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NightFall Cadet

 Joined: 16 Jan 2010 Posts: 43
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Posted: Sat Feb 06, 2010 9:42 am Post subject: |
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Just a quick update to show early version of the gangsheet. Everything is using listboxes at the moment but it works, at least. The functionality is there. From a gang saved to file.
I know the interface needs a lot of work.
Any comments? _________________ Necromunda homebrew videogame project. Comments appreciated. |
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SharkForce Lance Corporal

Joined: 15 Aug 2009 Posts: 208
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Posted: Sat Feb 06, 2010 10:51 am Post subject: |
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CHFAJPUL?
anyways, i don't see this as needing that much work. i'm guessing the two empty boxes below the ganger information are where injuries and skills would go, right? (and the exp and cost boxes would need headings too, and presumably an overall ganger rating and a gang rating box at some point, but one step at a time i suppose )
also, i'm assuming that damage and cost are not the only stats that the weapons have (or at least, that the weapons will have eventually?)
other than that, if you were to just make it a bit more dark, it would probably actually look just about right. certainly good enough to release the game with, imo (if you wanted to patch the game later to look more awesome, that wouldn't be bad, i just don't see it being incredibly necessary).
definitely looking forward to this are you planning to support multiplayer and single player modes, or just one or the other (i don't know whether multiplayer would be easier because you wouldn't have to program AI, or if singleplayer would be easier because you don't have to deal with networking stuff) |
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NightFall Cadet

 Joined: 16 Jan 2010 Posts: 43
Medals: None
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Posted: Sun Feb 07, 2010 5:24 am Post subject: |
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| SharkForce wrote: | | CHFAJPUL? |
Yeah, that's a unique ID generated by the program for the ganger. It's used for equipment bindings etc. Name wouldn't necessarily be unique. I'm displaying it for development purposes at the moment. It wont be displayed to the user as standard.
| SharkForce wrote: | | i'm guessing the two empty boxes below the ganger information are where injuries and skills would go, right? (and the exp and cost boxes would need headings too, and presumably an overall ganger rating and a gang rating box at some point, but one step at a time i suppose |
Spot on with the skills and injuries boxes. Done some behind-the-scenes coding for both of them but not hooked them up to the gang datatype yet. Likewise the "determine ganger cost" function.
| SharkForce wrote: | | ...also, i'm assuming that damage and cost are not the only stats that the weapons have (or at least, that the weapons will have eventually? |
Yes. The weapon data displayed there proves that the program successfully pulled back the correct weapon record from a search. I've just only told it to display those two fields to check it worked.
| SharkForce wrote: | | ...other than that, if you were to just make it a bit more dark, it would probably actually look just about right. |
Cheers. As I'm sure you can appreciate, gothing it up is way down the todo list I just wanted to throw this out to see how people felt about working out of listboxes rather than being able to see all of their gang data at once. This is more scalable (rather than trying to account for people with stupidly big gangs) and I'll include a 'traditional' gangsheet HTML export function anyway.
| SharkForce wrote: | | ...are you planning to support multiplayer and single player modes, or just one or the other (i don't know whether multiplayer would be easier because you wouldn't have to program AI, or if singleplayer would be easier because you don't have to deal with networking stuff) |
The intention was network play. I've coded projects before that used that so it shouldn't be a problem. Already tested it a bit. Not sure how happy more modern OS will be at the ancient method I use though (both in terms of basic support and firewall beef). We'll see.
I plan to at least look at basic single play modes. VS. critters most likely. Coding "Find nearest ganger. Move towards it. Attempt to eat." should be alright, I think.
Thanks for your continued feedback, dude. _________________ Necromunda homebrew videogame project. Comments appreciated. |
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Bongo_clive Private

 Joined: 10 Nov 2008 Posts: 60 Location: Essex, UK Medals: None
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Posted: Sun Feb 07, 2010 6:38 am Post subject: |
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Yep, this has to be one of my all time wishes!
X-Com is my favourite game, and if it could work for Necromunda, I would have a wet dream.
Is there any scope for using the code form X-Com? Modding that? |
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screamingabdab Sergeant

 Joined: 14 Jul 2009 Posts: 507
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Posted: Sun Feb 07, 2010 6:54 am Post subject: |
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oh yeah a Necromunda game using the X-Com/UFO basis would be super fine _________________ All we are is all we've ever done. |
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kestersmith Cadet

Joined: 26 Dec 2009 Posts: 29
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Posted: Sun Feb 07, 2010 7:52 am Post subject: |
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Have you considered releasing just the gang sheet/gang creation as a separate 'game'. I dont ever use paper gang sheets anymore, I have it all in excel but a full database that calculated everything and displayed all my information would be even better.
So yeah, even before you finish your full game, having access to a fully comprehensive gang roster program would be awesome. |
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NightFall Cadet

 Joined: 16 Jan 2010 Posts: 43
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Posted: Sun Feb 07, 2010 11:36 am Post subject: |
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| kestersmith wrote: | Have you considered releasing just the gang sheet/gang creation as a separate 'game'. I dont ever use paper gang sheets anymore, I have it all in excel but a full database that calculated everything and displayed all my information would be even better.
So yeah, even before you finish your full game, having access to a fully comprehensive gang roster program would be awesome. |
I'm frankly astonished that no such thing exists already. I'll bear it in mind and, at such a point as I have all the relevant stuff supported in the game, I may produce a cut-down version with gang management, rare trade etc.
Thanks for the suggestion. _________________ Necromunda homebrew videogame project. Comments appreciated. |
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kestersmith Cadet

Joined: 26 Dec 2009 Posts: 29
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Posted: Sun Feb 07, 2010 2:16 pm Post subject: |
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| Sweet. |
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Gen.Steiner Master Gunner

 Joined: 14 Feb 2008 Posts: 342 Location: London, England, UK, NW Europe, Sol-III, Eastern Spiral Arm, the Universe, the Mind of God Medals: None
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NightFall Cadet

 Joined: 16 Jan 2010 Posts: 43
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Posted: Mon Feb 08, 2010 5:13 am Post subject: |
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I'm assuming that he meant something more automated. Something with a "buy" screen rather than typing data into a textbox with no validation etc. _________________ Necromunda homebrew videogame project. Comments appreciated. |
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NightFall Cadet

 Joined: 16 Jan 2010 Posts: 43
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Posted: Tue Feb 09, 2010 12:49 pm Post subject: |
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OK so I procrastimated rather and messed around with the gangsheet interface rather than have to think about hard code things.
More space, more labels, 'better' colours, more weapon details displayed. Also a slightly higher res pic so the text is more readable:
 _________________ Necromunda homebrew videogame project. Comments appreciated. |
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Ciabs Gunner

 Joined: 30 Nov 2007 Posts: 116 Location: Rome, Italy Medals: 1 (View more...)
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Posted: Tue Feb 09, 2010 2:00 pm Post subject: |
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I'm really really interested in this project, wheter it'll end being a full blown necromunda videogame, or even just an eletronic gang roster on steroids;
we're in 2010, and I must say this game never got the software attention it deserved (be it a online-playable version, or some database stuff or else), and finally Nightfall is trying to rectify these wrongs...
keep up the good work, I really look forward to see your project finished..!  |
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NightFall Cadet

 Joined: 16 Jan 2010 Posts: 43
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Posted: Mon Mar 01, 2010 2:55 am Post subject: |
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Hi all,
Since I've not updated in a month, I thought I'd just make a post to say that work has continued on the project, albeit more slowly. Also a lot of the work has been behind-the-scenes type stuff (consolidation, removal of duplicate code etc.) that's not really going to be evident to the user. I have done some work around the post-battle sequence, though- collecting income from territories etc.
Anything to avoid the horror of 3D line of sight calculation. Not entirely sure how I'm going to handle that  _________________ Necromunda homebrew videogame project. Comments appreciated. |
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SharkForce Lance Corporal

Joined: 15 Aug 2009 Posts: 208
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Posted: Mon Mar 01, 2010 11:29 am Post subject: |
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there is math wherein if you have 2 points, you can determine the formula of the line that goes between those 2 points, is there not?
just pick an arbitrary 3 spots on each model i would say (say, feet or just above, center of mass, and head) and if you're feeling really ambitious you could put a couple to either side (if you want to go really crazy, you could put one at each and every joint, form an outline, so to speak) and then just draw a line from the attacking model's gun to each point you wanted to test against on the defending model.
i suppose the trickier part is checking if it goes through anything, right? you should be able to use similar math to test whether your lines intersect various objects... such as planes (mathematical planes, that is). like the ones that combine to form objects people might take cover from.
alternately, you could try a simpler 'hack'; barriers provide 1 extra level of cover per level below, or 1 less level of cover per level above. then just tell the program what terrain pieces provide what cover, and you only have to use 2-dimensional math. since the areas are what provide cover, just draw the line, and check if it passes through any 'square' that provides cover. it won't be quite as accurate (you're almost guaranteed to wind up with some weird situations where someone has more or less cover than they should) but i think it should be less of a challenge to design. obviously you'd have to also make floors and ceilings provide cover from shots on different levels only though.
you could also include a button that allows the players to agree on a proper level of cover for a given shot (for multiplayer mode, both would have to agree) that overrides the algorithm-derived level of cover, and let human judgement deal with the worst of the errors (after all, human judgement is how it would be handled in actual games anyways) |
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NightFall Cadet

 Joined: 16 Jan 2010 Posts: 43
Medals: None
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Posted: Tue Mar 02, 2010 2:18 am Post subject: |
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The way it's going to work is:
1. The entire game environment is divided up into a number of cells. Like a giant rubix cube.
2. Each of these cells can contain an ID that refers to a terrain item, character etc.
3. Each terrain item includes a field that stipulates how much cover it provides.
4. If character A shoots at character B, I need to trace a line between their respective cells, note which cells it passes through, check if they contain terrain items and, if so, adjust the chance to hit accordingly.
It's doable, just tricky having to constantly translate screen x,y co-ords to tile index to environment x,y,z co-ords. Basically, it's the only bit of the project that's really maths heavy, and maths isn't my thing. _________________ Necromunda homebrew videogame project. Comments appreciated. |
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