Gameplay concept : Objective based skirmish - Page 2

Gameplay concept : Objective based skirmish

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

sunspot
Posts: 104
Joined: 09 Jun 2011, 12:17

Re: Gameplay concept : Objective based skirmish

Post by sunspot »

smoth wrote:I think he is serious. Probably senior/junior year in college with some spare summer post spring semester time.
Lol what, I'm a professional java developer for a software firm with currently 7 years of experience under my belt in several projects concearning ERP and CRP systems ...

I admit most of them java, but I'm not a college guy anymore sadly ... No more cute women around me all the time :( Just gnarly old programming men ...
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Gameplay concept : Objective based skirmish

Post by smoth »

7 years of just java, state/fed work?
User avatar
very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: Gameplay concept : Objective based skirmish

Post by very_bad_soldier »

hoijui wrote:
very_bad_soldier wrote:What is your proposed alternative to C++?
a higher level language like java, python or C# (or even higher level ones), eventually combined with a low level one like C, D, Go, assembler.
Uhh, I dont want to start a discussion about this but I hoped you had a real alternative for C++ in mind. Saying "we had a better world if all C++ developers would just use Java" is a bit... well...
sunspot
Posts: 104
Joined: 09 Jun 2011, 12:17

Re: Gameplay concept : Objective based skirmish

Post by sunspot »

smoth wrote:7 years of just java, state/fed work?
Nope just private sector, I started out with java before it had generics , I'm not sure but I believe it was 1.4. Oh and i'm counting 2 years of intern work after my studies as well ... It wasn't much back then and usually lousy refactor jobs but it was something.

In school I learned programming on Cobol and Ansi C. With Oracle 7i as backend database.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Gameplay concept : Objective based skirmish

Post by smoth »

Neat, com sec is the best.

So did you start playing with lua yet?
sunspot
Posts: 104
Joined: 09 Jun 2011, 12:17

Re: Gameplay concept : Objective based skirmish

Post by sunspot »

smoth wrote:Neat, com sec is the best.

So did you start playing with lua yet?
Not yet, just read some scripts, doesn't seem harder then any groovy script or so. Also found luaEclipse I'm gonna try out tomorrow. Kinda bushed from the dayjob now.
sunspot
Posts: 104
Joined: 09 Jun 2011, 12:17

Re: Gameplay concept : Objective based skirmish

Post by sunspot »

K small WIP update, I got all the playpieces I need ingame. Where I can still expand upon later one next on the agenda

- Create a system that when the game launches prepares the map with objective locations and resource locations
- Create a system that when an objective location is captured adds x points each y ticks to a counter. With the counter reaching a certain max , the game is won
- Create a widget that can be included in IceUI widget that shows the counter
- Balance the units with firepower, health, LOS
- Create one competitive special map for this gametype
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Gameplay concept : Objective based skirmish

Post by hoijui »

very_bad_soldier wrote:Uhh, I dont want to start a discussion about this but I hoped you had a real alternative for C++ in mind. Saying "we had a better world if all C++ developers would just use Java" is a bit... well...
I get it your idea of an alternative is, something exactly like C++ but better, right?
I did not say it should be replaced by Java, but by anything, and Java is one of the most logical choices for big parts of where C++ is used, but not the only, and not always the best.
your arguments so far are "..." and "..." -> i win! :D
plus if you had any right to speak about this, that would mean you'd be good in C++, which would make it a crime that you are not engaging in engine devving! ;-)
User avatar
very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: Gameplay concept : Objective based skirmish

Post by very_bad_soldier »

hoijui wrote: plus if you had any right to speak about this, that would mean you'd be good in C++, which would make it a crime that you are not engaging in engine devving! ;-)
Dont get me wrong I actually like Java. But I know I dont have to tell you that comparing Java and C++ is pointless. They are just different, each having its pros and cons.
There a surely enough people that are better at C++ than me but I actually do C++ for a living since several years (mostly, sometimes Java/C#/web/...).
Also I offered multiple times to code stuff for spring but the devs didnt seem interested so I scratched that (e.g. http://springrts.com/phpbb/viewtopic.php?t=22229).
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Gameplay concept : Objective based skirmish

Post by hoijui »

what i am saying is, that everything C++ could be replaced by one or multiple other languages, and be better. there is stuff where C++ alone is better then Java alone, but C++ is still obsolete. Java is not, cause it is the most stable cross platform mid-high level language there is, and has the 2nd or 1st most libraries of any language. if you think of Java as the JVM, it is even more important (in combination with the other languages the JVM supports).

all the stuff you suggested there are quite big changes, and its all quite (or very) hacky. you would have to start small, or make something that adds value without possibly screwing up existing stuff (like Spliff adding assimp, which is a quite big thing in a way, but interferes relatively little with existing stuff (except that it kind of makes Kloots obj loader obsolete).

in weapons-universe, C++ is like anti-personal splitter land mines including Zyklon-B. only be used by very dark-hearted lords of war.
User avatar
very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: Gameplay concept : Objective based skirmish

Post by very_bad_soldier »

hoijui wrote: all the stuff you suggested there are quite big changes, and its all quite (or very) hacky.
I would have loved to implement a better/cleaner solution if a dev had ever stepped up to propose such a solution. In fact it would have been great if a dev had stepped up at all to make clear at least that this is not wanted at the moment.
hoijui wrote:C++ vs Java stuff
I have to quite completely disagree with your C++ hatred here. Your statements may be true for limited aspects (like maybe desktop application development) but discussing Java vs C++ on such a general level is "fail" IMO. Its like discussing "whats better, a knife or a pistol?". You have to ask "in what situation and what do you want to achieve?". A pistol wont help you to cut your bread for example.
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Gameplay concept : Objective based skirmish

Post by hoijui »

for a micro-controller, you would use C, for a desktop application, you would use for example use Java (and possibly some C), ...
i meant it as i said it, in no place C++ is the best solution.
ok... i don't know about all places languages are used, and maybe.. there is some way... (even though i am sure there is not ;-) )
but fact is, C++ is seen as one of the big three languages today, but it should be be in a similar place like pascal. hardly known, never used for new projects and defiantly deprecated.

about the first part:
1. guy comes, wants big new cool thing in engine, brings few hacky attempts to do it
2. engine devs come and analyze each hacky attempt carefully, going through sources and analyzing dependent libraries, till they know if it all can be done that way and how to do it, and then tell the guy which attempt to do and how, or an alternative.

what you expect is not realistic.
you have to do that work, and likely also implement it, and then you may expect someone to look at it more carefully.
otherwise devs would loose hours or days for each feature request which costs the user 15-30 mins to get together. which would not be good.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Gameplay concept : Objective based skirmish

Post by smoth »

multiple languages presents a wide variety of issues, Java presents issues blah blah I don't agree with you and think this is a serious derail.

Split please?
sunspot
Posts: 104
Joined: 09 Jun 2011, 12:17

Re: Gameplay concept : Objective based skirmish

Post by sunspot »

small update to my WIP

I tackled the issue for spawning objectives at locations. I kinda finished the scoring part as well each 5 seconds , you get a point for your ally team for each objective you own.

todo : Determine a game is won when the counter reaches 500 , put that scoring on screen with some kind of widget ...

kinda need help on both these issues tbh
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Gameplay concept : Objective based skirmish

Post by knorke »

post some screens, videos or something :)

end game conditions:
http://springrts.com/phpbb/viewtopic.php?f=14&t=25618

score display widget:
http://answers.springlobby.info/questio ... t-scorebox
Split please?
well, you know it is OT and still continue, also OP is taking part in the discussion as well so I guess thats how people want this thread.
sunspot
Posts: 104
Joined: 09 Jun 2011, 12:17

Re: Gameplay concept : Objective based skirmish

Post by sunspot »

Thanks knorke, I used some of your stuff as a base.

Small new update

I'm a bit stuck on ending the game, I was able to declare a winner and detroy all units of the other teams (including GAIA). But the game just keeps on running it does not end. I've been looking into it with JK but to no avail. If anyone has a hint to why it won't end please do. You can test it out with my WIP at http://www.gravegast.be/~sunspot/temp/emptymod.sd7
test with this map
http://www.gravegast.be/~sunspot/temp/SimpleChess.sd7

just capture a few structures and let the score counter hit 20 and the code triggers (don't capture the BB or they will blow the enemy commander up defeating the entire exercise :) )

Next I was able to use chili to automagically put a window on screen with hello world whieeeeeeeeeeee we are getting somewhere at UI side :D

anyhow back to the grind, and see if I can transform hello world in a working scoreboard
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Gameplay concept : Objective based skirmish

Post by knorke »

downloaded but for some reason spring does not seem to find your game.
can not test what is wrong right now, probally just something with my computer.
Though you should rename your game to something unique, both the file and in modinfo.lua
sunspot
Posts: 104
Joined: 09 Jun 2011, 12:17

Re: Gameplay concept : Objective based skirmish

Post by sunspot »

knorke wrote:downloaded but for some reason spring does not seem to find your game.
can not test what is wrong right now, probally just something with my computer.
Though you should rename your game to something unique, both the file and in modinfo.lua
might be best to just extract the zip and call the dir .sdd thats how I test at least :).

edit: k I goofed at the packaging should be better now !

Btw does anyone know how you repaint in ChiliUi ? (found a dirty workaround remove a child from a window then add it again ... dirty but it works !)

fixed wrecks spawning, thxn flozi

Updated the mod with my latest WIP, things

accomplished today
- defense structures will always drop a wreck , undestructable
- scoreboard counter implemented in ChiliUI
- objective structures won't be targeted

failed today
- letting the game end once an allied team reaches x points, I tried destroying all units of the loosing side (nogo), tried transferring all units of the loosing side to gaia (nogo). Any feedback would help on this one
sunspot
Posts: 104
Joined: 09 Jun 2011, 12:17

Re: Gameplay concept : Objective based skirmish

Post by sunspot »

Hey, a little progress update from today

accomplished

- made my own unit limit script, where some units can cost more "space" then others fe, armpw 1 slot, armmart 2 slots. With a limit of 20 slots, that makes unit choices more tactical. Thats what I'm aiming for
- created a ChiliUi window to keep track of the unit limit
- game is ending just fine in springlobby.exe, it's spring.exe thats the culprit ... BAD , spring.exe, BAD, go in timeout NOW

failed

- trying to get the commands and build buttons in a seperate ChiliUi window is still a mystery

todo

- balance unit and resource income to make a fun gameplaying experience
- provide a ChiliUi window to show unit data (health, cost, unitlimit cost)
- fix command and build buttons
- find a fun , kinda big map to make a tug of war scenario with objectives for playtesting
- find a name for the game
- release an alpha build
Last edited by sunspot on 14 Jun 2011, 23:57, edited 4 times in total.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Gameplay concept : Objective based skirmish

Post by PicassoCT »

Hi, my name is Picasso, and im suffering from inferiority after reading this list.

The Selfhelpgroupchorus: "Hi Picasso"


You are fast. Why not make two mods, after all, you have two weeks. ;)
Post Reply

Return to “Game Development”