Offline play

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Offline play

Postby Vraatjuh » Sun Jan 02, 2011 2:17 pm

sorry, meant to say anyone with good knowledge of programming :roll: .
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Re: Offline play

Postby Potjeh » Sun Jan 02, 2011 2:41 pm

And a couple of years to blow.
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Re: Offline play

Postby Vraatjuh » Sun Jan 02, 2011 2:47 pm

Potjeh wrote:And a couple of years to blow.


Because of the coding of HnH?
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Re: Offline play

Postby Potjeh » Sun Jan 02, 2011 2:57 pm

Because writing a game more complex than Pong or Tetris takes thousands of manhours.
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Re: Offline play

Postby Butko » Sun Jan 02, 2011 7:43 pm

Well we will see how far I will come...
Dev day 2. I didn't had so much time so I only managed to unpack some gfx of character standing still. So I made simple render of it (sady without arms). Click around and he will rotate. Tomorrow I will try to extract all arms. I still need to figure what to draw(banzai, carrying or idle). Ok carrying arms are used when character is holdin in arms something but I need to figure difference between banzai and idle. :) Well devs probalby know what I'm talking about.

Here is a test:
http://www.2shared.com/file/t5OsSOZk/haven-test.html

Oh and P.S.: I will probably not come to the complexity of original game, but at least I hope I will manage to make little offline sandbox for learning and testing stuff :)
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Re: Offline play

Postby Potjeh » Sun Jan 02, 2011 7:46 pm

Tell us when you've written collision detection.
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Re: Offline play

Postby Butko » Sun Jan 02, 2011 8:01 pm

Already implemented in engine, only little code needed to make pixel perfect collision detection... This isn't hard. Hard part iw getting everything positioned and rendered on correct place and ofc to make game playabe (above 30FPS).
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Re: Offline play

Postby Potjeh » Sun Jan 02, 2011 8:03 pm

The problem with pixel perfect collision is that it breaks for fast moving objects. Can't think of any such objects that'd make problems in H&H, though, so I guess you win this round ;)

I guess performance isn't an issue nowadays, either.
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Re: Offline play

Postby Butko » Sun Jan 02, 2011 8:09 pm

Well I'm affraid it is... if not performance, memory consumption will kill me. This engine takes a lot of RAM and even simple applications gets to 128MB pretty fast. Then enable doublebuffering for smoother animations and yeah. I once made multiplayer mineswepeer with that engine :) It was a project for college.
And yeah I'm developing games in my free time.

Only what worries me is placing objects on terrain and make all transitions on terrain between land and water. That seems pretty hard thing and ofc make one good map generator :S
Everything else will be just coding and little math up and down...
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Re: Offline play

Postby Butko » Mon Jan 03, 2011 5:47 pm

After reading source ocde of client I must admit that this is very bad style of coding. No comments, names of variables are like aliens or chineses language... ugh... Total mess.
Trying to figure out hot to put together those sprites for character animation. Any hint which class hold this?
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