Geometric Conquest - RTS

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Ion Dune
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Geometric Conquest - RTS

Post by Ion Dune »

Image

Description:

Geometric Conquest is an RTS game under development by me using the Irrlicht Video Engine and the IonEngine Game Framework (project of mine I've been working on for a while, will likely be released soon). For now the source is closed, but that may change in the future.

The development principles of Geometric Conquest are to make a simple, networked RTS game with an expandable framework and simplified graphics. Gameplay will focus on multiple game types to be played with either AI players or other players over LAN networks (uses irrNetLite). The units in the game are simple 3-dimensional geometric shapes.

Screen shots:

Screenshot 1

Demos:

Demos can be found on the project page of this game on my website.

All feedback is appreciated.
mk.1
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Post by mk.1 »

*get eye cancer*
you really should make the grid a dark grey or something like that.
bitplane
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Post by bitplane »

I agree, the black on white is really harsh on the eyes. Cool demo of movement and fighting though, and of course I like the idea that the game is made of primitives and therefore needs no 3D artwork :)

Can we expect arrow mesh trees, rolling spheres and flying pyramid air units?
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d3jake
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Post by d3jake »

Interesting idea for sure! It'll be interesting to see what this game develops into further.
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Dorth
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Post by Dorth »

Bwahah at making the units go in vibration mode and unable to recreate a formation ^^ (Click on the center unit with all 3 selected. If it doesn't work, move the cursor a bit and try again. Try multiple time on the same position sometimes too.)
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Post by BlindSide »

Port 45000, eh? Sounds familiar. Is this just a coincidence? :D

EDIT: Ah nevermind you mentioned it in your post. Oh an you posted a question in the irrNetLite thread which I haven't gotten back to yet :oops: Did everything work out in the end?

I think if I implement IP network broadcast it would be very useful for this type of game.

Errr so about the game itself, this is designed to be an expandable framework for RTS/maybe other genres games? Cool. Kind of like "Make a game not a game engine" kinda thing?
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Ion Dune
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Post by Ion Dune »

bitplane wrote:I agree, the black on white is really harsh on the eyes.
Hmm, I suppose I just got used to it :P I'm working on a feature that lets the user control the brightness of the terrain.
bitplane wrote:Can we expect arrow mesh trees, rolling spheres and flying pyramid air units?
I hadn't thought about trees, but that sounds like a good idea. As for the units, what I had in mind is that the more faces a figure had the more powerful it would be, with triangular pyramids or perhaps 2d polygons being the weakest and spheres the strongest.
Dorth wrote:Bwahah at making the units go in vibration mode and unable to recreate a formation
Haha, yeah, I'm using a collision and pathfinding system made by me that has a few quirks in it (it's the same one from my RTS entry in the irrlicht inmotion contest). I'm a bit hesitant to work on it though seeing as its in at least somewhat working condition and working on it isn't quite as fun as making a game.
BlindSide wrote:Port 45000, eh? Sounds familiar. Is this just a coincidence? :D

EDIT: Ah nevermind you mentioned it in your post. Oh an you posted a question in the irrNetLite thread which I haven't gotten back to yet :oops: Did everything work out in the end?
Haha, yep, it uses irrNetLite :D

Yeah, my issue regarding getting packets early has been somewhat resolved, I think. I set it up to ignore packets that were causing problems, and then I was having trouble reproducing the error. Either way, its not a problem at this point :)
BlindSide wrote:I think if I implement IP network broadcast it would be very useful for this type of game.
And indeed, net broadcast would be quite useful. A method to find out the ip address of the host would be useful as well :D
BlindSide wrote:Errr so about the game itself, this is designed to be an expandable framework for RTS/maybe other genres games? Cool. Kind of like "Make a game not a game engine" kinda thing?
Yeah, that sounds about right. I'm just breaking up a lot of my code into separate classes in separate solutions and libraries to make it as reusable as possible. Plus, I'm keeping a high standard of code so that in the future I could just copy/replace parts of the code to make a new game. I'm also designing it from the ground up with networking in mind which is something I didn't do in my first project, which made it pretty much a dead end.


Right now I'm working on a better lobby system so that players can choose their color and the map/players can be controlled by the host. As soon as I have that working I'll post a new demo.
Ion Dune
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Post by Ion Dune »

I added a new demo to the project page on my site. I added more units and more controls in the host lobby, but clients don't see/control any of this yet. I also decided it wasn't worth it to let the user control the terrain brightness, and just made it a lot dimmer instead. Next I'm going to work on a UI with unit information and AI.
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