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DarkBASIC Professional Discussion / Civilization clone help

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FieldDoc
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Joined: 30th May 2003
Location: London, UK
Posted: 12th Aug 2003 22:34 Edited at: 12th Aug 2003 22:35
I would love to make a game of the same genre as Civilization, Call to Power, Alpha Centauri, etc. However, I really am stuck at the first hurdle. What is the best way to go about creating the playing space (ie the map).

The map should probably isometric and tiled so the player can see the individual tiles. Does anyone have any suggestions at all as to how I can generate a basic map, and how I could utilise it?

Thanks in advance,

FieldDoc

MrTAToad
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Location: United Kingdom
Posted: 12th Aug 2003 22:44
Well, you can use Mappy as an isometric editor. The hardest part would be designing the different types of land - grassy, desert, water etc. The trick is to make sure that it logically flows.
(Then you've got the fun part of drawing buildings etc)

I've got a DLL that will take GBA data from Mappy and allow easy access to the data (code & data will be in one file). The only problem is you need VC to compile the code & data in together...

Also have a look around - there are probably some sites that might be of use for you.


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Shock
AGK Developer
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Posted: 12th Aug 2003 23:16
well, the easiest way to do it as i could see, would be to create a matrix and rotate the camera so the squares turn into diamonds

would that be suitable?

Sticking feathers up your butt doesn't make you a chicken.
FieldDoc
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Posted: 12th Aug 2003 23:16
Thanks,

What's Mappy and what is GBA data? Unfortunately I don't have VC (only VB). Do you know of any sites that might be useful? Had a quick look but couldn't find anything relevant to BASIC programming.

P.S. Nice sig

MrTAToad
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Posted: 13th Aug 2003 01:08
Mappy is a 2D/2.5D tile editor - very good it is too.
GBA data is the format it uses when exporting for use with the Gameboy Advance.


Logo design by Indi
Its better than a poke in the eye...
FieldDoc
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Posted: 14th Aug 2003 11:33
I found this code in the 2D section, it is Edward Jomisko's (aka Zenassem) since he seems to have vanished from existence I was wondering whether any one could help me understand this piece of code as it is exactly what I am looking for in my game.



As it's not extensively annotated, I was wondering if somebody might be able to help me out with a few questions.

1. How could I resize the viewing window and move it so that it is not in the top left hand corner?

2. I would like my game to run in 1024x768 resolution, what in this code would I have to alter?

3. Most importantly, I would like the program to be able to recognise what tile I have clicked on.....and possibly change the image used for the tile (to signify that it has been clicked). I have no idea how to do this......I have just come from programming a text only game!

A million thanks,

FieldDoc,

trager
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Posted: 14th Aug 2003 12:00 Edited at: 14th Aug 2003 12:02
Im working on a MoO2 clone at the moment which is the same genre of game.

What you described is possibly the least of your worries, I would concentrate on getting the data structure defined first you can always have a top down view of your game to start with.

Edit: love the web site btw

There is no answer only more questions.
Ed Vella
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Posted: 14th Aug 2003 12:35
I'd also give you advice to start working on a flat map if you are just starting out with graphics. Just follow some easy steps

1. Make a very small map with a text editor where each letter signifies a tile. eg. a for water, b for forest, etc.

2. Read the map and display only letters!

3. Load some images and past tiles according to your map reading routine. You should have equally sized tiles, 64x64 for example.

4. You should always keep track of the position you are in the map. That will help you for scrolling.

5. By doing some maths, you should know where you clicked by taking the mouse x and y axis and dividing it by 64.

After you have done this, it will be time to switch to isometric. The difference will essentially be that you will have to use some trigonometry for calculations.
FieldDoc
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Posted: 14th Aug 2003 14:08
OK, i'll give your suggestions a try first. I suppose that the graphics really are the least of my worries

@Trager:
Do you have any suggestions/warnings/hints/for making a turn based game of this genre as you are coding one? What should I be wary of?

Thanks for the compliment of the site

Is using the DATA command the best way to make a tile map? Could you have a 2 dimensional array (ie. Map(x, y)) so if you wanted a map of 100x100 tiles you could simply make x=100 and y=100? Does that make sense?

Beta1
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Posted: 14th Aug 2003 19:31
Yep I would store the map in a 2D array.

As for warnings for that type of game.

Beware the AI programing.

zircher
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Posted: 15th Aug 2003 03:10 Edited at: 16th Aug 2003 04:08
For some basic education in game programming, including tile based games and AI, Amit's site is one of my favorites. Now, you won't find any DB code there, but you will find a lot of good info on the why and how of things.
--
TAZ

http://www-cs-students.stanford.edu/~amitp/gameprog.html
Shock
AGK Developer
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Posted: 15th Aug 2003 23:33
ai will crush you to be honest lol, its going to be time consuming and painfull, no matter how much of a pro you are.

just make sure you have plenty of time, and try not to throw your project into the recycle bin if ai doesnt go your way. that's the only thing that has stopped me from attempting to make a strategy game.

Sticking feathers up your butt doesn't make you a chicken.
trager
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Posted: 16th Aug 2003 14:33
My experience

I've been working on the game design documentation since april and I dont expect to get that finished before the end of the year. Thats 8 months of design for a cut down version I shouldn't expect any less yourself.

This is not the type of game you can successfully pull off without a good game design.

Yup AI is a real pain in the butt. Im giving the ai 2 sets of characteristics 1 describing their development preferences and the other their conquest preferences. so a defensive spreader is more likely to building colonists and defenses rather than cultural buildings and attacking units.
(random chance modifiers)

Also look at the tech-tree, technology is central to these sorts of games and makes a good starting point for the game design. Look at what data you need to store for technology and identify the different types of technology and the different way they effect the game.

I think that'll do for now

Good luck

Trager

There is no answer only more questions.
FieldDoc
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Posted: 16th Aug 2003 19:29
Thanks for all the tips guys....looks like I should get my pen and paper out then!

I think I will try to get a basic tile engine working (I expect that'll take me ages). After that, i'll step back from coding and get to designing.

@Zircher, thanks for the link!

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