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Slick Forums • View topic - Community Project?

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Discuss the Slick 2D Library
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PostPosted: Sun Jul 08, 2007 11:44 am 
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I just finish my mooving to another city.
So what the point with game? Are we going to make it? Or just everyone giveup? =)


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PostPosted: Sun Jul 08, 2007 6:56 pm 
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PostPosted: Wed Jul 11, 2007 3:22 pm 
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PostPosted: Wed Jul 11, 2007 3:55 pm 
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PostPosted: Wed Jul 11, 2007 8:40 pm 
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I think RTS isn't a "small project". Especially with multiplayer.

I can take any part of coding/designing/documenting (but not networking). Preferably gameworld structure design.

Lets make some summary :)
genre: not specified (RTS, 2d platformer, anything else?)
8 persons was interested in june

from july:
3 persons (2 same) in july %)
one ready for networking (others prefer exclude it for first time)

Everyone (who didn't) please specify your skills, so we can plan what we able to make.

Next I present a concept of 2d platformer (if we choose it I'll be happy, we will make another game, I'll also be happy :)
2d platformer (jumping from platform to platform, like in mario). Shooting to enemies. Player start somwhere at level. His task is to defend some object near respawn from enemies. Enemies appear oudside visible area of level, and try to get to protected object. If they get, player loose. After each level player get a reward: better weapon/new skill/improved skill/etc. Also enemies will be stronger each level.
Networking: we can plan networking so if it fails - it will not affect game "production". If succeed - if will be grate additin to game.


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PostPosted: Wed Jul 11, 2007 9:17 pm 
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For the networking, the best way to make it "removable" (in the case it fails), would be to make it cooperative. It suits well to your idea as well : for example a mansion to protect from zombies. Each team mate can protect a given door ( depends on their strategy).
If you ever had some experience in a team project you could be the leader ? We need one :wink:
If your idea also suits Apple and who else wanna join the project I start coding some things ready to test.


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PostPosted: Thu Jul 12, 2007 12:45 pm 
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PostPosted: Fri Jul 13, 2007 11:12 pm 
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PostPosted: Sat Jul 14, 2007 9:50 am 
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PostPosted: Sat Jul 14, 2007 12:44 pm 
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my msn: wormspy@yandex.ru ;)
[offtop] We need to keep all documentation and forum posts in English so it will be still community project, and everyone can join. [/offtop]

Networking seems too complicated to me :( If you could handle also general architecture (or present to us some diagrams/code example for better understanding) it would be nice.

So we will make an 2d platformer game. Player task is to defeat enemies at level.

what about java version? 1.5 or 1.6? I agree for any of them.


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PostPosted: Sat Jul 14, 2007 2:10 pm 
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added you in msn :wink: .

I'm writing a simple-to-use library for the server so it's gonna be easyly reusable. Then, I 'll build the server thx to that library.

For the game there will be some constraints :

-every entities (static or dynamic) will need a Hitbox object. That means we will have to build a Map/Entity editor.

-map/entity classes will be shared between clients/server/editor.

I think that apart networking, the first thing to do is to write down the specifications for maps/entities. Then from that, starting to code the editor.

To store the whole thing, XML serialization is ok ?

EDIT: I use java 6.0, dunno if it's a problem :?


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PostPosted: Sat Jul 14, 2007 5:38 pm 
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XML and java 6 are good :)
But i didn't have XML experience.

If I understand correct:

object World (we need it cos there will be several different levels, and also characters shold be stored somewhere) contain:
* List of Levels
* List of Characters

Level will contain:
* tilemap (probably array)
* list of tiles
* list of Entities

Entity can be one of the following:
* creature (also player) - it will have some control part
* shot - just moove and collide
* event - if something hit it, event activates (it will be invisible)
* item - something that lay on platforms and can be picked up (it can be thrown away from dead body, or just set by level designer); step

I think no more is needed. For example we can have "computer" at level and when player came to it, he "hit" an event, and something can change (door open/close, etc).

What about collision system? What objects can it collide? Actually square vs square (same sizes) will be enough :)

Each level will consist 4 levels of depth (mostly for graphics):
1. bakground - some cool picture for whole screen :)
2. back decorations + platforms (creatures, shots and event also here; here hapenned all collisions)
3. front effects
4. front decorations (vill be small and cover only small part of tile).
Drawing will happened from back to front. level 2 (without entites) and 4 will be stored in tilemap (2d array). Each entity will contain absolute coordinates for level.

Controls: moving left/right, jump, shoot (only one button, shooting only horisontally), 1/2/3 - selecting weapon. No recharging, no ammo in game.

After each level (only between levels) players can improve their stats and buy/sell weapon. Here we can probably use mouse (depending on gui that we will use).

Fell free to change/improve my ideas :)


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PostPosted: Sat Jul 14, 2007 6:06 pm 
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PostPosted: Sat Jul 14, 2007 8:30 pm 
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