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Dangus' First-Person Engine; (WIP)
Topic Started: Jun 9 2015, 12:51 AM (153 Views)
Dangus
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Doomed from the start
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Hey-o, guys! It's Dangus again,

I'm in the process of making a first-person shooter engine and editor for my own use!
The basic concept is for something between Wolfenstein 3D and Doom in terms of level capabilities: Levels are made from blocks, but they can have varying floor and ceiling heights. There's also some plans for basic scripting, but that'll probably be very late into the project.
The current game plan is to make the game using some form of C++/SDL/OpenGL, while the level editor is made in Visual C#. I'm tackling the functionality of the editor before I make the full engine.

CURRENT PROGRESS SO FAR:

  • Concept as seen above
  • Layout of the editor (will post pics if requested - very ugly)
  • Data structure (not fully programmed)


CURRENT TO-DO LIST:

  • Basic level export
  • Basic editor functionality


You guys are free to help and make suggestions, just keep in mind that this is a personal project (even if I'm revealing it to the world.) What I'll put into the game and editor is entirely dependent on me.
Reach me over on Steam if you guys are willing to help at all. Right now I'm only looking for programmers - art will probably arrive at a later stage.

Take care!
My OC

Also, my blog
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Doc
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jizz-cuzzi
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do you know how to OOP in C++/C#? What data structures are you using in C#? I'm interested.
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Dangus
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Doomed from the start
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Squiddo
Jun 9 2015, 05:45 PM
do you know how to OOP in C++/C#? What data structures are you using in C#? I'm interested.
I know how to use and make objects, yes. I'm more of a "programming mutt," though, if you catch my drift. I've been taught in a lot of languages.

Now I'm curious, do you program Doc? I'd love to see your work!

Anyway, the general structure is pretty messy and probably not as optimized as it could be.
I've got an Actor class, for instance. Each Tile class has a (potential) actor attached to it. The Tile class has a whole bunch of textures associated with it, too (for all the sides, the floor, the ceiling, etc.) And all of the tiles are stored in a Tilemap class. That's all there is to it, outside of Scripts, which nearly everything will have.

The biggest concern is probably going to be file import/export. Stuff like textures, scripts, the level itself... I still need to figure out some of the kinks. There might have to be a separate program that makes a "game configuration" file of sorts, so that the user doesn't have to keep importing and exporting, for instance. I want it to be relatively streamlined, but only where it needs to be, you know?

Thanks for the interest, Doc!
My OC

Also, my blog
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Doc
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jizz-cuzzi
 *  *  *  *  *  *  *
Dangus
Jun 9 2015, 11:01 PM
Squiddo
Jun 9 2015, 05:45 PM
do you know how to OOP in C++/C#? What data structures are you using in C#? I'm interested.
I know how to use and make objects, yes. I'm more of a "programming mutt," though, if you catch my drift. I've been taught in a lot of languages.

Now I'm curious, do you program Doc? I'd love to see your work!

Anyway, the general structure is pretty messy and probably not as optimized as it could be.
I've got an Actor class, for instance. Each Tile class has a (potential) actor attached to it. The Tile class has a whole bunch of textures associated with it, too (for all the sides, the floor, the ceiling, etc.) And all of the tiles are stored in a Tilemap class. That's all there is to it, outside of Scripts, which nearly everything will have.

The biggest concern is probably going to be file import/export. Stuff like textures, scripts, the level itself... I still need to figure out some of the kinks. There might have to be a separate program that makes a "game configuration" file of sorts, so that the user doesn't have to keep importing and exporting, for instance. I want it to be relatively streamlined, but only where it needs to be, you know?

Thanks for the interest, Doc!
Ah, cool stuff.

Yeah, I program. Aside from basically mastering GML (which is a joke/ide language) Ive taken courses and can almost professionally program in Java/J, and I've taught myself C++ and C#. C and C# aren't too too bad, considering C# is Microsoft's kick at a opp lang like Java. I do have a lot of trouble with C++ though; especially with the method and main infrastructure of the code itself. I don't know, I'm just not that adapted to it. Oh, I also know Ruby and Lua, but that's baby stuff.

Other than that, what you have so far sounds pretty alright. I like your idea of creating a separate method for importing textures and such; but I also think that a way to import your own models and mess with the actual wire frames would be cool as well. Of course, that's a bit more difficult, but its just an idea. As far as importing goes; I think you're making it more difficult than you have to. Creating a main structure for your user to refresh and update the files isin't really the hard part, considering that its a simple transfer of string and empty location values (you can even have the user set that, if you want). I think the note difficult part would be translating the actual patterns onto the frame, and having the program correspond correctly. C# can be a little wackry with file management if not done with professional API's.
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Kakkelin
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the fresh new talent tcotl needs
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Doc do you do Ludum Dares? They're funsies and if you ever want to meet up irl and collaborate for the jam I'm totally game
I know I'm not the first choice for heroics...and y'all've tried to kill me more than once. And, I don't fancy a single one of you at all. But... Actually, all that sounds pretty convincing. I wonder if Danger Mouse is on.
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Doc
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jizz-cuzzi
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Kakkelin
Jun 10 2015, 01:24 AM
Doc do you do Ludum Dares? They're funsies and if you ever want to meet up irl and collaborate for the jam I'm totally game
no, I've never done it but that sounds fun!
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Dangus
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If you guys couldn't tell already, the game engine is currently on hold. I got a little too ambitious with it and decided to start smaller.

I really like the idea of scripting in a game engine, so I'm sticking with that premise, only in a smaller package.

  • Currently under the WIP title "ModGrounds"
  • Text-based; cross-platform compatibility (maybe)
  • Lua/Proprietary Scripting (leaning towards lua)
  • Special map format + editor (big maybe)
  • It's free!


Knowing me, it'll probably be dead-n-buried by the end of the summer, but feel free to PM me if you want to help.
- Cambertian
My OC

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hey there. i'm surprised you're reading this. but you should get back to the forum. have fun :] youmu > meiling Beep beep boop