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FIRST Video Game: Hammering out details
(From FIRST Video Game)
I would like to get this going, so I made this thread for serious discussion, specifically the pre-code details. There are several things needed to be finalized for version 0.1 Alpha:
So far: Language = MS VC++ Platform = Win32 Game = FIRST Frenzy (2004) |
Re: FIRST Video Game: Hammering out details
What exactly will a player control? Will they be able to design their robot/controls and run it against the many AI robots, will it be an online type thing (cool, although maybe hard), will they just be able to pick one of several predesigned robots, possibly unlocking new ones as they do better? :)
--EDIT-- Pardon my ignorance if this has already been mentioned in the other thread. Don't read chit-chat much. :) ----EDIT----- Some of this was already mentioned. Don't bother with those parts... :) |
Re: FIRST Video Game: Hammering out details
(These are my oppinions and not a consensus)
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Currently, I'm thinking about framework (Make a cheapy for debugging). I say come up with a robot standard, draw them later. My goal for v0.1A is to be able to take a demo bot and drive it around a field, fairly realisticly. *Include physics engine *Import bots/fields from files *render/control interfaced *no configs, no AIs, no web/lan play (but framework for this should be in place, just values hard coded.) |
Re: FIRST Video Game: Hammering out details
A few questions..
Will the user be able to assign commands to keys they chose? Will the game support joysticks? ex: Microsoft Sidewinder A suggestion.. Would it be possible to simulate an innovation first robot controller to control a robot in the game? And if the previous is possible, could a user plug their team's control station (directly from the innovation first tether port) into their computer to control the robot on screen? This would include the use of pots. in the control station. Thats my $.02 I can't wait for the first release of the game!:D -Pat M. |
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Re: FIRST Video Game: Hammering out details
Would the game have an (possibly optional through settings) autonomous mode? IE, sort of like PCPat suggested, we would give the user the ability to program the robot is some way?
Maybe way too hard for now, but maybe in the future... :) --EDIT-- Feel free to ignore me. I'm not helping much, am I? ;) |
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My last discussion on this. |
Re: FIRST Video Game: Hammering out details
any idea on when this might come out? i can't wait to see it :D
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Re: FIRST Video Game: Hammering out details
Ok, so, since you are using VC++, I assume you'll use classes. So, some ideas:
Just some ideas. And some of that is rough obviously, like who gets to keep track of where robots/other moveable field objects are. :) Yeah! I was helpful (or I tried). :) |
Re: FIRST Video Game: Hammering out details
Hrm ... sounds like a pretty darn big goal. Some points that might be helpful to ponder.
With that said, I would refer you to Crystal Space, a very nice graphics/gaming engine that has cross-platform support, 3ds max import abilities, and MS VC++ work files (which all sound like it would be useful with what you have planned ... aslo, they use to have a rudimentary physics support, but I don't know what's happened to it). And you might want to consider ODE, a pretty serious open source physics engine (for rigid bodies, which robots happen to be). I'd take a good long hard look at the project, and try to come up with a reasonable set of goals. Remember that successful projects start out small and grow from there. The projects that start out with unrealstic aims tend to fail, as those contributing become disillusioned. Also, some sage advice from my limited experiences -- before you write a single line of code, have a very detailed outline of what the system will be like, to include class hierarchy and interaction, and other such details. Edit: in regard to Texan's post, which happened to beat me ... I think it's a bit early to begin thinking about specific design issues. Start with a general outline of the project, to inclue non-coding issues too (e.g., a game's nice and all, but nothing without art ... and sound is pretty darn important too, and a whole slew of other issues). Then, work from there. Specific implmentation like what will be a class, etc., will come from the general design, and it's too early to say how you want to design the system. Or that's the way I see it, at least. |
Re: FIRST Video Game: Hammering out details
Here's some of my thoughts....
-Focus first on the robots. Have a few robot types to choose from, then hammer out the kinks and other problems. Then add a custom robo feature, then add human player. -For a first game, I'd either do Stack Attack or Zone Zeal, but mostly Stack Attack. The game has more action and less moving 'parts' to it. -Use a language that is supported and can be ported to, Windows, Mac, & Linux. -Start small, then go big. Don't have many textures or other things, then keep adding things till it's a great game. |
Re: FIRST Video Game: Hammering out details
When you say class, do you mean an instance, or a template? (and I'm probably murdering OOP jargon)
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Anyone work at Id? :D ;) |
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Personally, I feel that "good" graphics and sound are easier to figure out and add after the main, supporting stucture is made. I'm one the guys who likes to get it running, then make it cool. :) --EDIT-- What's Id? |
Re: FIRST Video Game: Hammering out details
what will we be able to play it on?
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