ken for those of us that don't program as such is there a binary of the game?
I couldn't find one in the initial package.
At 12:31 AM 4/27/2013, you wrote:
It's a community project. Right now it's extremely basic--pardon the
pun. You just walk around and listen to the environment. You can add
to the map, both regions and objects. It's a breakthrough for me
because I've finally programmed something that uses external maps,
which means being able to develop games with multiple levels. The
game's not even a week old yet, and the movement is still clunky.
The main point is a community-based game engine, completely
open-source all the way. There are two very good game engines
written in VB6, the GMA game engine and the one Aprone made for
Swamp, but the community doesn't have access to either one. I'm
having, therefore, to reinvent the wheel--for a third time--and it's
frustrating to say the least, and this engine is going to end all
that frustration if we work hard on it together. Then people can
branch off and make their own games, using this as a foundation. The
engine is already fully 3d, so you can travel in every dimension.
The current difficulties are key input, as I talked a bit about last
night, and distances in 3d--getting things to sound loud when you're
close, but not audible when you're far away.
By the way, I use the same key configuration I used in Heywire. I,
j, k and l are one cursor cross. The move you forward and backward,
and turn you left and right.
D, e, s, and f are the other. They make you ascend, descend, and
strafe left and right. (Strafing isn't actually implemented yet but
will be soon.)
In the next phase I'm going to incorporate a basic combat system.
Next, I'm going to make the marching band actually move. What I'm
going to do is to have street intersections marked out on the map.
Cars and other mobile objects will move along the streets until they
get to each intersection. Then, they will choose whether to continue
in the same direction, make a u-turn, turn left, or turn right.
Other things, like the bands, will move along sidewalks, making the
same types of choices whenever they reach a crosswalk.
By this time, of course, it's going to be necessary to create a map
making program so you don't have to enter all the data by hand. I
also plan to take full advantage of the effects that DirectX offers,
like reverb, echo and so on.
So what started out as a way to get sound effects in 3d for music,
which was the intended purpose, has already become a lot more in my
mind. None of the things i've posted seem impossible to me, the way
they did a year ago, and i'm not sure why. My biggest mental block
was mapping, and now that i've got that worked out the rest doesn't
seem as hard.
The real beauty, though, is that you, the community, can add to this
too--both code and items. I'm not sure if there is a way to create a
sort of code wiki, but that's what i'd do if I knew how.
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