spelutveckling
Cause Of War - Litchi Studios
Screenshots
Länkar
Forum
 

Beskrivning

1. Vem är jag och vilka är Litchi Studios

Jag är Ted Lindström, ledande programmerare för en grupp på 4 programmerare. Vi är 13 personer ifrån Gotlands Högskola som studerar någon form av spelutveckling, design/programmering/grafik. Vi har bildat en projektgrupp som vi kallar för Litchi productions där vi producerar spel för att lära oss. Bland dessa 13 personer så har vi delat upp oss i producent, co-producent, designers, leveldesigners, programmerare, texturerare, grafiker, musik och ljud samt film. Alltså har vi allt som krävs för att få ut ett komplett spel vilket också är vårat mål


2. Min egen beskrivning av Cause of War.

x Beskrivning
I Cause of War försöker vi flytta miniatyrspelet in till datorn. Vi lägger väldigt stor vikt i att man som spelare får bygga en egen helt unik arme och därefter ge sig ut i slag emot andras arméer. Tekniskt sätt så har vi vi lagt ner mycket energi på att spelaren ska ha många valmöjligheter och att striderna ska vara realistiska. Designdokumentet är skriven på 66 kompakta sidor och finns att läsa på vår wiki om man skulle vilja ha reda på hur avancerad spelsystemet är.

x Några features
- Top-down view
- Tur-baserat
- Stads-miljö
- Skydd på banan
- Forcebuilder. Du bygger din arme innan du ger dig in i slaget.
- Mängder av skydd, utrustning, vapen och annat för dina soldater.
- Avancerat ordergivningssystem.
- Simulation av moral och följder av moralen.
- Strategiska punkter på banan.


3. Konceptet Cause of War

x Personifiering
Cause of War är personifiering. Att spelaren ska kunna modifiera sin styrka och kunna använda sin egen spelstil är viktigt. Precis som i många figurspel så ger detta spelaren starkare band till sina soldater. Detta gör dessutom att spelets dödliga stridssystem känns ännu mer påtagligt.

x Realism
Cause of War är realism. Soldater ska kännas som människor, inte som maskiner. Folk ska dö och moral ska vara en viktig faktor. Förflyttningar, taktiker och dödligheten ska uppfattas som verkligt möjliga. Situationen, utrustningen och designen i helhet ska kännas som en tänkbar utveckling av vår egen värld.

x Taktik
Cause of War är taktik. Att använda rätt tillvägagångssätt i rätt situation är nyckeln till seger. Ett bra beslut kan vända hela slaget till din fördel, ett dåligt beslut kan kosta dina soldater livet i ett ögonblick. Ingen spelare ska innan slaget ha fördel beroende på hur dess styrka är uppbyggd, allt ska handla om hur den används. Ett sten-sax-påse-system ska inte finnas mellan enheter, utan mellan taktiker.

x Norden
Cause of War är Norden. Konflikten som spelet handlar om utspelar sig i ett framtida förenat Norden. Att man är i Norden och att soldater är från Norden är en viktig del av spelet. Nordbor är spelets huvudsakliga målgrupp, och spelar man i en tänkbar version av sin sitt eget lands framtid ökar spelarens emotionella band till spelet. Att man hela tiden upptäcker saker man känner igen underhåller spelaren.

Medlemmar

r1nux, Typon

Söndag 24 Maj, 2009

  Game features 23:43 | Typon | 0 kommentarer

I have now been working for 8 months, night and day with this project along with four other programmers to fulfill the coding of our advanced and realistic fighting system. I have learned tons off stuff and just like to show off a technical feature list for you to get a understanding of the advanced system.

CORE ENGINE

3D Rendering – Through the use of the engine known as Truevision3D and DirectX 9 were rendering 3D.

Sound – Were using DirectX SDK to implement sound and music into the game.

GUI – We have implemented the free library, CEGUI into the engine for us to be able to create a graphical user interface.

Network – We have implemented the library, RakNET into the engine making us able to send and receive packages through network.

Input – Through the use of DirectX and Truevision3Ds implemented we have built a great input system taking care of the directing inputs towards Gui, to the map or the entities.

Particles – Were using truevision3Ds built in particle system to create effects like explosions.


ENGINE FEATURES

State-machine – We have created a smooth state rotation machine allowing us to have a round and turn based system.

Level editor – We have created an advanced tool letting the level editors create, customize and save levels along with meshes, normal maps, specular maps, textures, materials, lights, positions, scaling, and much more.

Level management – We have coded a very dynamic system for easily and effective loading levels from files on the hard drive that has been created with the level editor.

Force-builder – We have built a highly customizable interface which lets the player create and customize their own teams with tons of modifications as naming, size of army, doctrines, disciplines, equipment, armor, weapons, armaments, ammunition and so on, all for the cost of “points”. The teams will be saved on the hard drive for later use when entering the battlefield or editing.

Network – We have customized the library were using for network and implemented for sending and receiving information only when it's absolutely necessary to save bandwidth.


Path finding - We have built a system being able to calculate advanced paths for each individual entity, making sure that they are moving smooth and realistic.

Fog of War - We got a system keeping track of which entities are being seen by other entities through buildings and other obstacles on the map.

Camera – Through the use of Truevision3Ds implemented features we have customized a wrapper-class and implemented specific methods and calculations for a more advanced camera movement.

Configuration management - We have created a system which will read configuration-files from the hard drive making it very easy to customize certain properties for the engine and the game.
Animation management – Along with the animation features included in Truevision3D we have created wrappers and a system for easily and effective animation playing.

Sound management – Through the use of the features shipped with Direct X we have created a management and a system for easily and effective implementing sound and music for the game.


GAME FEATURES

Armour management - We got a system with different armors being able to become equipped at soldiers having their own individual set of odds of resisting shots and absorbing shots from opponents.

Covers - We got a cover system allowing us to place covers on the map that might absorb or resist shots being fired from soldiers going through them.

Advanced fighting system - Simulating the power of weapons versus armor and covers placed on the map, advanced calculations will try to calculate the chance of the shot being fired to hit, kill, being missed, absorbed or resisted by its target.

Tracers - We got a system for taking care of tracers for weapons. Specific weapons got their own set of tracers which will be used when fired.

Advanced orders - We got hold position, walk, sprint, take cove, save action and several other dynamic orders which all triggers several events that will have an effect on the future of the game round.

Ready fire-order- This is a feature of its own, a soldiers is put into ready fire keeping track of a specified region on the map and once an enemy is crossing its line of sight the one being in ready fire will fire upon the target. This is an advanced system which will calculate the position of the one being ambushed to stop and take the maximum amount of the damage from every single soldiers in the game standing in the ready-fire.

Weapon management – An advanced weapon system has been created, containing several weapons with each individual needs, some being able to switch between semi and auto fire, some being able to shoot rockets, all included with ammunition and a second weapon automatically put into use when the ammo on the individual weapon has run out.

Weight - Every weapon, armor and equipment has a set amount of weight which is used to calculate how far soldiers can move and sprint across the map

Morale - Soldiers have morale. We are trying to simulate the reality where the morale of the soldiers will decrease or increase depending on certain events. The outcome of the morale will affect how the soldiers will act in different satiations as for example when being ambushed, will they flee or fight?

Initiative phases - As a player you can decide the order of when your squads will get activated in the battlefield.

Squad leaders - Each squad has their own leader with a individual customizable ranks which will give its squad pros and cons in different situations.

Objectives - We got a system where you can capture certain strategic points on the map and gain points by keeping them and which will eventually lead to their victory.

Doctrines, Equipment, Armament, Disciplines – We got several “modifications” that can be added to squads and soldiers which will trigger events along the game.


  Reaching our first milestone 23:37 | Typon | 0 kommentarer

More graphics is getting comepleted each day, all the features has been coded and were soon going to show off our first release of the game on Gotland Game Awards.

Were so close now to giving birth.. I have just compiled our first big testversion including all subsystems and we will have a crucial week upon us where we will be doing some intense testing of the game.

Me as a lead programmer are very curious, nervious and eager about how the results of the testing will come out, how fun will the game accually will be to play and how much attention it will it get at GGA

There is so many tasks in this project that is 99% done, that we still can not show off but in a week we will finnished.

I have posted 3 screenshots of the game in the screenshot section and more will come.


 


© 2004-2006 GameDev.se. GameDev.se använder cookies.