Game Design Music and Art

Nanostorm project – Calin

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
[feel to post comments, ask questions by replying to the thread]

May 06
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new gui:



There is a trailer on our page showing the how the two mice are used.

April 21 2007
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Thought of posting another screenshot =]


April 16 2007
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http://projectrts.googlepages.com/Buttons.jpg

IM GUI in action. Here's a 1.3 MB trailer if the screenshot doesn't tell you much http://projectrts.googlepages.com/OgreNetTest2007-04-1615-19-47-85.wmv

I'll tinker here and there on the GUI and then dive into Networking.


April 14 2007
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Ok, I'm making a detour and going to get some basic GUI working. Setting up a GUI is a time consuming task. For this reason I'm going to use the Immediate GUI approach which is simpler to build than a traditional GUI system (based on messaging). When it's done I'm going to make the GUI library available for personal use like I did with my other libraries (just the dll assembly, not the source =])

April 13 2007
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The units are controlled by a unit manager and work on sweep selection is finished (for now). You can see the sweep selection in action here:
http://projectrts.googlepages.com/Nanostorm_sweepSelect2007-04-13.wmv

The next big think I'm working at is networking.

April 12 2007
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Working on sweep selection and unit factory. You might have noticed I haven't payed to much attention to the GUI. Sweep selection will be no different =] (for now).

http://projectrts.googlepages.com/Sweepselect.jpg

(the small black squares make the selection box corners)


April 10 2007
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A quick movie trailer (2MB, 30 sec) showing unit movement and pathfiding in the latest Nanostorm build.

http://calinnegru.googlepages.com/OgreNetTest2007-04-1007-59-06-59.wmv


April 04 2007
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A new build showing waypoints/pathfinding.

http://calinnegru.googlepages.com/Waypoints.exe

Place the executable in the same folder where everything else is( i.e. the other executables )


April 01 2007
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http://calinnegru.googlepages.com/RTSstartup.jpg
(I've removed the image preview to make the page load faster. Click on the link to see the image)

A basic RTS setup I came up with at the end of this week. It doesn't have any AI, pathfinding, etc, all you can do is select the units and move them around on the map.
The interesting thing is that the setup uses two mice not one (The download has an executable -simple.exe- with an one-mouse setup, it you want to see the demo anyways.)
I'm curious to know your opinions (that is if you decide to download the bulky 10 MB), especially if you have two mice.

Here's how it works:
If you want to move a unit point the left mouse over the spot where you want the unit to move and click with the left button from the right mouse on the unit.
If you want to change the direction the unit is facing (this could be useful in a game in which the direction the unit/squad is facing matters) place the left mouse over the spot the unit should be looking at and click with the right button from the right mouse on the unit.

When you start the demo make sure that the mouse that controls the R cursor is in your right hand and the mouse that controls the L cursor is in the Left hand.

http://calinnegru.googlepages.com/RTSstartup.rar

To get the demo spinning you need NetFramework 2.0 (it comes pre-installed on Vista). It is highly likely you'll also need the latest VS runtime: http://calinnegru.googlepages.com/vcredist_x86.exe

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a good gameplay is a right combination between performance and features.

[This message has been edited by Calin (edited May 06, 2007).]

[This message has been edited by Calin (edited May 07, 2007).]

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
Man, that's some cool stuff! I've always thought implementing 2 mice or 2 joysticks for a game would be a fun and different way to play. I've always wanted to make a mech shooter using 2 joysticks...anyway, back on topic. Good work man!
Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Sweet.

Are there that many people who own two mice, though?

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by Lazarus:
Sweet.

Are there that many people who own two mice, though?


Yeah it will get them broke if they buy one. Beside the game will be 100% playable with a single mouse.

quote:
Originally posted by mastallama:
Man, that's some cool stuff! I've always thought implementing 2 mice or 2 joysticks for a game would be a fun and different way to play. I've always wanted to make a mech shooter using 2 joysticks...anyway, back on topic. Good work man!

Thanks for comments
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a good gameplay is a right combination between performance and features.

[This message has been edited by Calin (edited April 11, 2007).]

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Updated

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a good gameplay is a right combination between performance and features.

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Update

------------------
a good gameplay is a right combination between performance and features.

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Update

------------------
a good gameplay is a right combination between performance and features.

SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
Wow! That is looking really nice.

What graphic engine are you using again? In another thread you mentioned it had not yet been decided but you may use Irrlicht for .NET. It looks like you've gone far enough with some sort of engine. Are you moving forward with whatever engine you are currently using?

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
I'm using Ogre. I choose Ogre because it has a C#/NET wrapper that is actively maintained. Since I've started to go this road I should stick to it.
I'm trying to keep the code clean/OO (object oriented), that would help if I decide to use another engine (which at this point is very unlikely).

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Check my libraries (C# assemblies):
http://calinnegru.googlepages.com/downloads


[This message has been edited by Calin (edited April 14, 2007).]

[This message has been edited by Calin (edited April 22, 2007).]

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Update

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Check my libraries (C# assemblies):
http://calinnegru.googlepages.com/downloads

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Yep another update.

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Check my libraries (C# assemblies):
http://calinnegru.googlepages.com/downloads

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Hey, that screenshot looks good.
Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Wow, its really coming together.

Just a suggestion, you might want to divide the landscape visually into squares as to give the player a sense of structure when selecting squares.

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MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Glad you like it.

quote:
Originally posted by Mene-Mene:

Just a suggestion, you might want to divide the landscape visually into squares as to give the player a sense of structure when selecting squares.


I removed the older screenshots to scale down the confusion =].

------------------
Check my libraries (C# assemblies):
http://calinnegru.googlepages.com/downloads

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
cool! If you don't mind my asking, It looks like they're off-center.

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MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by Mene-Mene:
cool! If you don't mind my asking, It looks like they're off-center.


I'm not sure I understand what you're trying to say.

------------------
Check my libraries (C# assemblies):
http://calinnegru.googlepages.com/downloads

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
They're not in the center of the squares.

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MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Oh mean the robots? Most them were walking when I took the picture, however even when they stand still they stand at the corners (that's where the pathfinding nodes are) not in the middle of the squares =].

------------------
Check my libraries (C# assemblies):
http://calinnegru.googlepages.com/downloads

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Another update

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Check my C# libraries