News about Pelorea: Tactical War
by Frank Bignone · 08/28/2007 (3:36 am) · 0 comments
Introduction
During the last month main effort was put on the core development of main game classes. In the meantime, some of the team members took their summer break holidays, and some preliminary concept arts were produced last week.
Core Application: M1
For those of you who follows our project, we are now still working on the first milestone which should give a skeleton of our application in order to test the core game mechanism (without AI as AI is planned for milestone 2). This milestone should allow unit creation, unit movement, map updating, A* path finding, map visibility, map LoS, link between card and unit functions (create, move), player information DB and web backend. In order to help the development, some parts of RTS pack was used inside TGEA; however everything managing the map (visibility, unit tracking, LoS, movement...) was developed from scratch (same for the Unit). A big part of the development was put also to assess that server / client update and mechanism are corrects which is not always trivial (see this thread for example).
As screenshot seems to be mandatory, and as this plan focus more on development / testing / debugging; I put this screenshot showing some debug rendering inside the game (for example with map cell id overlaid), our code documentation and also our DB logical definition (same is available for the code of course).

Game mechanism
A total of 18 game cards have been defined and with the new game cards coming this will give a good set of cards to test all game mechanism when milestone 2 will be reached. During this process, communications between designer and artist is also fundamental in order to have some feasible goals.
Call for help
As we are approching our first milestone and going on the development of the second one, we will need more workforces to help us in the creation of 3D models and design of 2D arts too. If you feel interesting with this project, just post a message on this bulletin board (or send a message at frank AT indie-zone.com).
During the last month main effort was put on the core development of main game classes. In the meantime, some of the team members took their summer break holidays, and some preliminary concept arts were produced last week.
Core Application: M1
For those of you who follows our project, we are now still working on the first milestone which should give a skeleton of our application in order to test the core game mechanism (without AI as AI is planned for milestone 2). This milestone should allow unit creation, unit movement, map updating, A* path finding, map visibility, map LoS, link between card and unit functions (create, move), player information DB and web backend. In order to help the development, some parts of RTS pack was used inside TGEA; however everything managing the map (visibility, unit tracking, LoS, movement...) was developed from scratch (same for the Unit). A big part of the development was put also to assess that server / client update and mechanism are corrects which is not always trivial (see this thread for example).
As screenshot seems to be mandatory, and as this plan focus more on development / testing / debugging; I put this screenshot showing some debug rendering inside the game (for example with map cell id overlaid), our code documentation and also our DB logical definition (same is available for the code of course).

Game mechanism
A total of 18 game cards have been defined and with the new game cards coming this will give a good set of cards to test all game mechanism when milestone 2 will be reached. During this process, communications between designer and artist is also fundamental in order to have some feasible goals.
Call for help
As we are approching our first milestone and going on the development of the second one, we will need more workforces to help us in the creation of 3D models and design of 2D arts too. If you feel interesting with this project, just post a message on this bulletin board (or send a message at frank AT indie-zone.com).
About the author
Real programmers don't waste time recompiling; they patch the binary files... ... Real programmers don't waste time patching binary files; they patch memory.