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Wasteland, the Clanwars (reworked) #197547
10/13/06 13:34
10/13/06 13:34
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Wasteland, the Clanwars (reworked)




The Demo: (the link is beeing used for future demos, I will insert the demo here by time)
wasteland demo
link to the website
wasteland.at


Wasteland, The Clanwars:

(This is a total rework of the previous version.)

Wasteland is a Realtime Strategy Game
set in the dark time after the Apocalypse.

Humand Kind fougt a senseless war in the 20th century,
wasting the planet with nuclear Fallout.
Now, 109 years later, the human race rebuild itself
in some places. Living in a desolate wasteland, scavanging the
remains of what once was.

New Clans and dwellings arose out of the homeless tribes of the
last decades.
New and powerfull cities and trading-clans emerged. But the
vast deserts are still a non forgiving place.


Unit types:

Infantry:

Scavanger: the workforce og the dwellers, collect Scrap, Oil and Build Structures

Trooper: Main infantry unit, equipt with a saml automatic gun

Flame: Devastating infantry unit, weilding a FlameThrower

Angel: Passive unit, healing wounded infantry

Shadow: (to be anounced)


--------------
Vehicles:

Trike: Cheap and fast vehicle, for scouting

Buggy: A vehicle, build up by scavanged reamins of cars, effective in ground and Air combat.
2 ruthless mercenaries operate this vehicle.

Pounder: (to be anounced)


--------------
Air units:


Glider: A small gliding Airunit, effective against infantry

Cargo_balloon: An airborn transporter, to quickly load in and drop Groundunits


Observer: (to be anounced)

Nova: (to be anounced)

Zeppelin: (to be anounced)


-------------------

Special Units:

Raider: a close-combat unit weilding a sharp dagger,
can only be hired

Grudge: (to be anounced)





The resources in the game are:


Scrap (rusted metal, wood, brokend parts of the beforetimes)
Water (pumped from deep fossil watersources, required to survive in the desert)
Oil (pumped from old ramains like Gas-Stations and Industry of the beforetimes)


Stay tuned for more updates, and some Demos to test the gamplay.

here the old A5 demo:

clanwars.zip
122 Comments
Re: Wasteland, the Clanwars (reworked) [Re: DoC] #197637
10/25/06 16:16
10/25/06 16:16
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
The Fog is simply painted twice a second,
this is part of the function:

....

while(j<64)
{
while(i<64)
{

if(check_fog_of_war(i,j)==1)
{
pixel_to_bmap(terrainbitmap,i,j,pixel_bright);
}
if(check_fog_of_war(i,j)==.5)
{
pixel_to_bmap(terrainbitmap,i,j,pixel_grey);
}




i+=1;
}
i=0;
j+=1;
}

bmap_unlock(terrainbitmap);

Twice a second:

all parts of the fog that where not uncovered before get
paited grey,


Then the player-units uncover the Fog, with a circle around them,

All this is stored in an array, and the painter manipulates the fogterrain.

The tricky thing might be to recalculate the unitposition to the
position on the 64x64 Bitmap of the Fog, its just a simple calculation though.


I will worry about using a shader for the fog later, whenever I want to improve the
scene.


Dennis made me a buggy, as seen in the Jobrequest.
Anyway, I need more Models in the future, as
I have 28 different units and Buildings then,
and the map also needs ambient models.

@Doc
Ich kenn mich leider Auch nicht mehr mit dem alten Code so gut aus.
Warscheinlich ist der unittyp nicht bekannt, wenn die Panels das Unitbild anzeigen sollen.
Du mußt Dich mal durch den Code durchhangeln, wo die Panels für die Einheiten angezeigt werden,
da muß der neue Unittyp denn mit eingetragen werden.

Re: Wasteland, the Clanwars (reworked) [Re: PHeMoX] #197638
10/25/06 16:16
10/25/06 16:16
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Quote:

In.MaskCoord , is that a pre-defined thing or is this where you tell the shader what coordinates to mask?




thats just texcoord0 passed from the vertex shader.


Sphere Engine--the premier A6 graphics plugin.
Re: Wasteland, the Clanwars (reworked) [Re: Matt_Aufderheide] #197639
10/26/06 17:14
10/26/06 17:14
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
There is an updated online,

Music: well some cheesy MidiMusic, but at least it is small

An ally Player: the red player is a friendly AI, and attacks the
others.

Grafix: some more ambient models, and a circular FOW.

AI: the AI does need resources now, to build ground-units, I forgot that before.
and it attacks the player, also when he moves the base.

please post bugs, and performance-issues, as the
content and units now grew a lot.

It is not balanced, so I dont know if it is to hard,
But you can also watch the red-AI player without playing...

(actually I get overrun everytime.. but it is testing the AI anyways,
you really need to buildup baracks and bunkers quickly,
until the redAI can reduce the yellow Base to help you)

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197640
10/27/06 22:22
10/27/06 22:22
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
Serious User
AlbertoT  Offline
Serious User
A

Joined: Oct 2006
Posts: 1,245
Damocles

Compliment for your demo
Just a curiosity
Do you code everything in c-script or are you going to use also c++ ?
thanks in advance

Re: Wasteland, the Clanwars (reworked) [Re: AlbertoT] #197641
10/28/06 10:53
10/28/06 10:53
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
All done in C-script.
Although there are parts like the pathfinding, that could
be faster using a dll...

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197642
01/16/07 18:55
01/16/07 18:55
Joined: Mar 2005
Posts: 82
Switzerland, Oberriet
proteK Offline
Junior Member
proteK  Offline
Junior Member

Joined: Mar 2005
Posts: 82
Switzerland, Oberriet
Hi Damocles

Is there a old download link, for the old demo :-) or the newest playable demo. On your page is only a picture :-)


Cybertron G Studios Switzerland A7.06 Pro http://www.cybertron.ch Contact us protek@hispeed.ch
Re: Wasteland, the Clanwars (reworked) [Re: proteK] #197643
02/11/07 22:23
02/11/07 22:23
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
Here the are the full scripts:
Check the readme in the zip.

http://www.wasteland.at/WL_scripts.zip

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197644
03/06/07 19:37
03/06/07 19:37
Joined: Nov 2004
Posts: 888
B
beegee Offline
User
beegee  Offline
User
B

Joined: Nov 2004
Posts: 888
Off-Topic:
I just want to inform you that there exists a ego-shooter with the name of your game's name.

go here!(german)


Fratch - Newer statistics panel for GameStudio
Re: Wasteland, the Clanwars (reworked) [Re: beegee] #197645
03/06/07 19:52
03/06/07 19:52
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
Yeah, but damocles' game will be much better and no one will ever know the other one ...
no, sorry... Damocles, are you ever going to continue with this? It was a great start, and you even got pretty far... don't tell me you gave up, please! this was worth it, and you even had AI and everything ... it's such a cool game!

Micha


~"I never let school interfere with my education"~
-Mark Twain
Re: Wasteland, the Clanwars (reworked) [Re: Germanunkol] #197646
03/06/07 20:36
03/06/07 20:36
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
(I was first .... well actually the Wasteland Adventure from the 80s is the original one)

Oh well, I will continue whenever I have the fun to do that.
As it is pretty far already. The main Problem is to get enough Art Content
that has a consistent Style.

Also making an RTS without a decent Multiplayer is also a bit lame.
I have tried it originally, but 3dGS is just not suitable for this approach.
(making it work over the internet especially)

I have a lot of Ideas and Story Elements though for Wasteland, but
the project would be to big for me to finish.

RTS making is fun though, so you can have a look at the code to see
how it is done.

Last edited by Damocles; 03/06/07 20:37.
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