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Project - Apolyton game

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  • #76
    If someone else wants to lead this project, feel free... I'm not a project leader
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    • #77
      Originally posted by ADG
      If someone else wants to lead this project, feel free... I'm not a project leader
      No, no, I think it is imperative that you lead the project, since it was your original idea. I think otherwise, you would lose interest soon, and so would the others involved.

      I was just wondering if there was a more clear plan now. It just seems to me that we don't yet have a very clear understanding of what it is exactly we want to achieve. I, at least, don't...

      I mean, we got the basics: a multiplayer computer version of Nuclear War. But that's not really enough, I think. We need a little more specifications so that the people that write the different parts of the game can later integrate them together easily.

      We still need to answer a few questions like:

      How is the world going to be represented?
      Which version of the rules are we going o use?
      How will the players issue orders?
      Where will the orders be stored?
      Will there be some kind of system to keep track of different stats? Like number of wins for some player and such? Will there be some kind of external data center from which the others could observe games and / or stats?
      What else will the player be able to do, in addition to issuing orders? View the dynamically generated map of the world? Contact other players?

      These are all crucial to know answers to before starting the coding, so when it gets to it, you get all the functionality you want, and if you happen to add something new, you don't have to rewrite everything.
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      • #78
        I think everything hinges on the rules.
        (\__/) 07/07/1937 - Never forget
        (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
        (")_(") "Starting the fire from within."

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        • #79
          I'll try make a final set of rules later today
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          • #80
            Originally posted by vovan
            How is the world going to be represented?
            Not sure what you're talking about. Do you mean the visual part of the game?

            Originally posted by vovan
            Which version of the rules are we going o use?
            The one I posted earlier (I'll repost it in the next post)

            Originally posted by vovan
            How will the players issue orders?
            Player logs in (Name + Password), player chosen his order + target city (if the order requires one), and presses ok.
            If the player also issues a spy order, he has the chance to change his orders again.
            Spy orders can only be issued on players who has sent in their orders

            Originally posted by vovan
            Where will the orders be stored?
            Not sure about this one, but I was thinking about just having the orders saved in some binary file (Which gets deleted when the turn has ended)... shouldn't be too hard to make.
            Not sure if we should keep all orders for all rounds, or just the orders for the current round

            Originally posted by vovan
            Will there be some kind of system to keep track of different stats? Like number of wins for some player and such?
            I haven't thought about this, but it wouldn't be much of a problem to save stats for each player, when a player gets wasted

            Originally posted by vovan
            What else will the player be able to do, in addition to issuing orders? View the dynamically generated map of the world? Contact other players?
            The map wont be that much dynamically, since you can't build new cities... each player just gets some land on this premade map with 5 cities in. The city pictures are dynamically though (different pictures for different size cities)
            I have never worked with graphics in java before, so I don't know how to make this... but I guess the picture needs a scollbar, otherwise it would be diffecult to get all cities on one small map
            Or maybe we could just have one picture for each player (or for 5 players as in the computer game version), where the player will be able to switch between those two pictures (If there's 10 players that is)

            Anyone who's got a better idea about this?


            Not sure what you mean with "contact other players". It's not like in Civ where you have to meet the other players first, then declear war on, or ally with them...

            Or are you talking about being able to talk to other players who's logged in (Like a chat program) ???
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            • #81
              Weapons:

              There exist two different kinds of weapons: Nukes and bombers
              Bomber:
              A bomber needs to be prepared before they can attack. The startup time is one turn. If the bomber isn’t used the following turn, you need to re-prepare it to use it. A bomber can attack two turns in a row (Unless being countered with a shield)
              The bomber exists in 2 versions: (Please come up with a better name)
              The weak bomber: When successful it kills a random number of people between 1 & 20
              The strong bomber: When successful it kills a random number of people between 15 & 40
              Nuke:
              A nuke can be fire, without any preparation time, but can only be used once.
              There are 4 different nukes: (Don’t know anything about these values, but I believe it was those values used in the game)
              10 mgt: When successful it kills a random number of people between 1 & 15
              20 mgt: When successful it kills a random number of people between 10 & 25
              50 mgt: When successful it kills a random number of people between 20 & 40
              100 mgt: When successful it kills a random number of people between 30 & 60

              After an attack (For bombers that is after 2nd attack), the weapon is used. All players have a weak bomber, and 2 of 10 mgt nukes, and 1 20 mgt nuke. To get more weapons, you need to build more




              Defense:

              There’s only one kind of defense, but there exists two different versions:
              Simple shield: When used, it manages to destroy 75% of all nukes, and 50% of all bombers
              Advanced shield: When used, it manages to destroy 85% of all nukes, and 75% of all bombers

              This works like the weapon system: When using one, you lose one, though more can be built in the factory.

              The % of chance of success is based on some random number between 1 and 100. If the # is lower than the %, the defense worked as it should





              Factory:

              A factory takes one turn to ‘do its job’. During this turn, it builds a random number of weapons/defense (How exactly this works, should we talk about… not sure about it)
              A factory output could look like this:
              1 x 10 mgt nuke
              3 x Simple defense
              2 x Strong bombers

              The computer games factory is very random: Sometimes you get one 10 mgt nuke, while some times you get enough weapons to win the whole game… The randomness should defently (sp?) get tuned down




              Spy:

              The spy system should more or less work than in the forum game. Maybe with the exception, it’s not possible to spy on a player who haven’t issued an order yet (But no changes to the sabotage order)






              Propaganda:

              When doing propaganda on a specific city, you get a number of its citizens to one of your cities (A random city of yours). You can get all citizens in specific city (Making this city ‘wasted’)
              This number is based on:
              -Randomness
              -How many times you’ve attacked this player (The more times, the fewer citizens)
              -How many times you’ve used propaganda on this player (The more times, the fewer citizens)

              If a player before you destroyed target city before your turn, you get nothing
              There’s a small chance a propaganda has a side-effect: You lose a random number of citizens from a random city of yours, to target city.
              This number is based on the same as above, though with a ‘the more times, the higher risk’ instead






              Bonus:

              Not sure if we should include this or not. Just going to mention this, since it was in the game

              Each turn there’s a minor chance (Based solely on randomness), a random player gets a small bonus… or anti-bonus:
              This bonus could be like getting more people in a random city (By a baby-boom), or maybe one of your cities loses some citizens to some alien abduction… and stuff like that…
              They were pretty funny, but might screw up the game too much… What do you think?










              Any questions?
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              • #82
                Here's the first files for the game...

                There's not much in them yet... it's only the connection code for the Server part.

                Here's a list of the files (And what I believe should be coded in the different files): (Files attached to post)

                Server: The class that holds all the connection information and such

                Connection_controller_interface: An Interface, which should be located on both sides (With this Interface, the Client side knows which methods it can use)

                Connection_controller: This class file implements to above interface. Whenever a client calls a method, it goes through this file, which then sends the information to the necesary class files

                Files we need:

                File_handler: Takes care of saving/loading all types of files

                Connection: On the Client side, this keeps the connection to the Server alive, and sends all method calls to the Server side

                GUI: Not much to say... it's the graphical user interface... it sends method calls to Connection.class




                Anything I missed?





                Tomorow I'll start on the File_handler class, if I get any time to do it tomorow... loading/saving files is pretty important I think
                Last edited by Adagio; January 11, 2004, 14:40.
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                • #83
                  I missed your Januray return, ADG

                  I'll have a detailed look on that thread tomorrow or in Sunday (it's too late in Spain right now)
                  Trying to rehabilitateh and contribuing again to the civ-community

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                  • #84
                    I created two new files today:

                    GameInfo: Contains all information about a game... well, almost all information, the history part doesn't contain everything... Basicly all information in this object is loaded from the savegame, and is saved to the save file again...

                    File_handler: Saves all information in above class into a binary file.
                    I've only created the saveGame method at present time, which is untested.


                    The next parts of the game I'll create is the load and start new game feature...
                    Attached Files
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                    • #85
                      I (finally) wrote a little more code for the game, though it's not that much... time to get some


                      I just made a tester class for the Client side, which creates and loads a game
                      There's an error during load game, which I haven't got fixed yet... will take a better look at it tomorow, hoping I can find the error...
                      Attached Files
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                      • #86
                        I can't open .rars ADG (silly WinRar gives me problems always) but I bet the problem is a case sensitivity error (almost all my bad code is for that reason) so its always the first thing I check over.

                        -Jam
                        1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                        That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                        Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                        Taht 'ventisular link be woo to clyck.

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                        • #87
                          Here's a zip version...
                          Attached Files
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                          • #88
                            Updated:

                            I got the save/load part working (I believe). I just wrote ++ to the wrong variables
                            Attached Files
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                            • #89
                              Originally posted by self biased
                              ummm i designed the layout of my blog. so yeah. GUI. thingie.

                              If you're still interested in doing the GUI, it wont be long until we need to get to that part...

                              Here's my idea on how I see how the GUI could look like... feel free to come up with a better idea


                              In the center of the GUI, there's one picture, which should contain the map for 1 (or 2) players nation(s). The cities should be (of course) have a static position (for each player), while the cities has different pictures depending on size of city (All city pictures should be transparent, if possible).
                              When chosing a nuke/propaganda, you can click on an enemy players city on the picture (as a target)
                              All different orders are placed in some menu in the left side of the screen, while the right side is a list of how many nukes/bombers/defense you have
                              The bottom part of the screen is a simple text-box with information on what have happened during the last turn ("Player X nukes y number of citizens from city Q from player W")

                              The top part could be a counter, so the players knows how long until next turn...
                              Attached Files
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                              • #90
                                Hey, ADG,

                                I just downloaded the latest piece of code and checked it out. There's some good progress you have been making there. Keep it up.
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