Jump to content


Photo

Iteration 3 - Bases


  • Please log in to reply
14 replies to this topic

#1 guyver6

guyver6

    Captain

  • Xenocide Programming Department
  • 599 posts

Posted 27 July 2006 - 04:56 AM

STORYLINES
* Player can hear music. When one piece of music ends, another is started.
* Player can hear sound effects when he clicks (for example) buttons.
* At the beginning the Player has no Base
* Player can create 3 (?) new Bases on Globe by clicking New Base (button) and then clicking position anywhere on the globe.
* Multiple UFOs are spawn on the globe at random positions at random times
* UFO travel to randomly picked destination position and then escapes Earth atmosphere (UFO disappears)
* Player can select base which results in a Select Target state (pauses GameTime and waits for target)
* Player selects a target UFO while in Select Target state with a mouse click
* (optional) Player can launch Interceptor clicking Intercept (button) and selecting a Base from Bases List (dialog)
* "Aliens - XCorp" score is displayed in right top corner
* When Interceptor reaches UFO, UFO is destroyed and XCorp score is increased by one and Interceptor returns to it's Home Base
* When UFO escapes Earth atmosphere, Aliens score is increased by one and all Interceptors following that UFO return to Home Bases
* Player can save the game clicking on the Save Game (button) in Options (dialog)
* Player is prompted for the name of the saved game and has to click OK (button) to save a game, or Cancel (button) to cancel
* Player is presented with a Load Game (dialog) after clicking Load Game (button) in Options (dialog) - 3 columns listbox, Name, Game time and Real time
* Player can load previously saved game highlighting it's Slot and clicking Load (button) on Load Game (dialog)
REMARKS
* First available interceptor in base is launched
* Number of Interceptros available in base - To Be Determined
* Save and Load dialogs aren't the same, because using flexible number of save games (not 10 like in original) makes the need for Save Game dialog minimal, as only the Name field is required to be entered by Player

As usual post feedback and propositions of additions / changes here.

Last time I forgot to credit Garo for the draft of what you see up here. The hardest part is to write the first sentence or first line of code. Thanks mate!

Edited by guyver6, 29 July 2006 - 10:49 AM.

Posted Image
Sourceforge: guyver6
LinkedIn: Andrzej Haczewski
"A good business idea, they say, can be explained in one sentence. Similarly, each program entity should have one clear purpose."

Join #xenocide at irc.freenode.net.

#2 dteviot

dteviot

    Programming Department

  • [Xenocide Senior Members]
  • 1,479 posts

Posted 27 July 2006 - 05:01 AM

(10:59:17 p.m.) _dteviot: Hmm. Does someone want to drop RK a note that we'd like sound effects?
(11:00:08 p.m.) _dteviot: You know, like pilots acknowedging orders, or success/failure to kill UFO.
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#3 red knight

red knight

    Xenocide Project Leader

  • Xenocide Inactive
  • 3,310 posts

Posted 27 July 2006 - 09:46 AM

Taken note and PMed to Lfo.

Greetings
Red Knight
Sourceforge Nick: flois - Federico Andres Lois
Visit my blog at: flois.blogspot.com

Posted Image

Pookie cover me, I am going in.

#4 SupSuper

SupSuper

    Programming Department

  • Xenocide Programming Department
  • 2,418 posts

Posted 04 August 2006 - 01:44 PM

I've had a basic Intercept and Load/Save Game dialogs done, if you need.

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

Posted Image


#5 Lars W

Lars W

    Sergeant

  • Xenocide Programming Department
  • 21 posts

Posted 14 August 2006 - 05:00 PM

I try myself on the Select Target Dialog, and its two variants:
1. select position for new base
2. select target for interception

Ill begin with the dialogs, and continue with the logic, as soon as the model-refactoring is complete.

greets
Lars

#6 guyver6

guyver6

    Captain

  • Xenocide Programming Department
  • 599 posts

Posted 15 August 2006 - 04:04 AM

I try myself on the Select Target Dialog, and its two variants:
1. select position for new base
2. select target for interception

Ill begin with the dialogs, and continue with the logic, as soon as the model-refactoring is complete.

greets
Lars

Yeah, the logic (including multiple Bases and advanced Crafts) really needs to wait for refactoring of model. I wonder when I'll be able to get this done since I'm on a science camp from tomorrow till 26th August.

I wonder if we need any dialogs for picking things on globe, the big text saying "CHOOSE NEW BASE LOCATION" or "SELECT TARGET" should be enough to instruct the user what we expect of her.

THINGS THAT CAN BE DONE WITHOUT MODEL REFACTORING
* Aliens - XCorp score (means to count the score with objects in GameState, and means to display the current score)
* Dialogs - Load Game, Save Game, Base List
Posted Image
Sourceforge: guyver6
LinkedIn: Andrzej Haczewski
"A good business idea, they say, can be explained in one sentence. Similarly, each program entity should have one clear purpose."

Join #xenocide at irc.freenode.net.

#7 Lars W

Lars W

    Sergeant

  • Xenocide Programming Department
  • 21 posts

Posted 15 August 2006 - 12:21 PM

I wonder if we need any dialogs for picking things on globe, the big text saying "CHOOSE NEW BASE LOCATION" or "SELECT TARGET" should be enough to instruct the user what we expect of her.


I think we need a Cancel Button in the Dialog, and a variable static text field, that gets the name of the selected object (Name/Description of UFO, or Coordinates and Country for Bases).

And as the third element a Ok Button to confirm this selection, thats only active if something has been selected.

Attached File  selectTargetDialog1.jpg   44.49K   120 downloads

greets Lars

edit: added picture

Edited by Lars W, 15 August 2006 - 01:06 PM.


#8 dteviot

dteviot

    Programming Department

  • [Xenocide Senior Members]
  • 1,479 posts

Posted 28 August 2006 - 02:28 PM

I just had a thought for the base positioning logic.
How about, instead of asking the player to click on the globe where they want the base, we put a cross hair in the center of the screen, and the user rotates the globe until the position he wants is under the cross hair. The reason for doing it this way is that we can add a couple of "ranging circles" to the cross hair, to indicate the ranges of the radar and tachyon detection facilities.
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#9 kafros

kafros

    Creative Text Department

  • Xenocide Creative-Text Departmen
  • 1,800 posts

Posted 28 August 2006 - 04:09 PM

Wonderful idea! B)
Although Kratos will probably be disturbed :sgrin:

It will definitely be something new to the whole X-Com concept and I think that people will love it :). It will make base positioning easier and more precise, and as you already proposed it will be easier to add further functionality in the future =b

#10 Lars W

Lars W

    Sergeant

  • Xenocide Programming Department
  • 21 posts

Posted 29 August 2006 - 10:22 AM

This could also be done with a cursor that shows the circles.
Because we need to draw the bases with the radar-range circles sometimes. Think that would be a upgrade to the Globe-Icons?

So it would be farely easy to draw a base with all radar ranges at the position of the cursor over the globe.

And i think it is a bit more intuitive if you click on something, to place something on it. But thats just my opinion.

greets
Lars

#11 dteviot

dteviot

    Programming Department

  • [Xenocide Senior Members]
  • 1,479 posts

Posted 31 August 2006 - 11:15 PM

(12:04:04) reist: btw, someone who knows how to build the image file of the looknfeel needs to look over it
(12:04:27) reist: and compare to the current cegui image file and settings
(12:04:37) reist: we need a merge there...
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#12 SupSuper

SupSuper

    Programming Department

  • Xenocide Programming Department
  • 2,418 posts

Posted 05 September 2006 - 04:35 PM

Can't you just replace the files, now that we have our own looknfeel files? Or do we still have any "CEGUI Hacks" left in there?

Edited by SupSuper, 05 September 2006 - 04:36 PM.

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

Posted Image


#13 reist

reist

    Programming Department

  • Xenocide Programming Department
  • 130 posts

Posted 06 September 2006 - 02:37 AM

Compare
cegui/Samples/datafiles/imagesets/TaharezLook.tga to xenocidegame/data/textures/ui/layout.png
and
cegui/Samples/datafiles/imagesets/TaharezLook.imageset to xenocidegame/data/ui/imagesets/taharez_look.imageset

In the png we added a huge background section (?) and some of the widgets were replaced/added with different graphics.

I'm not really sure what the effect of it all is on us (no one yet tried to show all the widgets), but it should probably be fixed.

#14 SupSuper

SupSuper

    Programming Department

  • Xenocide Programming Department
  • 2,418 posts

Posted 06 September 2006 - 10:49 AM

Hmm, our only changes seem to be the new scroll buttons and cursor. I think the buttons and "background bits" are no longer used (or if they are, they shouldn't be :P) so I'll get rid of them.

I don't really have the best software for the job, but I'll see if I can get it "merged". Plus, as you're all aware, I can't test any changes I do, so bear with me. :)

Edited by SupSuper, 06 September 2006 - 10:50 AM.

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

Posted Image


#15 reist

reist

    Programming Department

  • Xenocide Programming Department
  • 130 posts

Posted 11 September 2006 - 10:11 AM

Something that doesn't work in CEGUI: check boxes looknfeel (maybe radio buttons too)
They're seen, they can be pressed, but all text properties (including Text) don't work.

This makes audio options dialog look very strange.

Edit: nm, I fixed it.

Edited by reist, 19 September 2006 - 03:42 PM.