29 October, 2012

Problem with trying to use Voxels and triangles

So I've encountered a little bit of a problem when it comes to using the voxel mindset with triblocks.  The problem is that I need each and every triblock to have it's own unique ID, yet if  I try to use a single point for each triblock only half of the triblocks would be represented.  Voxel engines are very efficient because each voxel is basically one point which is either filled or not filled (it is possible to attach other information to them, but that isn't the problem as much.)  I suppose that one thing I could do is for any given point there would be the up triblock and the down triblock.  So the final title for the triblock would be something like x200y46z300up.  Ok I'm glad we had this chat as I no longer have a problem.

My First Screenshot

So I realize this has been a long time coming, but I am finally able to post a screen shot showing I am indeed making progress.  I know it may not look like much now, but the foundation for my game is laid out here.  This is a hexagonal room with the triangles on top and bottom and squares on the sides, meaning that it is possible to program.  I still have a long way to go, but it feels good to have something up.  In the program I have a working first person camera with WASD motion going on and the mouse being used to look around.  Thanks to lighthouse3d.com for a good tutorial to get me started.  If anyone wants the executable just let me know.

08 October, 2012

Github

In the vein of being completely and totally open about how I am moving forward with this project I have created a Github account and posted the code I have so far.  I am still trying to get a grasp on OpenGL and GLUT which is why I haven't done a whole lot recently.  Also I am struggling with how to represent the triblocks in a way that is not resource intensive.

Part of my problem is that for each triblock there are 5 neighboring triblock areas.  I need a way for the triblocks to be aware if each of the neighboring areas are either filled or not.  If they are filled then the triblock will not display the neighboring face, and if not then the face will be displayed.  I might have to make a huge set of pointers, which I am not looking forward to as I still haven't quite got the hang of them.

Anyway if you want to stop by and check out my code just look for Brift or Hexwars on github.

06 October, 2012

Single Hexfield battle

Because the game will need to be constructed in phases and the first proof of concept will need to be a full hexfield I have been mulling over how the game might play out if only 1 hexfield were involved.  So the ideas I have are this.

1. The game starts out with a 5/10/15 minute building phase when players can get their base set up.  All teams will start out with the exact same resources available via a console.  It will be up to members of each team to construct their base as they see fit.  Because I one day hope for six factions we'll just start out with 6 separate starting areas, divided up like the picture above.


2. At the end of the build phase the walls come down and the battling can commence.  If players are still setting up their base they are now in danger of being attacked.  If frozen while carrying a base item they will have to drop it once they get teleported, which means that there is an opportunity for enemy players to capture the item and use it for their own base.  This means that there is a good reason to both attack and or defend right from the time those walls come down.

3. The battle will commence until there is only one team standing,  Once a team's teleporter is taken down then they will lose the ability to respawn and will remain frozen in place until they either get a new teleporter down or all of their team is frozen, at which point they will be given the option to concede and exit the game.

Teams could be chosen at random or there could be the option of having precreated teams.  This format of play will be where beginners will start the game,  and it is through demonstrated knowledge of the game mechanics and ability to follow the rules that they can be allowed to play in the big game.  It will also be a place where the factions for each color can come in and train new players while  recruiting for their faction.