Only 70 days left. Do you have a rough design complete?
Read the game design section p#829-834. Can you answer all those requirement
questions? Can you come up with 20 requirements for your game, similar
to the Koob example?
Scope. Remember, scope will be our biggest issue.
If you look at Koob, getting in and out of vehicles, driving vehicles
in an FPS game will probably be out of scope. Put those types of requirements
last and don't make them integral to game play. Get the game play elements
working first, then add layers on top of it.
Read chapters 3 and 4.
Programmed changes to existing objects. P# 130-142.
Note the calls to get and setTransform. It takes
a string and has the following items in the string order.
"X Y Z Xaxis Yaxis Zaxis rotAngle"
Just use your tutorial code to run this example.
When running in the tutorial, press the f11 key and
find an object number for one of your items. Then press 411 again to
return to the game, and press ~ to get the console. Yes, you can type
code directly into the console.
echo(1323.getTransform());
"27.537 -400 0.334187 1 0 0 0"
Which is a simple translation with no rotation. Let's
change it's location a little bit.
1323.setTransform("27.537 -400.6662 1.0 1 0
0 0");
All we did was change the z location and move it
to the 1.0 location.
Look at the AnimShape function on p139-140. Load
the animshape.cs code (it's on the cdrom that comes with the book RESOURCES/CH3/animshape.cs)
into your logoitem.cs code and find the object number again. Bring
up the console and type DoAnimTest(1323). Note that over time the object
moves around on the screen. Why? How could we fix this?
Game Structure and where all the files go. This is
overview, but a little different than TGB. P#156
Do you remember way back at the beginning of the
semester when we did the C++ game using Win32? Remember most of the
code was always the same across applications and you only needed to
know a specific portion of the code? This is like that except that
the code you will be changing is more dispersed, but most of it is
just fluff. The book has a great overview of this code and it is important
to take a good amount of time to understand it. When you get stuck
on core game engine issues, like servers and clients, make sure you
remember to come back to chapters 4 and 5. When you get done with this
class, those chapters should show some wear and tear in your book.
EMAGA4
Last week's tutorial gave us a sample of how to use
the TGE world and gui editors with a little bit of scripting. This
week we are covering Chapter 4 and EMAGA to see a stripped down game
with a client and server to see what the core scripting requirements
are and how they interact.
Run EMAGA4
Common code (in the common directory).
Servers and Clients and creating the Emaga game
main.cs
control/main.cs
Difference between / (slash) and \ (backslash).
Trace p#168
Initialization
Client/server initialization on p#170
EMAGA5
Run EMAGA5
This is a much better sample as EMAGA4 was really
just a walk throught, but it did a lot for as little scripting as was
done.
Differences in folders from EMAGA to example games.
I'm just going to go through the book, look at the
code and discuss stuff that looks interesting.