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JodiTheTigger edited this page Nov 18, 2012 · 10 revisions

#index Building
[Git Workflow](https://github.com/JodiTheTigger/game-in-a-box/wiki/Git Workflow)
Game Constraints
Jodi's Blog
TODO!

#the email This is the email that started it:


I would like to code a game.

But I have little motivation.

I was wondering if maybe I got a few other devs involved, we might be able to motivate each other?

The Game: I want to write a really simple game so I know we can finish it.

Game is inside a square box with normal gravity. Three teams. FPS. Shoot rockets with explosive damage, detonate on impact. Each team has limited number of respawns. Once 2/3 teams dead game ends.

Oh, all the team members spawn at once. Units not under control are controlled by AI. When you die, you just shift control to another AI controlled unit and take control over it.

I'm needs a base platform to do some p2p fps network gaming research, this seems like a nice start.

Details: Server: c++ Client: c++, ogre3d, openal Art: All units are squares (RGB for the teams), all rockets are squares, minimal lighting, no effects. UI: minimal to none, however maybe support a quake style console for interactive debugging and message viewing, key bindings via setup file. source control: git build: windows, ubuntu linux licensing: GPLv3 for our first effort. time commitment: 2 hours / week / person documentation: everyone blogs on what they are coding, why and how, including issues they come across

tasks: build guy: gets and maintains ogre3d building in linux and windows. render guy: draws the world, draws all the boxes, lighting, lerps between gamestate snapshots gamestate guy: does all collision detection, and game logic imlementation. stcripting guy: LUA/Python script embedding, best mates with gamestate guy, also hangs with ui guy. sound guy: finds some free sound effects to use, makes and applies sound engine network guy: handles connecting to servers, dropping players, transmistting gamestate and events ui guy: implements quake like console, ties it in too all exposed internal variables

Um, what says everyone?

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