by date
News about Pelorea: Tactical War
News about Pelorea: Tactical War
| Name: | Frank Bignone | ![]() |
|---|---|---|
| Date Posted: | Jul 27, 2007 | |
| Rating: | 4.7 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Frank Bignone |
Blog post
Progress report
Some good progress report was made since last month report on GarageGames. Lot of work was done on the gameplay and game library, with description of the two main races and also the cards element. One milestone is to have a first deck of playable cards around mid - end August. Concerning the implementation documentation, we will follow the remarks from some GG pals, and have not only a wiki website but also a word document in order to have some reference documentation too.
Client development
Our first milestone is aimed to provide a test-bed for gameplay testing (mainly concerning game mechanism and AI) and also artists. Current topics are the board game and the procedural map creation. Board game is an hexagonal representation of the map and takes care of all interaction between players and the map (A*, visibility...) - for those interested, it is a NetObject derived class -. Concerning the procedural map creation, main concept is to use a coarse representation of Pelorea world and to extrapolate a "high-definition" map on the fly depending on the location on the coarse map. For this, we will still use the legacy terrain inside TGEA with some modifications in the base code.
Some screenshots for those who are waiting for it. In the next shots, you can recognize one map from RTS environment pack and also some model from Frogames.net human RTS pack (scaling is not good at the moment). All shots are taken from TGEA.

3D RTS view of winter map

Same view with hexagonal board overlay and visibility areas

Same map with fullscreen fx shader activated (see this thread for info)
Server development
In our first milestone, a simple server-side client is needed in order to allow players to register for the game, authentication, track experiences and also have a badge system. The web client was developped with GWT and you can see some screenshots below. All communications between server and client is encrypted with private / public key algorithms. The same algorithm is used inside TGEA when using authentication with the server.

Login screen of web client

User information editing with badge feature
Misc
We are currently translating our contract in Chinese for our new team members which will join us (mainly for 3D and one coder). Afterwards main difficulty will be to maintain a good communication with people with different background, language and culture.
Some good progress report was made since last month report on GarageGames. Lot of work was done on the gameplay and game library, with description of the two main races and also the cards element. One milestone is to have a first deck of playable cards around mid - end August. Concerning the implementation documentation, we will follow the remarks from some GG pals, and have not only a wiki website but also a word document in order to have some reference documentation too.
Client development
Our first milestone is aimed to provide a test-bed for gameplay testing (mainly concerning game mechanism and AI) and also artists. Current topics are the board game and the procedural map creation. Board game is an hexagonal representation of the map and takes care of all interaction between players and the map (A*, visibility...) - for those interested, it is a NetObject derived class -. Concerning the procedural map creation, main concept is to use a coarse representation of Pelorea world and to extrapolate a "high-definition" map on the fly depending on the location on the coarse map. For this, we will still use the legacy terrain inside TGEA with some modifications in the base code.
Some screenshots for those who are waiting for it. In the next shots, you can recognize one map from RTS environment pack and also some model from Frogames.net human RTS pack (scaling is not good at the moment). All shots are taken from TGEA.
3D RTS view of winter map
Same view with hexagonal board overlay and visibility areas
Same map with fullscreen fx shader activated (see this thread for info)
Server development
In our first milestone, a simple server-side client is needed in order to allow players to register for the game, authentication, track experiences and also have a badge system. The web client was developped with GWT and you can see some screenshots below. All communications between server and client is encrypted with private / public key algorithms. The same algorithm is used inside TGEA when using authentication with the server.
Login screen of web client
User information editing with badge feature
Misc
We are currently translating our contract in Chinese for our new team members which will join us (mainly for 3D and one coder). Afterwards main difficulty will be to maintain a good communication with people with different background, language and culture.
Recent Blog Posts
| List: | 11/23/08 - Pelorea, WebPlugin news 07/31/08 - Pelorea: Tactical War 05/30/08 - Pelorea: Tactical War - Board Map System 05/03/08 - Pelorea: Tactical War Tutorials 04/30/08 - Pelorea: Tactical Wars news 03/31/08 - Pelorea: Tactical War news 02/29/08 - Pelorea: Tactical Wars news 01/30/08 - Pelorea: Tactical Wars news |
|---|
Submit your own resources!| Skanda (Jul 27, 2007 at 13:45 GMT) Resource Rating: 5 |
Edited on Jul 27, 2007 13:48 GMT
| Barry Gallagher (Jul 27, 2007 at 15:19 GMT) |
| Tom Eastman (Eastbeast314) (Jul 27, 2007 at 20:07 GMT) |
| Dave Young (Jul 27, 2007 at 23:27 GMT) |
| Todd Pickens (Jul 28, 2007 at 02:17 GMT) |
| Frank Bignone (Jul 28, 2007 at 03:13 GMT) |
@dave: sorry i do not understand 'purdy', my english has some limit ^_^
@todd: the game will in fact be a simultaneous turn-based
| wiseman2 (Sep 28, 2008 at 05:11 GMT) |
I'm looking at doing something similar ...and yes I know this thread is a year old
| Frank Bignone (Oct 06, 2008 at 02:19 GMT) |
You must be a member and be logged in to either append comments or rate this resource.



4.7 out of 5


