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IOTD: Ion Wave - Elite-like Allegro5 Game
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Ion Wave - Elite-like Allegro5 Game, by Billybob
Another attempt at an Elite-like game. My last one was a bit too complex. This one is 2D, and I'm using it to learn up the new Allegro 5 API. Neato! It binds with Python through boost::python for scripting, and uses libRocket for the GUI. So far, nothing amazing. Just flying around, a space station, and a single planet. The background is actually a multi-layered starfield, with a script-configurable number of layers and attributes. Each layer has different parallax settings, so it looks pretty nice in motion Weird development note: I needed some way to limit the ship's velocity. A hard threshold would seem silly; I wanted it to roll off smoothly. After some thinking, I ended up actually coding special relativity (energy-mass equivalence) As for gameplay, nothing is coded, but I'm hoping to make it like Elite, but more casual and with some elements borrowed from games like Civilization and Mechwarrior (crazy combo, I know); some style/story may be drawn from things like Dune (mostly just the way they incorporated a kind of mythology into futuristic space, instead of the more "logic" future in Star Trek, or religious/political take of Star Wars).
We'll see how much I actually get done Billybob said: Weird development note: I needed some way to limit the ship's velocity. A hard threshold would seem silly; On the first look it does. On the other hand one should take into account particle shielding of the ship. The faster it goes, the more damage will occur to its hull because of the relative velocity of the particles (and microasteroids) colliding with a ship. Suppose you have some sort of shielding that can contain particles up to certain speed. When going faster than this safe threshold the shield will become more and more ineffective and the ship will take damage. That's just another idea. Anyway it looks really neat. Do you use your planet generation code from the previous project? I was actually thinking along similar lines as OICW in regards to limiting velocity. OICW: That's a pretty neat idea! I think the ship will automatically limit your speed, to avoid damage, but there will be an override button you can push; which is how I imagine a "real" spaceship would handle. Thank you for the great feedback Quote: Do you use your planet generation code from the previous project? Not at the moment, no. The graphics are all currently 2D. This is for simplicity's sake; so I can hopefully drive more of my efforts into gameplay. If I do happen to complete the gameplay, I'll go back and enhance all the graphics. It'd still be a 2D playing field, but it can use on-the-fly renderings of 3D models. That means a 2D rendering will update in the background from a high-quality, procedurally generated 3D model + textures. I finally got Markets working last night, so the player can travel between different space stations, buying low and selling high. While flying around you can zoom and pan; looking closely at your ship in-flight, or zooming out and finding new space stations to visit. It actually turned out a bit better than I hoped. Next I'll be adding warp jumps for faster intra-stellar travel; and jump-gates for even faster travel between solar systems (possibly with a Witchspace-like element from that Elite book). This section is only available to registered Allegro.cc members.
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