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Article #724Re: SpaceGame routines
From: Patric Aalto
Date: Fri, 14 Aug 1992 06:06
Date: Fri, 14 Aug 1992 06:06
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4132 bytes
In article <BsxK0C.JnH@news.cso.uiuc.edu> tmkk@uiuc.edu (Khan) writes: >>I am coding a game, called 'LineWars II', >Still working on that one, huh? How many years has it been? ;-) Well, two years now to be exact. What are you smiling at! :-) I'm in no hurry, as I want to make the best 3-D space game ever made. (I'm not sure if I should add a smiley here, as I am half-serious.) I am pretty satisfied with the low-level stuff, now I just need to make the game playable. :-) >>1) What should happen when the player's ship gets destroyed? I want the game >> end only after all the enemy ships or all friendly ships are destroyed. >Well, you can let the game play itself out (pretty boring, since all the >human gets to do is watch). Or you can reincarnate the human player. Why >don't you want the game to end when all human players have been >destroyed? Yes, letting the game play itself out is not a very good solution, I would think. Currently I sort of reincarnate the human player (he gets to control the next friendly ship launched from the starbase), but I have also thought about letting the human player control whichever friendly ship he wishes. A sort of remote-control system. The reason for not ending the game when the human-controlled ship is destroyed, is simply the fact that sometimes all nine enemy ships might decide to attack the one human ship, in which case the human-controlled ship will be destroyed before the player has time to press fire-button down. >>3) Should the player's ship be stronger/faster/whatever, or equal to the >> other ships? Currently it is equal. >I think they should start out equal, but as game play progresses they >might be able to enhance their ships' capabilities. For example, if you >land on Planet Xargathia, the engineers there can install a faster drive >system for your ship. Something like that. Good, that's what I have been thinking, too. I might be on the right track. >>4) As I am planning to add LAN support, how should I handle players that >> pop in in the middle of on-going battle? >That's a tough one to support. The simple solution is to make all >players start at about the same time. The first person to start the game >on the network becomes the "master" machine. Hmm.. Perhaps I will use this simple solution, then, at least for the time being. >There are two basic ways to implement multimachine games: the >peer-to-peer model (which LineWars uses) and the Client/Server model. Yes, I know. I think I will still use peer-to-peer model, as I know how it works. >In a graphics-intensive game, the price of allowing a player to join at >any point during the game is pretty high. BTW, if you're supporting >multimachine gaming via serial links, how do you intend to support >"adding a player at any time" capability with machines connected via >serial ports? I was thinking mainly the LAN support mode. I am planning to let the game have several gaming modes. One would be a single-play (that's all the game currently has), in which the player has a starbase and nine fighters, and he should destroy the computer-controlled enemy base and 9 fighters. (I like the ability to be in the middle of a dogfight between 18 ships. That's fun, lot's of action!) The second game-mode is a duel between two players connected by serial links (as in the original LineWars). Then I want to have a multi-player mode using LAN, and then a campaign-mode. I have coded the RS-support so that it can support two COM ports at the same time, but I have not yet decided if I will include RS-port support with the LAN support into the multi-player mode. Patrick Aalto ap@tukki.jyu.fi
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Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!mcsun!news.funet.fi!network.jyu.fi!ap From: ap@jyu.fi (Patric Aalto) Subject: Re: SpaceGame routines Message-ID: <1992Aug14.060619.20996@jyu.fi> Organization: University of Jyvaskyla, Finland References: <1992Aug12.090117.11399@jyu.fi> <1992Aug12.105657.58078@cc.usu.edu> <BsxK0C.JnH@news.cso.uiuc.edu> Date: Fri, 14 Aug 1992 06:06:19 GMT Lines: 70