They come!

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urgel
Posts: 3
Joined: Mon Apr 30, 2007 8:16 am

They come!

Post by urgel »

Story.
You were in the base. Your commander approached and yelled "They come!"
You knew what to do.

I take great pride in that story you know?
Gameplay wise, it's basically another top down tank game. Atleast it'll begin with that, but there are some places where it differs.

Missions.
Missions are usually just to kill everything, but may vary. For instance, you might only need to kill something specific or defend/take back an outpost. Missions give you moneyhs.

Your vehicle.
You start with a choice of three vehicles. A square one (armor), a triangle (speed) or a rounded one (Damage). When you have enough money, you can evolve your vehicle into another stage.

Modules.
There are three different modules.
Base (The hull), Turret and gun. Each one comes with different dimensions. As an example, the triangle can at the start only equip an 1x1 turret with only a 1x1 weapon slot. The square can equip a 4x4 turret that has a 1x1 weapon slot and a 4x4 weapon slot. So let's say a cannon takes a 4x4 weapon slot and a machine gun a 1x1. The triangle can only equip a machinegun. The square on the other hand can equip a cannon and a machine gun on its turret. Modules can be bought and found.

Evolution.
This might be hard to explain... If you've played warning forever, then you get the idea. Your vehicle evolves in some aspects.
Aiming - Aiming evolves when firing at targets from a distance. Aiming decreases the spread if you want.
Guard - When standing still, vehicles go into a guard mode. This evolves when standing still and taking hits.
Speed - This evolves quite naturally when moving.
Maneuvrability - This evolves when turning.
Bulldozing - This evolves when driving through things and enemies.

That's pretty much it...
It'll start with a simple map and a square with a gun though :D
Anyways, I chose Irrlicht to do this project, for some reason. I know the code is fairly advanced later on (Modules and evolution) but I hope I'll be able to tackle it. The graphics will be kept very simple, and don't expect any soundtracks beyond midi quality. I'm working with free stuff here!
Anyway, you can use the free version of visual c++ right? 2005 express? It's been awhile since I last tried anything code wise though.
Anyone got anything they think I should see, then lemme know. For example a good camera that would follow the players vehicle :D
Feedback wanted on the whole idea and everything... I think it looks good on paper.
What else? Oh yeah, Hi! This is my first post.
sudi
Posts: 1686
Joined: Fri Aug 26, 2005 8:38 pm

Post by sudi »

screens?anything done yet?
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
urgel
Posts: 3
Joined: Mon Apr 30, 2007 8:16 am

Post by urgel »

Not yet D: I'm going to start with a basic map today and a basic model today though. See if I can get a good camera for that :D
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