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twm
User

Knight
Posts: 34
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UWNH remake in C/C++ - 2007/08/20 14:10

Hello, I am new to this forum,it's really amazing to see there are still dedicated fans sites and forums up and running for this 13-16 years old game(never got a chance to play I,I have played II(new horizons) III(looks like an expansion to II rather than a new game) IV(with better graphics and a software or d3d 3d renderer).

The online version 'daikoukai jidai online' is probably the successor of IV,though I am a bit anti-MMO and from I heard the online version is by no means as good as II.

Now I am a bit defeated in real life,though the good thing is that I have the time to start coding a game I have been dreaming of for years.

Planned features:
1.A new name *done* Ocean Horizon(to evade legal kinks like copyrighted trademarks and stuff )

2.Plain old top-view 2d tiles using SDL(same as UW2's) *done* 32x32 pixels per tile,currently looking into whether to use opengl to speed up 2d blitting and alpha blending.

3.Smooth scrolling(my hacks seem to be working,pixel by pixel camera movement instead of UW2's tile by tile camera movement due to the technical/hardware limitations of 1994)

4.Implement a map format and find the most appropriate size for maps:

Binary map format + zip compression is the only solution I could think of for now,coz I have no desire to spend time on implementing compressed map format.

Deciding the size of map is really tricky for UW-like game,because the map has to be enough big to contain a 'world map',while not so big to use up memory and make tile update ungodly slow.

Adding tiles/objects to the huge map will be a tough task too,my current idea is to generate a map from a bitmap,like if a pixel has color A,then add A type of tile to the map with identical x,y coordinates to pixel's in bitmap.With such method implemented,making a world tile map will be as easy as drawing world map in ms paint with few colors.

Other feature ideas will come later.
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P.Overdrive
User

Vagabond
Posts: 1
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Re:UWNH remake in C/C++ - 2007/11/02 10:40

Hey there.. got a few questions for ya, if you don't mind.
How far have you gotten? Do you have anything to show off (screenshots, video, demo)? Are you still working on it?
Greets
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twm
User

Knight
Posts: 34
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Re:UWNH remake in C/C++ - 2007/11/05 11:27

P.Overdrive wrote:
Hey there.. got a few questions for ya, if you don't mind.
How far have you gotten? Do you have anything to show off (screenshots, video, demo)? Are you still working on it?
Greets

sorry for the late reply because I had problems logon this forum.

yes I am still working on it.Unfortunately I don't have any 'visible progress' to show off,since it's still at early stage and the tiles I made with MS paint or gimp for testing look really ugly.

basic stuff is almost done,currently working on in-game map editor so I can create a 'world' map using the ugly test tiles I made.I am also hesitate to use 3d ships(the map is top-down 2d,like UW2),because I am not modeller and using 3d ships will surely increase the complexity of the code,and the advantages of simple top-down view is quite obvious:it saves me from the endless headaches from 3d or isometric view/coordinates/collision detection.I will be using a lua like scripting language to store read-only game data like tile ids, ship stats,weapon info etc for sanity's sake,it will definitely be better than binary data or comma separated values.

Here is a list of major problems I will need to resolve,so let me know if you have any ideas on how they can be solved:

1.map size,currently testing with 1024x1024 tiles with 32x32 pixels each,but it seems to be too small for a 'world' but the loading time is already a bit unacceptable,dunno how many tiles the original UW:NH had.

2.ship size,keeping ship size smaller than or equal to one tile will make things a lot easier code wise,but it seems 32x32 pixels is too few for a ship 'sprite'

3.realtime battle,how to solve realtime battles and how to make passing neutral or npc ships not getting involved by player vs player battle or player vs computer battle,maybe a 'faction/alliance' status to ignore non-hostile fire or something

4.synchronization of off-line/mid-join player in network game,no time has been spent on network yet,though webrv pointed out some problems with the off-line players in a game,perhaps off-line players should just disappear magically with their stats saved or their properties should be taken over by ai,not sure which one is optimal though
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twm
User

Knight
Posts: 34
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Re:UWNH remake in C/C++ - 2008/08/04 06:22

Sorry for the mega bump,but I wasn't able to get on this site to post updates(this site had a php p*** error)

I have got Ocean Horizons hosted on sourceforge.net,the largest open source portal site.

Dev blog on blogspot.com:

http://magickpanda.blogspot.com

Forums on sourceforge.net: (it's kinda talking to myself )

http://projectoh.sourceforge.net/forum

Post edited by: twm, at: 2008/08/04 07:23
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webrv
User

Marquis
Posts: 61
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Re:UWNH remake in C/C++ - 2008/08/04 07:32

well, yes, would help to announce it

ps. is your formmailing script correctly configured because i did not receive my confirmation email, and judging from the lack of posts by others, neither do they.
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twm
User

Knight
Posts: 34
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Re:UWNH remake in C/C++ - 2008/08/05 09:00

Thanks for reporting the problem,eems the forum mailing is somewhat buggy in that version of punbb.I will disable Registration Confirmation for now.

P.S:I send you an email via forum email function with your account's new password,since I don't know your email address,though I am not sure if it works or not either.
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