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Post by monokr0me on Dec 14, 2011 1:05:48 GMT
I've returned, and brought with me another over-ambitious idea. I've decided that the best way to teach myself programming is to create a project that will encompass a wide variety of different scenarios. Thusly, the DFCPA project (Dwarf Fortress Clone Programming Assistance). I will be creating a RTS, much like Dwarf Fortress, with several key differences. Some of the major ones will be as follows: - A proper GUI
- Sprite-based, animated graphics
- Multiplayer
Of course, this is an extremely long term project, and features such as multiplayer are very low on priority. I will be using this topic to post my progress (eventually I'll start a blog) as well as seeking advice from forum members. Needless to say, it will be a minimum of a month or two before this is even playable, although upcoming Winter Break will allow me to get a large headstart (counteracted by Finals, unfortunately). The project will be conducted in C++, under the Code::Blocks IDE. A more comprehensive list of features I plan on including are: - Support both mouse and keyboard control
- In-game help/identification system
- Queuing actions whilst paused
- Macro-driven interface for advanced users
- Comprehensive data flow (something like a built-in Dwarf Therapist, covering every aspect of gameplay)
- Streamlining politics and economy for those who want it, expanding it otherwise
- Forming of multiple forts in an interconnected government (Republic, Empire, or whatever other government system you choose)
Features I feel are not necessary, or low priority, are: - A roguelike mode
- Extensive "history" being generated with each world (rather, a uniform culture throughout the randomly generated maps)
- Anything combat-related (just kidding)
As stated before, while this may seem ridiculously ambitious, this is how I would like the finished project to look, and that is a long ways off. More importantly, my number one priority at all times will be bug fixes. I will almost always put off content updates in favor of fixing anything from an interface glitch to a game-breaking memory error. Any and all input will be gladly taken in on this project. One final thing I wish to ask is that I have some members with access to Linux and Mac OS environments to help me out; I'd like my game to be available on every platform, so the availability of someone to recompile for these would be greatly appreciated. Anyone who wishes to help me with this project, such as graphics, patching, or even content updates, may contact me via private message here on the forum, or email me at marlonpics@gmail.com .
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Post by QwertyuiopThePie on Dec 14, 2011 14:54:21 GMT
Well, I look forward to seeing it in the future. I hope it makes some good progress.
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Post by nmagain on Dec 14, 2011 20:06:23 GMT
As any other programmer, the first question that popped into my mind, what language are you using?
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Post by Zrined on Dec 14, 2011 22:19:55 GMT
He said C++ -_-
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Post by ganondorfchampin on Dec 15, 2011 1:34:23 GMT
You do realize that the guy who made Dwarf Fortress pretty much had to devote his life to it?
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Post by monokr0me on Dec 15, 2011 2:11:07 GMT
Yes, of course, however I am at the benefit of having much more free time than a grown man, and of course much of what he did he accomplished by his lonesome, I plan on having some help eventually.
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Post by QwertyuiopThePie on Dec 15, 2011 5:18:57 GMT
DF IS his job. Believe me, you don't have more "free time" than he has. He spends his life on it, and that includes work. He lives off donations in what is essentially a cave. He is assisted by his friend/brother/Iforgotwhat. Also, made? He's still working on it. It's sort of in a minecraft-alpha now: alpha, but essentially fully released.
So, it's a good thing this game doesn't need anywhere near the detail and complexity of DF.
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Post by nmagain on Dec 15, 2011 10:55:17 GMT
Ah, C++. I could help programming it if you want.
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Post by mdog95 on Dec 16, 2011 2:21:08 GMT
I hope you realize how long it will take to make the graphics, like the maps, sprites, etc.
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Post by priok on Dec 16, 2011 2:21:16 GMT
This sounds like a cool project, I hope you have a fun time with it. I am going to try studying some C++, later, so maybe I can also give a few small tips if you ever need any. The same thing goes for the graphics, if you need help with them, just ask me about it, and I will try to make a few or help you make them.
I just read the multi-platform thing, I can help out with some optimization for Linux.
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Post by mdog95 on Dec 16, 2011 2:23:36 GMT
What Priok said reminded me: is this going to be pixel or graphic based art? I could help a little bit with sprites and such whether it's either one. And is this game going to be isometric, or will it be as realistic as possible (movement in all directions)?
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Post by monokr0me on Dec 17, 2011 16:35:50 GMT
DF IS his job. Believe me, you don't have more "free time" than he has. He spends his life on it, and that includes work. He lives off donations in what is essentially a cave. He is assisted by his friend/brother/Iforgotwhat. Also, made? He's still working on it. It's sort of in a minecraft-alpha now: alpha, but essentially fully released. So, it's a good thing this game doesn't need anywhere near the detail and complexity of DF. Well, I see your point, but I am cutting some major features, so it still shouldn't be too bad, especially with all these offers to make graphics and such. Anyway, when I reach a point where I'll need graphics, I'll be sure to get you guys' help. For now, let me see what you got by making 16x16 sprites of: - 3 different grassland tiles
- A tree or two (transparent background)
- A skeleton (transparent background)
(You don't have to make all of them, just pick one) Unfortunately, I'll probably only be able to use the assistance of one artist, due to the wide variety of art styles.
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Post by priok on Dec 17, 2011 17:26:31 GMT
I will work on something, probably a tree.
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Post by mdog95 on Dec 18, 2011 16:40:28 GMT
Isometric? Pixel art or graphic art?
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Post by monokr0me on Dec 19, 2011 21:52:49 GMT
16x16 graphic art (which technically includes pixel art but I give you the benefit of the doubt) would be incredibly ugly. At this point, I'm thinking top-down (however, look for games such as Final Fantasy to see how top-down character spriting is handled), as isometric would complicate the programming further.
Also, I have thought of an interesting gameplay mechanic. Instead of being an omnipresent director over your fortress, what if you had a physical character in-game, where you could give out orders as usual, and occasionally help with manual labor or warfare. You would no longer hold a view of the surrounding area, instead your map would update based on reports from your subjects and orders would be given based on what you see (so instead of "kill the tiger at (x,y)", you'd have "go to this area, look for the tiger, and kill it"). While possibly complicating things to a larger degree, it would also produce a more unique game instead of being a cheap knock-off of Dwarf Fortress directly.
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Post by D_M-01 on Dec 20, 2011 0:23:29 GMT
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Post by mdog95 on Dec 20, 2011 1:27:47 GMT
I'll have something by Thursday, when I get back home. I have a few people I have to get back to with some work then...
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Post by priok on Dec 20, 2011 1:34:52 GMT
You should use DisgorgedMech's. His is great, and would probably be easy to make other styled things.
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Post by D_M-01 on Dec 20, 2011 23:49:52 GMT
Attempt #1: Attempt #2 (4 colors only):
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Post by monokr0me on Dec 23, 2011 0:44:42 GMT
The second set looks very nice.
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Post by mdog95 on Dec 23, 2011 0:56:38 GMT
I can finally make the tile thing. Should be done very soon. EDIT: Done with the grass tiles. I'm going to make some trees and combine some tiles to see what it looks like.    Tree:  Everything combined:  The tree goes pretty well with the night tile and half-decent with the normal and dead grass tiles... Well, I guess that's what making more than one tree is for. Other than the tree not matching every tile, I think it looks pretty good. And the tile dithering looks... interesting. This is it without the trees: 
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Post by D_M-01 on Dec 23, 2011 4:38:15 GMT
SPRITES (Possibly more soon): Skull + Attempted Animation:  
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Post by mdog95 on Dec 23, 2011 7:39:36 GMT
Better tiles:  I'll combine them into a 800x600 map once I make the trees and paths.
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Post by ganondorfchampin on Dec 23, 2011 15:02:40 GMT
Trees on water?
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Post by Zrined on Dec 23, 2011 16:04:46 GMT
What?
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Post by mdog95 on Dec 23, 2011 21:30:51 GMT
Those are cave tiles, the blue ones.
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Post by Zrined on Dec 24, 2011 1:07:55 GMT
Mono, Mdog should make the environment while Kurai makes the characters.
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Post by mdog95 on Dec 24, 2011 1:29:21 GMT
That's actually a good idea. I'm great with tiles, but I very much suck with sprites. And if the sprites need animation, I can just take the original design that Kurai makes and so walking and attack animations, since I'm decent with that.
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Post by Speaker on May 22, 2012 20:57:31 GMT
Yes, the second set does look better.
I did not read the OP past the first little block, but I can definitely help with the gui shtuffs. I had a very basic method to render text here, pastebin.com/MNYdDbuG. It includes some examples of using SDL's gfxprimitives, though it could've been better done with the actual draw polygon function... ah well.. Pretty shitty code, but it illustrates the basic requirements for rendering text. You'll also need the actual arial.ttf file in the executable's directory. As for sprites and stuff, I happened to start on a tile rendering engine not too long ago, but I'm still having some issues with it, but I'll try and get back to you once I've worked out some of the kinks. I have a thread on the (current) problem in the programming subboard.
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Post by Silencer on May 22, 2012 20:59:52 GMT
Speaker, there's a second page. You're an idiot.
Why yes, I found that out after I posted.
...yes...
Could/would you post the code you've so far? I would certainly like to see it.
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