Game Development Community

New Community Project

by William Fox · in RTS Starter Kit · 07/22/2006 (8:02 am) · 9 replies

Ok I have finally reached the point where I feel I need to purchase and implement the TLK
I do not see a major problem here however I will see more this weekend as I begin the merge

Many changes have taken place in the Davox Products/Foxy Solutions lineup

my lead programmer has taken on another retail project but his rate of completion
is so high we dont see it as much of an influence in the coming months

We are small staff of above average skill level basically playing with possibilities

The following has been talked about and hashed around.

Need for a good basic TGE build where several key basic functions / features are avail
We have decided after many hours of discussion that rather than move the MMORPG
forward we are going to sidestep a few months and do something we all feel is far
easier to complete in a short haul and provide the base to the TGE community.

About the author

I recently turned 60 years old I have 5 children and 11 grandchildren And just learned my youngest is due With number 12


#1
07/22/2006 (8:02 am)
This is a major project and the goals are simple

Provide a 3 client version of a a single build
Enable features into build to facilitate the following
Offline player features
Multiple view (camera) based on client load
Common shared database and mission maps by all 3 client types

The basic conceptual design format for the base project is this

Players will get 3 Avatars to play on a single account
These will not be a single avatar with 3 different names
In game design is for all 3 to be unique and non connected by
wealth experiance or any other form of sharing of account.

The basic package calls for only 3 mission areas
Nation 1 Nation 2 and the middle ground
this allows for development of all necessary portions of the project

As a civilian the player will have a role from Leader of the nation down to
the lowest avail posistion. In this client the duties of the player will have
two different effects on nation. Pre programmed effects while logged out
and enhanced specialties while logged in.

Team mode combat. Vehicles that require two or more people with appropriate
skill levels to fly pilot or drive / man stations.
In this mode the players default defensive bonus to nation is replaced by his actual actions.

Third and final client design intentions are for a birdseye view (alternate camera)
These are special clients and not all players will qualify for an online version of this client
However by design all players will have offline versions of this client/avatar for game
Economics / development/nation effects.
In this client several features are made available.
1) Roaming war correspondent. Transmitting a view of a combat zone.
2) Diplomacy .. only Key members of the nation Military and Civilian population
will access this mode.
3) Recovery mode dont want to say too much here yet this is a vital mode for the nation.
4) Game map editing this is not my request but one of our lead programmer
wants to see a method of in game terrain feature editing claims he can do it.
#2
07/22/2006 (8:03 am)
The basic scenario / play design
The Earth has been changed by a 6 year freakish event Numerous comets have rained down
onto the Earth. The events drastically increased the size of the worlds Oceans.
The albedo effect on the Earth was slight drop in Global temperature and the terrain effect
is the Oceans are now all 1 big Ocean the land to water ration is now 90% water 10 % land
if you can call large poles of ICE land

the game final product is one of Nation economy - War between nations - Diplomacy
limited to rules of War and Trade concessions - and short term mutually agreed upon
period of NON engagement

Basic premiss. the Earth's population is greatly diminished War rules prohibit intentional
killing of any enemy . It is more war of resources and strength and economic might.
Nation bonuses will exist for victory conditions and the bonuses can always be captured
or defended or lost falling into a neutral 0 effect status.

The first and foremost project is to enable all desired features necessary for the project to go on.

We will begin with a merger of the TLK into the TGE/RTS

I am opening up two posistions in the project team to only TGE/RTS/TLK owners
You will participate thru community project build .. During which many details of the
actual game project will be devulged. At the conclusion of the community project
you will either be removed from team or given an opportunity to remain thru beta/retail
releases and share in revenue base from the project.

Email me if intrested I will have many questions for you. And bear in mind the first
product will be a public release of a base TGE\RTS\TLK build with some added content.
#3
07/22/2006 (8:10 am)
The purpose of this post is not to draw Flames on any portion of the Goals
or what are supposed/suspected to be design problems/isssues/ or features.

If you feel the need to post mindless flames
Either start a new thread or email me
I need this to be productive thread the team feels we are best
capable of meeting goals by years end if we take on 2 more to team.

The team wants to be set to complete a real game beta begiining prior to christmas
this year. This means the community project will end at that time or prior.

If you dont have 10 hours minimum per week to spend in actual constructive work
for the project .. please refrain from applying.
#4
07/23/2006 (4:54 am)
You can have my build. As GG haven't released it, e-mail me and I'll see if I can package it.

It is TGE 1.4 w/ RTS & extras.

-- Ricky
#5
07/24/2006 (8:58 am)
Running into a snag with merger of TLK into the beta 1 build
get 3 double errors during build of the new debug.exe
saying that a file called shadow.obj is already using/owning the class
attempting to be declared

anyone have any idea what creates shadow.obj?
#6
07/24/2006 (9:35 am)
Shadow.cc?
#7
07/24/2006 (10:31 am)
Nope there is now shadow.cc or shadow.h file
thats why the reported warning is driving me nuts
I am assuming something in the stock lighting
needs to be removed from my build
so that the TLK replacement can be built
the fact that I intregrated the TLK into build and only
have 3 actual instances of conflict is actually heartwarming
and all deal with same shadow.obj so I think ts probably
something I did in my custom beta1 release build
but after 2 months of waiting for someone at GG to
respond to forum .. review the resource listing or reply to email
I assume they all died so I am going on my own with next step
#8
07/24/2006 (11:07 am)
A couple of us spent hours this weekend discussing the actual community pack intentions
it appears as tho the consensus so far is for civilian mode to psuedo turn based
meaning real time play actions limited by turns allocation and server regen of turns
with consumption at lower rate in offline mode

also as to PVP or nation v/s nation play military mode
the general thought on this is the neutral zone area between nations
will be a vital area to survival of conflicts where you are shot down
the ideas here were that if shot down over enemy territory your planes
remains and crew would be placed in the neutral zone
where either side could recover the crew and remains

if captured by the enemy thru downed pilot recovery you would become
a prisoner.. by your allies time would transpire until you were made avail
to rejoin the war if killed either initial attack or after transport to neutral zone
you will have the option to create a new military player there may or may not
be provisions to create a slightly experianced replacement from previous
avatar gained experiance.. if you were a leader you will be retired from that posistion
upon death.. normal military promotions to fill the chain of command will apply

also many aspect of play were discussed . leaning heavily towards each client being able
to be run similtaneously.. meaning you could be online as a civilian and a pilot or gunner etc
at the same time a multi monitor system would make this alot easier to play

apparently for community aspects the civilian model will be a flat 2d HUD interface
with 3d walk around mode .. avatars wont be too unique in this mode by faces will be
only the facial portrait will be available on inspection of avatar. this modeling display
limitation my son says will greatly unload the server zone connection demands for homeland
areas while retaining all the key parts of the strategy play.

this buiild will be features and partial enactment of features for a community resource
the project will then continue on to beta phase

we have high hopes for the speed this will continue at
many key models are already made texturing is roughed in on
UVW mappings deciding on uniform styles etc

really hoping for a Space Cowboys type air to air game play in military mode
with some added realism to planes designs never actually saw a fighter plane with
990 loaded missiles for example or missiles that flew around in circles for 10 mins or so
persueing its target .. also our designs require more than a pilot for a plane to launch
a bomber needs a bomber and gunner as well as pilot/co-pilot(nav)

this model of game design will be the most complicated part of the design
may or may not make community release version

imagine your plane is progressing towards enemy territory carring a load of
500lb bombs escort fighters and your own gunner are fending off the enemies
attempts to keep you from your target
if you successfully deliver your payload to your target your enemy will feel the
consequences for a long time on their miltary and economy
if you are shot down you may die/ be captured/ or survive for the debriefing
and reassignment
meanwhile your civilian counterpart is at home working to advance your nation
and his own personal wealth and power

the game play is to facilatate working players in a day to day struggle
where thier actions both online and offline are vital to overall game play

this should be fun to work with as the project progresses for now I am
struggling with yet another GG product with absolutely no online docs
included docs or compatibilty with TGE 1.4 merger

there is one resource for the TLK says built on my RTS work but doesnt
seem avail to view most likely link busted or resource not approved or completed
#9
07/24/2006 (11:09 am)
Http://tdn.garagegames.com/wiki/RTS/1.4/Compiling
Upgrading RTS to TGE 1.4 + TLK integration with Visual Studio 2005

The following guide will demonstrate how to successfully implement the RTS Starter Kit into TGE 1.4, along with the TLK! It is a compilation of resources and threads from both the TGE TDN and from original porting work of William Fox.

anyone know how to see this resource?