i vote Xeon06 to be project manager, he already looks on top of stuff.
Meh, I wanna vote for two projects :P
[QUOTE=Z_guy;15632594]I vote for a LOLcode interpreter.[/QUOTE]
In GMod Lua, providing a wrapper for all GMod Lua functions, so you can code gamemodes in LOLCode.
I don't like the poll idea actually. I think we should rate each suggestion with a certain amount of points, i.e. you have to give 5 points to one suggestion, 4 to another, 3 to another etc.
Bot Battles sound pretty awesome. Are we going to get a basic game + arena set up and then people can enter their own scripts/code to control the characters? We will need to pout limits onto the data access of the bots and to what we can make the characters do. eg Velocity Limits, Position data, weapons etc
I reckon we should make something that uses [url=http://www.parrot.org/]Parrot[/url].
Decide on the project first, and the language later. If we are going to make a demo or a falling sand game, we need a fast language. For the other ones, it doesn't matter that much.
[QUOTE=Mattz333;15736161]Bot Battles sound pretty awesome. Are we going to get a basic game + arena set up and then people can enter their own scripts/code to control the characters? We will need to pout limits onto the data access of the bots and to what we can make the characters do. eg Velocity Limits, Position data, weapons etc[/QUOTE]
I remember there was a game with similar features as you described. Can't remember the name. But it was pretty cool. Robots were written in Java.
[editline]09:14PM[/editline]
Got it, it was Robocode.
[url]http://robocode.sourceforge.net/[/url]
Well, from the looks of it it'll be the bot-game, written in C++ and the communication will be over IRC.
btw, you can cast a vote more than one time o_O decrease one vote for C++.
When will poles be closed?
139 votes in the language poll?
Looks rigged to me; I think it was pretty much settled to C++ before.
[QUOTE=ZeekyHBomb;15748343]139 votes in the language poll?
Looks rigged to me; I think it was pretty much settled to C++ before.[/QUOTE]
Yeah it was. :sigh:
Poor python :( I also think it was rigged.
The bot battles will be fun though, I've got a few ideas for my bot.
Someone is obviously a C# fanboy.
[editline]01:21PM[/editline]
Bot battles seems cool. And IRC.
Yeah, I'm a programming noob but I hope I can participate in this anyway. Seems that the project will be bot battles in C++ and communication trough IRC.
I hope so.
Ok guys so bot battles is ridiculously simple. It would be more effort setting up a system where we could all contribute than just one person working on it. I've been playing with SFML and Lua and I can honestly say that it's a 20 hour project for a complete system with very few if any bugs.
The one thing which would take it to the next level is if was 3D...
The irrlicht engine is easy to use with lots of extensions built in for things like BSP, simple gravity and movement, which would come in fairly handy if we chose to do it 3D so I would chose to use it for this. I think that for this it would be more successful than Ogre because of how simple irrlicht is.
Making it 3D would add in all sorts of things like crouching and jumping, obstacles of different heights and things. Without it being 3D it's pretty much a weekend project for one guy.
I was thinking of something among the lines of Robot Arena, but with the addition of programming the robots instead of controlling them.
I was hoping it was going to focus more on the programming of the bots.
In Robot Arena the creation of robots is alike building something with Lego; you basically just stick stuff together.
In the bot game - if it will work like this - you could then also buy a micro-processor, memory 'n stuff, which you can place (or automatically gets places) on a board to place in your bot and the wiring of the ports is simply done through a table where you could select port a,0 is motor1 forward, port a,1 is motor1 reverse, ... and then you can go programming that chip by evaluating sensors and sending outputs to the motors.
At least that's how I'm imagining it right now. No details have been talked about yet, just the general idea of some programmable bot game stands ;)
We also have to decide how to node our map and how much information should be available to the botmakers.
[QUOTE=noctune9;15751324]We also have to decide how to node our map and how much information should be available to the botmakers.[/QUOTE]
And I would say random number generation should be disallowed, because without it matches can be replayed a lot easier.
[QUOTE=Mattz333;15751517]And I would say random number generation should be disallowed, because without it matches can be replayed a lot easier.[/QUOTE]
And i say we get more organized and actually do this.
[QUOTE=Mr.123;15751637]And i say we get more organized and actually do this.[/QUOTE]
You start.
This stage is important, if you think we can just jump in and do a team project then you are stupid. We need to know what we are making before we make it.
[editline]05:24PM[/editline]
[QUOTE=Mattz333;15751517]And I would say random number generation should be disallowed, because without it matches can be replayed a lot easier.[/QUOTE]
Not a problem if the number generation is based on the time elapsed since the start of the game since it will be the same every time the game is played through.
[b][i]apl[/i][/b]
Count me in.
I just got an IT internship so I got to brush up on my programming skills again anyway.
Since communication seems to at an IRC victory, theres #fpcoders on irc.gamesurge.net, this channel has been around for long as hell, but has never been active.
I believe it was created around 2007-2008 by Bladez0r.
Just a suggestion.
I get an (+r) thing, so I can't get into the channel.
[url=http://gamesurge.net/createaccount/]Register[/url]
It's free and will take less than a minute (normal E-Mail registration).
Okay okay, fucked up poll system is fucked up.
This is the final:
C++, Bot battles, IRC. I'll help and organize around but I will no longer participate in the project once everything is started (I don't know C++ and refuse to learn it (PLEASE do not start a flame war about it, it's a personal choice))
[QUOTE=Jallen;15751710]Not a problem if the number generation is based on the time elapsed since the start of the game since it will be the same every time the game is played through.[/QUOTE]
That makes the numbers predictable. Well, sort of.
Isn't it a better idea to just save the numbers upon generation?
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