Decomposition of corpses. After all, a fresh corpse is probably more useful for making a monster out of than one that has composed too far. (I expect mad scientists may want to keep an eye on burials to find fresh parts)
Dungeons (In case you find some promising monster parts that aren’t entirely dead yet and you want to keep them super fresh.)
I started writing a small game engine, basically a state machine with an abstraction layer to SDL.
It’s been a while since I’ve actually done anything object oriented with c++, so I did run into a few probably stupid mistakes.
Also found out that calling c_str every frame is not a good idea. Sending a const char* instead of a string and converting that one is a better idea.
I was doing some testing with sending a function to a graphical class which in turn changes the caption of the screen. To see if I could get access to it like that. It was pretty succesful if I say so myself.
Today I finished those last 6 SDL tutorials on LazyFoo. Including the one about OpenGL, which I wasn’t immediately planning on doing. So today there was
Pixel Manipulation and Surface flipping. Frame Independent Movement. Which was kind of a repeat of stuff I learned before. Multithreading, Semaphores, Mutexes and Condition. That was mostly new. And finally the SDL with OpenGL tutorial.
Next time I do more tutorials on LazyFoo, it will the the OpenGL tutorial series. Which will hopefully go better than Nehe’s tutorials.
But first, I think I’ll actually try making a game. I’ve got plenty of ideas. (Though many of them could be done in 2D, but would be in 3D. But unfortunaly, I’m just a single person and not a tripple-A developer with lots of money and a whole team. So voice actors and actual artists for any ideas will always be a bit out of my range.) We’ll see what I can come up with. And how I will improve.
So now I’ve been a bit busy learning to use Unity and some Blender.
So far, I managed to have a model import with animations (Which I made) from Blender.
Did some first person stuff where you pick up boxes and space invaders from a tutorial.
Then after some experimentation, I managed to get my model of a lever to switch on and off (Yes, the animations work) with player interaction (And scripts, it’s kind of like activating a lever in minecraft) and have another GameObject take input from it using an interface I called ILogic.
So now I’ve got a red block turning green when the lever gets switched on and back to red when the lever gets switched off.
I’m planning to change the picking up and dropping of boxes mechanic (which I got from a tutorial) to use the same Interactive class the lever uses to switch on and off.
Even though I’m just messing around, this is kind of giving me a certain sense of accomplishment.
Now if only I could figure out how to get nice looking procedural ropes/cables/pipes.
Oh, and I need to make another slight change to the Interactive system to find the Interactive component.
Right now I check for the parent of the object because that was neccessary for the lever, but for other objects that might be different and they might not have a parent, so I should check the object itself first and only check the parent afterwards. If there is one and the object itself didn’t have an Interactive component.
mostly you end up with this: Collisions and animations are handled by the client, and any action that would influence others is checked back with the server. Even the actions of other players are "predicted" in a way, so the server load is reduced and the player still sees a continuous game.
What about random numbers?
Like for damage.
Can’t the player still hack the client so that it isn’t random anymore, but instead always does the maximum damage the random number could provide?
Wouldn’t this pass a check from the server as it’s within the range of what’s possible?
It's a bit of a dilemma: You want as much logic as possible on the client, because that's faster and more responsive. But at the same time you can't trust the client with anything, so you want as much as you can on the server to make sure it's all legal and correct.
Well, no. In the end, the game you're starting is just a browser, too. You could modify it in a similar manner, hack it just like you do it with a browser game. So when you do an action, it is sent to the Server. The server will check if it's OK. In the meantime, the client does it, but can rewind when the action is illegal.
I’ve been taking a break from RPing on tumblr for a while now.
I was about to come back, then I rediscovered EVE Online.
I also found out about Notch’s new game 0x10c, so I’ve been messing around with the game’s assembly code (Or what it is until now). In the game, you’ll have a computer, which controls the engines of your spaceship, and you’ll have to program it yourself in an assembly (like?) language.
If you haven’t heard of it yet, here’s a link?
Meanwhile, I haven’t made much progress with OpenGL.