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Author Topic: Airlands Project  (Read 43271 times)

Vactor

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Re: Airlands Project
« Reply #360 on: June 14, 2009, 10:50:44 pm »

I put in everything I need to run an A* pathfinding algorithm today, it is getting a bit late, so I won't be able to hook it up to unit movement tonight, but it is a relief to have it in.  Units will be able to plot courses via sub hexes, avoiding mountains, taking mountain passes through ranges, and be blocked by oceans.

This upcoming week the Senate is taking up the state budget bill,(the one i was busy with when it was in the joint finance committee) so i'm going to likely be putting in 16+ hour days, hopefully they will get it passed by friday, which will mean that I'll have a normal schedule the rest of the summer, plus some time off.

Are you planning on an MMORTS style game, or are you planning on something like Starcraft or Warcraft, where you build a base for each game, and have a small amount of opponents, stuff like that.

My vision is more of an MMORTS.  I would want the player to have a persistent airland that they continue to improve as they play across a long period of time.  The best case scenario I see for this is perhaps something like the old space MUD tradewars, where people can set up their own servers, and can play with a relatively small group of other players by MMO standards, but many more than in a 15 minute starcraft 2 game.  This would also allow hosts to dictate how they want to run their server, i.e. if they had periodic resets, or were simply open ended.

Ohh in that case my interest has been restored. Unless the element is the Crafting and skill system... but that doesn't make sense.

Crafting is the first thing I have planned that I'm expecting elements to be used within, so it seems like a good point to start fleshing out their existence in the gameworld.  It is definitely on the back burner right now, as I build the skeleton of the game, but an array of elements will have a big place in how you play the game.
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Neonivek

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Re: Airlands Project
« Reply #361 on: June 14, 2009, 10:57:17 pm »

Kinda glad the lack of "The game instantly being playable" didn't turn you off it like it does most people.

Though I do warn that eventually once the game is playable. Expect people to complain that you should limit your scope to make what you have more playable.
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The Doctor

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Re: Airlands Project
« Reply #362 on: June 14, 2009, 11:27:59 pm »

So, kind of like Valves Steam servers?

You know, when you get further along in development, you COULD talk to Valve... >_>
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Tylui

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Re: Airlands Project
« Reply #363 on: July 21, 2009, 10:54:10 pm »

This isn't dead, is it?  :'(
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IndonesiaWarMinister

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Re: Airlands Project
« Reply #364 on: July 22, 2009, 05:22:36 am »

Dead?
* IndonesiaWarMinister kicks a bucket do a chasm.

THIS.IS.CREATIVE.PROJECT FORUM!

...

Hope this is not dead yet.

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Vactor

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Re: Airlands Project
« Reply #365 on: July 22, 2009, 04:59:52 pm »

no it isn't dead, i'm just doing other things at the moment, It seems like the further I go with this project the more i realize that I'll likely have to completely rebuild it at some point, which dosen't help with the motivation to work on it.  I may table this project and work on some less ambitious games for a while, maybe work on a better effects file so that I am able to do more on the rendering end of things.  Perhaps a roguelike or other 2d based game will be showing up in the future. (I've toyed with the idea of a roguelike based in the Airlands universe)
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PTTG??

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Re: Airlands Project
« Reply #366 on: June 01, 2010, 05:37:33 pm »

I will not let this die for a whole year! Maybe 11 months, but not a whole year.
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Kagus

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Re: Airlands Project
« Reply #367 on: June 01, 2010, 06:03:41 pm »

I've been thinking about this recently.  Would be nice to see this thing go places.

Vactor

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Re: Airlands Project
« Reply #368 on: June 01, 2010, 07:45:48 pm »

If there is someone interested in taking up the flame I'm to the point now where I'd be willing to send the code and everything along to someone else.  I've gotten wrapped up in a film production company over this last winter, and am still laboring through writing the screenplay for our second film, which they have also asked me to direct.  I would still like to get back to this at some point, but can't see it happening with everything I've got going on right now.  I would be disappointed if it turns into something far afield from its founding idea, and I would hope that the potential complexities aren't watered down.  Right now its worth the risk, as otherwise it's likely that it will not get worked on at all.

Also if any of you are interested the trailer for the film we did over the winter is at http://www.sentinelproduction.com/apps/videos/videos/show/7349147-the-sentinel-s-flight-trailer

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Twi

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Re: Airlands Project
« Reply #369 on: December 13, 2010, 06:42:38 pm »

Hey! This is a really cool idea!
Too bad it appears to be dead...
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Vactor

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Re: Airlands Project
« Reply #370 on: December 13, 2010, 07:55:37 pm »

Some day i'll get back to this, it's actually on my mind quite a bit, i've been rethinking a lot of how to pull a game like this off, and have been giving a hard study on the types of mechanics from other games that would be applicable in trying to do this again.  If I pick this back up again I'll probably try to do it without XNA, without hexes, and without complex graphics(placeholders until the game is playable, then the eye candy), which would mean a much slower development. 

By removing hexes it becomes easier to have different zoom levels, where you zoom in on a particular square and you have a smaller set of square tiles. You would build your Airland out of oddly shaped chunks of squares in the vein of tetris (with randomly generated shapes) rather than hex tiles.  This would also make terrain generation (and possible alteration) more manageable, (similar to minecraft)

Right now its towards the end of a long list of projects i'm working on.

Like the change of party control in the Wisconsin Senate.... and our next film:  http://livingstormproductions.com/  :P
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Vactor

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Re: Airlands Project
« Reply #371 on: January 01, 2011, 12:03:22 am »

So i've taken a few days off from work, and taught myself some java and openGL.  I've got a simple 3d engine built and running right now.  What I have done should support multi-platform.  I've still got a bit to go with java before i'll have anything to show people, but its a nice feeling to be out from underneath XNA restrictions right now.
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Glacies

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Re: Airlands Project
« Reply #372 on: January 01, 2011, 01:07:45 am »

ooooooh, this is that thing with the hex islands with the castles and the mountains and things. It's still alive? Cooool.

Areyar

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Re: Airlands Project
« Reply #373 on: January 01, 2011, 05:46:00 am »

No longer hexes though, too troublesome, he switched to a basic square grid. ;)
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Neonivek

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Re: Airlands Project
« Reply #374 on: January 01, 2011, 05:47:34 am »

No longer hexes though, too troublesome, he switched to a basic square grid. ;)

I have no problem with that personally.
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