G33X Nexus Entertainment > Precursors

Source code?

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Mwaza:
BTW,
I don't need the source code, I was just curiois about the design of the software. (do you have a design doc?)

And,
I've thought a little more about it and now I think like this:
If you design the game so that you have all the actual game data in entities (like CEL), you could design the software so that the single player mode is the same thing, but with NPC:s instead of human players, so it would at least be theoretically possible :)
The problem then is to make things happen even if you aren't on that planet.. I mean, things must happen in the entire universe, still a single computer can't do that plus the rendering..

And now I think I understand a little about how you think. A BF1942-style gameplay (at least the way you switch gameplay modes) could be possible.

I think some in-game concept scenes would help a lot when trying to figure out how the game is going to be, (a menu scetch, a first-person on land scetch etc.)

One last thing.
You might have saved time now for getting the first screenies up by using CS+CEL. But keep in mind that for creating a MMORPG you will need 120% control over the entire system, or it will collapse. I'm pretty sure making a custom entity system would save time in the long run.
(I've been making up a basic software design for a server/client+entity based game which would work pretty well. I could make a basic design doc over it to give you an idea of what it's all about)
/Mwaza

Mwaza:
For the game modes:
I have maybe seen a little over-pessimistic with this. I like hard challenges, and I understand how you think.
I think you may succeed, but don't overdo it, the controls and interface must be consistent and easy to understand.

(And for the flying, I think you don't have to do the flying easy, if it's going to be a MMORPG, it's probably good making it a little hard so that pilot could be a proffesion)
/Mwaza

Morgul:
Thanks for the png transparancy trick. I'll get Dave to put it on the site (since  I don't know much more than basic html, and even then I'm not too good with it.)

As far as full control over the system, we've actually been rewritting some parts of CEL to suite our needs, and atually getting them commited to CEL. As of right now, we have full control over everything we need. :)

Unfortunately, our 'design docs' and skethes are all in a notebook about five hours from where I am. Most are just quick things I've done up. We don't have an overarching design doc, although we've been doing some work on it.

The basic idea is for us to use xml definitions for things lik ship systems, weapons, etc, and then use iPcInventory to attatch them to the entities. We've done some testing and the system works really well, and will work for everythign we need to do in the game.

Oh, about single player... there's still a bit of confusion. The single player is going to be storyline driven, which means that it's not really going to be like the MORPG. The interfaces will be the same, but think of HL's singplayer mode. We're not going to have to worry about what's going on in the entire universe, unless it's part of the story, and then we simply make changes to things when the player reachers a certain part of the story. :)

(Oh, in thinking about it, I think I very well may post some sketches I do for the different modes. We already have the flightsim screenies on the site, so I'll do FPS, and RTS. Anything else you think might help?

--Chris

Mwaza:
Nice..
Now I think I've got rid of all my prejudices about CS+CEL+multigenre MMOG... (hehe :))

Actually I think CS and CEL has a quite good design, the only thing that irritates me in these is the chaotic filesystem layout. All plugins dlls in the base folder... This is probably easy to fix, but it is annoying to need to search for the main executable..

Now for some more questions:
Is the game going to support more than Windows? With CS, porting should really not be a problem, but have you decided anything about that?

The reason I'm asking this is that I have a mac, so I won't be able to play the game if it isn't ported :cry:
/Mwaza

EDIT: The reason I could test the game at all was that I got my mac last friday.. (my little brother takes my old PC, and he doesn't use the computer often, so I will probably be able to use that computer some also, but I can't use it all the time..)

Morgul:
Ah... IC. Well, we do our development on linux. (There's no linux build up there, because so far all the people we've talk to about testing run windows, or have access to it.

I plan on getting a mac sometime in the future.. but I don't have access to one now, so we can't build it. However, if I talk to Dave, he might be willing to let you build a Mac version for us. (The way our code is written, the only thing we need to do is to build our source on a mac. That's it.)

Final version will be Window, Linux, and Mac.

Oh, about the dll's in the main directory... they've been working on that.. and some of the recent changes should have fixed that. It's a major annoyance to me, and I can assure you if it isn't already, it will be fixed inside the next few months, since I hate having all those dll's in the main app dir.

--Chris

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