-Reloaded, but I thought it was far too stupid, but thanks for proving me wrong!
...70 years... LOL
#56
Posted 22 December 2005 - 12:20 PM
Any time
[center]
QUOTE (gregor)
also consider this - the turkey *male genital*ula is called little asia on some geographical maps maps.
I'm your solar-powered princess/Your technological soulmate.
QUOTE (gregor)
also consider this - the turkey *male genital*ula is called little asia on some geographical maps maps.
I'm your solar-powered princess/Your technological soulmate.
#57
Posted 22 December 2005 - 01:09 PM
hehe... most of those are better than anything I came up with
Thanks everyone, keep them coming
@Qbix: I'll definitely check out SDL. That's actually a very helpful suggestion - as lame as it may seem, I haven't actually thought about the engine part. I've never programmed a game before, I'm used to scripting and writing utilities, and it's been ages since I've done even those with any seriousness.
I'll admit, I'm a little scared of doing this, but I'm just going to try to approach it a little bit at a time, and learn as I go.
Thanks everyone, keep them coming
@Qbix: I'll definitely check out SDL. That's actually a very helpful suggestion - as lame as it may seem, I haven't actually thought about the engine part. I've never programmed a game before, I'm used to scripting and writing utilities, and it's been ages since I've done even those with any seriousness.
I'll admit, I'm a little scared of doing this, but I'm just going to try to approach it a little bit at a time, and learn as I go.
..<[[[Tofu Ninja of the Pickasldawessle Order]]]>..
doodoodoo!!!
QUOTE (Tai - in response to DD on how people who fear change are like cats)
you mean the "you moved my litterbox, so I'm going to pee in your clothes hamper" attitude?
Yes, I just quoted myself. ph34r my T4i-F00!!. doodoodoo!!!
#58
Posted 22 December 2005 - 01:23 PM
Approaching a big, complex matter a little bit at a time is the Way Of The Programmer. Now if you'd've said you'd take the entire game on in its entirety, it'd be a bount failure.
Anyways, as for graphical solutions, you have these as choices:
Allegro (Specifically made for games, with graphics, audio, keyboard & mouse input)
SDL (Usually used for GUIs, but can be used for games too, and apparently with some ease)
DirectX (Usually for complex graphical issues, but on its base level, it could be like Allegro)
OpenGL (see DirectX)
Hard-coding (Just too complex to concider)
As for a name... what 'bout: "Abandonia: Your Reload"?
Anyways, as for graphical solutions, you have these as choices:
Allegro (Specifically made for games, with graphics, audio, keyboard & mouse input)
SDL (Usually used for GUIs, but can be used for games too, and apparently with some ease)
DirectX (Usually for complex graphical issues, but on its base level, it could be like Allegro)
OpenGL (see DirectX)
Hard-coding (Just too complex to concider)
As for a name... what 'bout: "Abandonia: Your Reload"?
#59
Posted 22 December 2005 - 01:26 PM
It's probably because I'm thinking of it in terms of hard coding that I'm so scared, because it really is too complex to think about
I need to take some time to familiarize myself with those libraries, I'm so used to just hacking it out using base functions, since you don't need special object handling to write, say, a server-client DVD library utility.
I need to take some time to familiarize myself with those libraries, I'm so used to just hacking it out using base functions, since you don't need special object handling to write, say, a server-client DVD library utility.
..<[[[Tofu Ninja of the Pickasldawessle Order]]]>..
doodoodoo!!!
QUOTE (Tai - in response to DD on how people who fear change are like cats)
you mean the "you moved my litterbox, so I'm going to pee in your clothes hamper" attitude?
Yes, I just quoted myself. ph34r my T4i-F00!!. doodoodoo!!!
#60
Posted 22 December 2005 - 01:35 PM
It's mainly like this (could contain some minor faults, as I don't know the entirety by heart):
BMP *my_pic = new BMP; // Declaration
bitmap(my_pic,"mypic.bmp"); // Coupling an actual pic to the variable
mblit(my_pic, buffer, x, y); // Using the pic-variable
It's as easy and flexible as, say, using a char.
BMP *my_pic = new BMP; // Declaration
bitmap(my_pic,"mypic.bmp"); // Coupling an actual pic to the variable
mblit(my_pic, buffer, x, y); // Using the pic-variable
It's as easy and flexible as, say, using a char.