its yours. Got any suggestions?
Gaming - we're both in Europe.
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its yours. Got any suggestions?
Gaming - we're both in Europe.
Behemoth,
We can't both be online with the same code you see. I have no suggestions besides get another one that's known to work. This problem has stumped crackers for ages. It's a mint idea.
Gaming,
The files are mingled with other stuff. I can't use zip or I'd end up zipping half my hard drive.
I know you live in europe, but that doesn't mean that you use the europe gateway.
Hairy man!
Did you collect copies of any hand outs from that web design course last night?
as you well know, all the handouts you require are in the yellow book. The only papers we were handed were the exercises for the night, but i don't believe for one minute that you did last weeks ;)
If you require them, I have the exercises from last nights course though.
On a different note, I'm also slowly geting to grips with Xiayou (yum!) :D
Sorry dude, didn't see you'd posted this before I called... :rolleyes:
Xiaoyu's a bitching character I'd practice myself if I had the game....
Or maybe I'll play GT2 - OH WAIT!!!!
When do you get home this evening? What provisions have you made to return GT2 to me? You could have posted it through my door when you finished college...
No matter, I'll be seeing you Sunday...
I thought about putting through your door, but if you'd smashed it up with a wildly swinging front door, you'd have blamed me. I thought it prudent to keep it safe.
If you're in tonight I make be able to deliver it to you.
Feel free. :)
Righty-ho pal time for some preparation prior to tomorrow.
I've no idea where to start, so I'm gonna brainfart. I'll open a new reply window and add to it as and when I see fit with whatever springs to mind. If you're available, I'd hope you'd do likewise.
ok, here goes...
Sentience is a turn based strategy game with a twist. Inspired by the Civilisation model of gameplay, Sentience incorporates a number of unique ideas and interesting facets.
Take for example the plot. All the factions are computer controlled AIs. The computer opponents play exactly as an artificial intelligence would, because it it.
Buildings are another unorthodox developement. Buildings can be mobilised and shifted to a completely different location, facilitating a different playing strategy.
The basic peasant units, RMVs (remote mining vehicle) are responsible for mining (in situ), and laying roads, and are fully customiseable to scout out the surrounding areas. Furthermore, all units are customiseable to support various weapons, armour types, chassis', and augmentations.
A flexible communication, trade and diplomacy area enables a realistically flowing game with superpower development and rebel uprisings, gifts, insults and trading. A subsection of this is electronic espionage and infiltration, including the deployment of some pretty nasty viruses.
The game incorporates a complex music engine that evolves and develops music dynamically, ensuring the backing tracks don't become boring.
Minutes of this morning...
General:
(B) Add code for first time screen tutorials
(I) Ammo pictures
(B) SenMSG if RMV set to slurp with no priorities
[RMV Slurp Screen]
(B) Apply to all RMV's button
(B) Fix slurp priority fault
[Pick Player Screen]
(B) Auto player on when select faction
(B) Cursor to player one
(B) Right click random faction
(B) Blit Faction graphics to background
(I) Faction descriptions
[Main Menu]
(B) Button flare
(I) Clean menu bar (remove white)
(I) Seperate background inc Sen Bar
[Map Gen]
(B) Title green and left justify
(B) Whopping to Immense
(B) Randomise button
(B) Trap values
[Next Player]
(B) Mission year to Anno Aurora
(B) Recolour password box
(B) Ok/Save - buttons
[SenMSG]
(B) Move buttons right
(B) Tick box right
(B) Resize horiz line smaller
(B) Align vertical scroller
[FrmGS]
(B) Correct minimap box
(B) Borders around minimap-MFD-frames
(B) Fix FPS runaway
(B) Nav bar - pictographic - screens - 60x60 - 12
(B) Confirm graphics to Ian
(B) Main menu nav bar 60x60x4
(I) Draw main menu nav bar buttons Load/Save/Options/Help
(B) Fix resource alloc in pods
(B) Fix zoom
(B) Add resource hotspots
[Right Click Menu]
(B) Bold titles
(B) Convert Straight to dotted
(B) Correct greyed out to dark greened out
[Mech Template Screen]
(I) Pretty buttons (inc. quick build button)
(B) Spaced text
(B) Mech picture
(B) Quick build
(B) Trap if unable to build template
(B) Bigger screen
[Mech Design]
(B) ID & name on unit cycle
(B) Trap message more readable
(I) Remove white from Yeti
(I) +/- buttons for cycle
(I) +/- buttons for ammo/armour
(B) Fix organic naming fault
[World Map]
(B) Button's not at bottom
(B) Add units/buildings/roads
(B) Resource hotspots
(B) Menu for options
(B) Over 100x100 pixellate
Beautiful. We can use that as the base of a summary for Sentience, so when people ask what it is.... viola!Quote:
Originally posted by Behemoth
Sentience is a turn based strategy game with a twist. Inspired by the Civilisation model of gameplay, Sentience incorporates a number of unique ideas and interesting facets.
Take for example the plot. All the factions are computer controlled AIs. The computer opponents play exactly as an artificial intelligence would, because it it.
Buildings are another unorthodox developement. Buildings can be mobilised and shifted to a completely different location, facilitating a different playing strategy.
The basic peasant units, RMVs (remote mining vehicle) are responsible for mining (in situ), and laying roads, and are fully customiseable to scout out the surrounding areas. Furthermore, all units are customiseable to support various weapons, armour types, chassis', and augmentations.
A flexible communication, trade and diplomacy area enables a realistically flowing game with superpower development and rebel uprisings, gifts, insults and trading. A subsection of this is electronic espionage and infiltration, including the deployment of some pretty nasty viruses.
The game incorporates a complex music engine that evolves and develops music dynamically, ensuring the backing tracks don't become boring.
Well, my intention at the time of writing was to sell the concept of the game to us for motivational purposes - I suppose it fits quite nicely as an advertising piece :) It's not finished though. I was just brainfarting.
So which of the tasks I've posted are you going to begin with first?
Additional.
Component screen is resizable.
You can close launcher whilst still running.
Morning hairy guy!
Good news! I've sorted the research screen out! :D
I woke up at about 6 this morning 'cos of my feet and couldn't get back to sleep. I figured I might as well do something constructive so I (literally) crawled to my PC and started on [S:]. :)
Working solidly since then (pausing only to reply to some posts on the forums) I've finally got the research screen done. :)
I needed to change some code (the scripts only supported 4 dependancies and the final tech has five :rolleyes:) and changed the script about 5 million times, but it's finally done and all the techs are on screen.
It looks a little cramped a the lower res' but it looks bitchin it high res. Will look mint when all the graphics are in and colour coded... :)
800x600
1280x1024 (needs to be seen at that res to be appreciated... ;) )
great!
I've been overlooked for that job I applied for. Not even an interview. I'm ****ing furious. I sent an email requesting feedback early this morning, and got a read reciept from it at 10:15, but have still heard **** all.
**** this, I'm off to a company that gives a ****.
What a sack of ****.
If you need to pop round at some point for consoling then feel free...
Going to start looking for jobs then?
consoling? I was thinking more along the lines of napalming alien scum...
Yeah, I think (yet another) job change is on the cards :rolleyes: :(
mmm...nicely drunk...
can't concentrate on manual stuff though :(
I think instead of having the bottom tool bar being the menu options (load, save, quit etc) I think we'll go with the original plan of having it display the current resources.
Will look nicer I think (and we might be able to recycle your graphics... ;)
cool as. :D
I've been doing some work on the scripts recently.
I'm starting on the torso script and expanding on that some. Then next will come the chassis, then weapons, then armour.
I'm basing my initial drafts around the weight factor of the mech. I'm assuming that the first mech is going to be between 8 and 10 tons. This gives a reasonable speed and some firepower.
I'll build up logically from there.
Thats good. Sorry, I've not been pulling my weight recently. I'm a tad demotivated with everything. I think its job based, but Sentience shouldn't have to suffer. I was going to ring you last night about it, but I went to bed.
We'll have to discuss this further sometime.
No probs.
Maybe you need to come round for some Stappleton lovin'?
Or maybe just a couple of quiet beers and a chat.
Seeing as you aren't starting until 11 for the next couple of days, how about tonight or tomorrow?
hehe...somehow you just knew I was going to come back into work, didn't you.
Yeah, sounds like a plan. I'll have to get back to you when I've got a better idea of whats going on, but another beery evening might be nice :)
Cool.
Game related stuff now:
Are we having the individual components manufactured in different areas (mechanical/biological)?
Mechanical bits in a factory, bio bits in a flesh vat - or are we going to make them all in a factory and merely assemble them in their seperate buildings?
I need a response to this asap as it means a framework change if the answer's yes. I think it might be better though - but I'm unsure.
Let me know please.
I prefer it that way, certainly. it seems more realistic.
Roger. I'm on it.
Ummm.... what about cybernetic parts?
Built at either? In their own place? What?
tricky one. I quite like both ideas.
Are there enough cybernetic parts to warrant another building (or buildings)? after all, we were looking for excuses to make more buildings...Is it easy enough framework-wise?
Umm....
I'm going to try and recycle the component construction screen anyway, so you're going to use the same screen for building biological components as for mechanical ones.
I don't know to be honest how I'm even going to implement this.
What about the industry points? Are these only for mechanical stuff? If so, what do we use to make biological stuff?
Or are the points split? If we split them, does that mean all the idustry points can be channeled through a single bio building and it churns out stuff at the speed of light?
Or do we get the computer to auto split based on figures? In which case if you have one super bio building and a load of ****e factories, the average of the bio building will be pulled down?
Some people are going to be watching these figures.
Oh wait, I've got it - no matter. I've solved it. I'll just tally up the power of each building and put it in three categories.
Basically yeah, we'll have all three seperate and we'll need some cybernetics buildings. :)
still doesn't answer the question of industry points...unless we channel them like we do for projects etc...
Yeah it does!
I said I'll tally up the points of each type of building and then do the calculations with those values.
So all the industry points produced by factories will go to machanical parts, all those produced by cybernetics will go to cyber parts etc etc
Easy. Ish.
oh...ok
is it worth re-labelling them while we've got a chance?
industry points
bio-mecanical points
frog-growing points...
well, you know what I mean...
They're actually all the same.
God this is going to take some effort. :(
More work on the scripts for me today I think.
Go Ben! Go Ben!
looking forward to tonight, be nice to chill out.
had a go at recolouring thos tiles last night, I think its ok, but I've not been able to test it yet.
Looking forward to a chillout session tonight.
Let's not play Tekken otherwise I won't remain chilled for long... :rolleyes:
thats a shame...I do enjoy a good Tekken-ing at times...
Well, if you can face me flying off the handle in a little tant then we could have a few games...
as long as its not directed at me and you try not to damage your equipment, I'm sure we can have some fun ;)
Well, I didn't break anything. :)
3 things.
1) When are you back to finish that game?
2) When are we going swimming?
3) When are you going to have those revised map squares sent to me?
1) soon :)
2) what are the opening hours?
3) hopefully recoloured tonight. are you online?
I'll be online later so we'll chat via MSN then.
Had two games of SMAC today for research purposes but ****ed them both off 'cos I started right next to someone and started getting shat on.
It really irritated me.
can we do something in [S:] to prevent that happening?
total conversion - reverse conversion?
Antimatter Storage system- enables immense power storage, coupled with excellent conversion efficiency.
EPCF/em: electron-positron containment field (electromagnetic)- cheaper but prone to BIG explosion on destruction
EPCF/s: (stasis)- more expensive to build/run, smaller capacity, no risk of explosion
Hobbit / Hermit class: land-based Spotter/Scout/Decoy
Skyhook / Skyclaw class: air-based scout/recon
Buccaneer / Dreadnaught class: sea-based general assault
Rhino / Juggernaut Class: land based heavy assault
Typhoon / Cyclone Class: land based heavy support
Councillor / Arbiter Class: land based assault/recon
Mammoth / Behemoth Class: land based heavy assault/support
Justice / Executioner Class: land based assault/support
Basilisk / Chymaera Class: land based support
Cleaver / Broadsword Class: land based assault
Emperor / Demigod Class: land based heavy assault
Ghost / Wraith
Reaver
Leviathan
Titan
Overlord
Posiedon
Witness / Sentinel
Balrog / Beelzebub
Colossus
Hydra
Jackal
Mule
Minesweeper
Nautilus
Manowar
Scorpion
Taurus
Jaguar
Tyrant
Jackhammer / Sledgehammer
Odin Class
Hermes Class
Horus Class
Samurai Class
Ben's To Do List:
Computer mech building only assigns AI to last mech - what if more than one are built per turn?
Add in screenshot function
Add in project detail screen (use senMsg for this)
Add in communications clues
Add in profiling to faction stats
Add in more factions?
Add in benefits to projects
Add in infiltration screen
Compile definitive list of infiltration effects
Create infiltration code blocks
Create project code blocks
Find out why monster houses can't be killed
Script bonus resources for killing houses
Code benefits for house death
Add in code for generating monsters
Add in monster AI
Add in event effects for diplomacy
Tidy up research screen
Compile definitive list of weather effects
Create weather code blocks
Add in win scenario code
Add in project complete screens
Add in win/lose screens
Add in unit scoring system
Add in resource scoring system
Create mfd in place of textbox
Faction overall comparison
Units
Buildings
Resources
Components
Technology
Projects
Create some form of unit overview screen
Add in the unit cycle +/- keys
Expand on tutorial screens
Correct fault with mech design screen and tutorial
Correct fault with template listview being back to front
Add code behind the load/save buttons on template screen
Add in delete template command
Correct fault with component display screen crashing
Flesh out options screen
Add in ranged combat
Add in pod code blocks
Add in bonus resources
Correct documentation navigation faults
Expand on documentation
Add in DNA screen
Add in Monster research
Add in monster contact checks
Add in faction contact checks
Add in AI's
Road Laying
Mine Laying (similar to above)
Correct flaw with AI that prompts infinite loop
Compile definitive list of buildings
Correct flaw with walls not drawing properly
Add in link to faction dets from comms screen
Add in creation of sea units
Add in framework support for sea buildings (maybe new graphic set?)
Correct frmMechDesign to display torsos correctly
Factory & Construction yard back to front in tutorial
selecting options from the game menu (and I discovered later from the main menu) gives an error [ERROR.JPG]
The mountains look dark on the world map (in fact all the graphics look odd.)
pressed '5' to centre the map, but this just made the unit tile (was mobile admin) black
Unit started on a monsterhouse, and was unable to go back after it had stepped off.
mech graphics in-game are very dark
Energy calculated wrong.
once displayed slidy main menu thingy then don't slide it again....
scroll with mouse
autoselect the object in the pane to the right
Name buildings dynamically
I'll review and reply to these tomorrow.
sorry pal, trying to keep the manual thread clear. hopefully we can direct people to the thread at a later date when they ask for assistance.
Anyway: responses to your thread...
firstly, I found this on my desktop. I don't even remember composing it, but I thought it was a good basis from which to start. Thanks for your input, I'll amend the one in the manual thread when we're both satisfied.Quote:
Originally posted by Behemoth
Resources
Every faction needs access to a ready supply of resources to grow. Basic metals and alloys make up the backbone of your industry, whereas biomass and fissile materials have more specialised applications. What about the rest?
In the early game, most of the required resources can be harvested using the RMV or Remote Mining Vehicle. This unit can be automatically programmed to seek out areas of resource and mine them.
Every RMV is given instructions of what proportions of what resources to mine. Suppose a player required an excess of precious metals, he could set his RMVs priorities to provide such a surfeit. Nobody requires an excess of anything. This needs rephrasing.
RMVs are also used to lay road. This is good.No they're not, and why is it?
I was under the impression that RMVs did lay road. This was something I thought we had decided on. If not, it will require serious discussion!
The "this is good" is obviously the point at which my inspiration ran out. I realise that isn't a finished draft, but I wanted to post it before I lost it, so I left it. It will be improved upon, mark my words :)
"what sbout the rest" will also be dealt with in due cause...If you have anything specific to add, let me know and we can sort it out.
Sorry for any confusion.
Well, if it's discussions and crap in this thread, then you can move half of your posts across. That bit about the RMV's was bollocks - it took me more time to review it than it did you to write it!
Also, there's no way you can direct people to that thread for assistance as it has no solid format. No-one's going to read through pages of randomly arranged manual looking for one thing.
About my last point, my apologies - I read it as resources are also used to lay road. Understandable as under the section marked resources you also start to waffle about RMV's. Logically it should flow, but it jars especially as we're going to have a section for RMV's anyway.
I'll post my revised to do list shortly.Quote:
Originally posted by Behemoth
Energy calculated wrong. Fixed
once displayed slidy main menu thingy then don't slide it again.... Fixed
scroll with mouse Have we come to a conclusion how yet?
autoselect the object in the pane to the right fixed
Name buildings dynamicallyUg?
np.
The whole thread needs to be tidied up, between us, we can chip away at it, and the manual will evolve "naturally". I realise it needs work, the whole project needs work, I'm just working at alternative organisation.
I'm not implying that we refer people to the thread indefinitely, just let them know its there before we collate everything into a manual. Also, we can provide links to specific posts if people have specific questions.
as i mention, I just found it. I wasn't going to bin it without consulting you. It was in a text doc on my desktop called bugs.txt.Quote:
Originally posted by Arbiter
I'll post my revised to do list shortly.
hehe. My desktop is clear now. it looks really weird
Off topic:
When you said you're going to Rachels tonight, I take it that's after college?
You fancy calling round before college? I could really do with going to college this evening as well.
I knew there was something I had forgotten to tell you. There's no college this week or next week. We've broken up for Easter.
You plank!