Only the Epic European Territory Manager, Mike Gamble, the CTO, Kim Libreri & the General Manager, Ray Davis of EPIC GAMES in our games design studio at UclanCF.
Such an awesome day for our students.
A cockpit flight game that is more of an arcade than a sim. The game is built on the Panda3D game engine. It is similar to the ancient games like the classic Wings or the very good Strike Commander. The story and the atmosphere are important elements of the game, so a lot of focus is placed on that too.Here is some in-game action and it seems quite polished already for such a new game:
The game code is licensed under GPL 3, and custom-made game assets under CC-by-SA 4.0. Some of the assets were taken from "free" (as in "not sure in which way") sources on the Internet, so their licensing situation is unclear. Eventually these should be cleared for use or replaced.So where is my VR kit? :D
tháng 5 12, 2015
grids, hexagons, making-of, project
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Last year while working on my new introduction to A*, I decided to try something different for me. Usually I focus on the math, algorithms, and techniques, and let the reader figure out the code. However, for the A* page, I wrote a companion guide that shows how to implement A*. It's simple and unoptimized but I hope it's easy to understand, and shows all the tricky bits that I sometimes gloss over on the main page. While going back through my guide to hexagonal grids, I was improving the pseudocode examples on the page and realized I should probably help people who want to write code.
What usually happens is I have an explosion of questions and possibilities. What languages should I use? What grid variants should I support? What display styles should I implement? Dan Cook writes about alternating brainstorming and culling. I was deep in the brainstorming phase, and came up a crazy idea, that I should procedurally generate code, so that I could generate sample code on the page that matched your choice of grid and programming language, and then I decided I'd learn Haxe macros to do this, and run the code generator both on the server and in the browser, and then also procedurally generate unit tests, and …
… a few months later, I realized I had gone down an unnecessarily long route.
What happened?
Implementing the code generator made me realize I could simplify the variants. That part was actually great. I learned a lot by thinking through all the different ways to structure the code, and found simpler ways of thinking about hex grids. As I simplified more and found a better class design, I realized I didn't need most of the code generator after all.
Once I realized this, it killed my motivation. I felt bad that I had spent so much time on something that didn't work out.
I had jumped right into the procedural code generator, because that part sounded like fun. And it was!! One mistake I often make with procedural generators is that I start with a cool process instead of starting with the end goal. I did that here. I should've started with the output I wanted to make, and then figured out how to get there.
The code generator project didn't really work out the way I wanted. I wasn't sure where to go from there. Should I add more languages? Should I add more grid variants? Should I add comments to the output? I realized that I was spiraling back into the brainstorming phase instead of culling. I switched to culling. No, I won't add Rust and Scheme and Haskell output. No, I won't add more grid variants. No, I won't add comments and modules and docstrings and instance methods. Instead, I'll write up what I have and share it.
Telling myself no to all the possible ways this project could go is what helped me get un-stuck. Based on what I learned from this project, I wrote up a guide to implementing hex grids and also made some improvements to the hex grid guide. I also linked to the output of the code generator, so that you can get started with some working, tested code in C++, Python, C#, Java, Haxe, or JavaScript. Time to move on to another project!
Update: [2015-05-14] I added a bit about why I wanted to generate code (to show sample code on the hex grid guide)
In Wyrmsun, humans, elves and dwarves all seek to carve a place for themselves on their different homeworlds, with humans living on Earth, dwarves dwelling on Nidavellir, and elves inhabiting Alfheim. In the game's missions, each world follows separate storylines, but the various civilizations can be mixed and matched in custom games.For those more inclined to help out with the code, there are two code repositories: one for the game and one for the modified Stratagus engine.
Wyrmsun features:
- Retro-style graphics
- 2 playable civilizations, and a number of non-playable ones
- 18 quests to play, earning technology points which can be used to obtain new units, buildings and technologies
- 38 units, 30 buildings and 14 technologies
- Units that can earn experience, being able to upgrade to new unit types or acquire new abilities upon level-up
- Persistent heroes, who carry over their level and abilities throughout scenarios
- Personal names and traits for units
- Cave, Conifer Forest, Dungeon, Fairlimbed Forest and Swamp tilesets
- 33 maps of real and fictional locations to choose from, as well as random maps
- Living environment, with fauna reproduction and predation
- Very moddable game, with mod-loading capability built in
- Grand strategy mode, where production is resolved on the strategic (world map) level, while battles are resolved on the tactical level
- In-game encyclopedia, allowing players to learn more about the units, buildings and other elements of the game, as well as their historical and mythological sources of inspiration.
tháng 5 03, 2015
Uclan Groups present GAME JAM concepts
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tháng 5 03, 2015
UCLan games design groups present Lego game ideas.
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