|
From: <sfb...@cy...> - 2001-09-26 18:25:09
|
Thanks for all the info. I'll definitely look into it. My inet access has been limited at work the last few days due to our response to Nimda. That leaves just time at home, and for some reason, the wife doesn't respond positively when I spend 8 hours at work, then 8 hours in front of the computer ;-) I'm definitely working though. The demo I had hoped to get together is taking a bit longer than I anticipated. -- "Great spirits have always found violent opposition from mediocre minds" Einstein On Tue, 25 Sep 2001, Devlyn Davis wrote: > Continuing to do research on the different open source > strategy games out there... I guess I'm looking for > inspiration as well as places from which to borrow > code, if applicable :) > > > Xcong > http://sources.redhat.com/xconq/ > This project seems reasonably mature. It also appears > well documented. I'm impressed by the goals stated > for this project. Below are the stated goals for > Xconq's Game Design Language (GDL). > =================================================== > PORTABILITY > Xconq should be able to run on a wide variety of > machines. However, new versions need not restricted by > the limits of old systems. > > AI > It should be possible for a game AI to play any side > in any game. > > NETWORKING > It should be possible for any player on the net to > play any side. > > SCALE > Xconq should work well for games of strategic and > operational maneuver based on a 2D surface. It does > not need to work well for tactical games, adventure > games, space games, or anything requiring full 3D. > (This doesn't mean that it should be excluded from > those types of games, just that they are not required > to be possible.) Xconq should be able to handle very > large games. > > GAME DESIGN > The designer should be able to use GDL to build any > strategic-level game desired. There should be multiple > computational models available to the designer, such > as different algorithms combat resolution. > > GRAPHICS > It should be possible to use graphics of a high > quality, but it should not be required to produce a > playable game. The designer should be able to adjust > all aspects of a game's appearance. > > PLAY ACTION > It should be possible to design both turn-based and > real-time games, the choice being left to the game > designer. It should also be possible to design both > simple easy-to-play games and complex detailed games. > ================================================== > > I think going with the same basic idea, but with the > idea that it'll be client/server from the ground up > (and, of course, suitable for SFB :) would not be a > bad start. > > I'm going to play around with Xcong in the next week > or so, just to get a feel for it. Maybe some ideas > will come to me after playing around with it. > > Chaotic Domain > http://chaosrts.sourceforge.net/ > This is another real-time strategy game. I'm > impressed with the progress they've made. I like the > chat server they came up with, it seems to work pretty > well. They noted they they wrote their own networking > core, I don't know if there's anything to be learned > by snooping that. I also *think* I like the webstart > dealio. It seems like an easy way to distribute the > game, but since that was my only experience using it, > I'll reserve judgment. > > -Dev > > > > > __________________________________________________ > Do You Yahoo!? > Get email alerts & NEW webcam video instant messaging with Yahoo! Messenger. http://im.yahoo.com > > _______________________________________________ > sfbol-planning mailing list > sfb...@li... > http://lists.sourceforge.net/lists/listinfo/sfbol-planning > |