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Suggestion

This is a suggestion for one of our games. You may comment on and rate the suggestion here.

The Suggestion...

By: on 15 Nov 2010
Rating: 0.00 in 0 votes
Status: rate | *In Roadmap*
bum_earth | general | [Suggestion_6887]

Bottom Earth Ver 2

This game would again try to merge merlin's revenge with trees of war; however, you would control a team rts style.

So, in the background, you would have trees of war running(at a little bit more realistic pace than trees of war, but not too realistic, as you will need those trees) and weeding out various different tree types.

You would start out with a couple builders from whatever team you choose(like dwarves or goblin builders) and you would start harvesting some of the trees for wood(with different trees giving you different types of wood). With this wood, you could then put up some wooden buildings and start getting some more troops.

There are two other resources that you could collect: stones/ore and water, which would allow you to support and arm your troops(such as you need a certain amount of ore to make a swordsman, in order to produce the sword and shield) and build stronger/hardier buildings(say, putting up a stone wall instead of a thatched one, or great big stone towers)

Eventually, you could produce a force strong enough to keep defend against the elements, aka, big monsters and such, while you look to build another fort(collect different resources/get closer to the opposing teams)

In terms of the trees of war bit, using different wood types would determine the strength of the troops that you produce, and of course, various strains of trees are likely to die off. To prevent competition between different groups of trees(and keep some walking room for yourself) you can put up some walls(which can be attacked and destroyed) Trees would not be able to spawn on top of your buildings, walls or troops, so they could be kept apart from one another.

Alternative to needing stone and water, buildings could release troops randomly, like in merlin's revenge, but with stats depending on the materials that go into making the building.

For controls(allowing for touch screen usage, if that happens) you would draw a circle around a bunch of units to select them, and then drag a line to where you want them to go.
Your units would of course have some ai of their own, so if you tell a builder to go near some trees he'll automatically start chopping some down.

If this could be put in its own section, that would be pretty awesome, considering that bottom earth is a game of its own(not mr4)
Roadmapped by

Parent Suggestion

(an earlier version of this idea)

Bottom Earth | Rating: 5.00



Comments

17 Nov 2010 [comment_40179]
NEW!
Any chance that there could be a section for bottom earth in the suggestions db?

Id like someplace to put some(a bunch) of suggestions in organizing the game engine and brainstorming cool features and time efficiency tricks.

Such as, I'm currently thinking of running everything in a big quad tree, and having a traversal of the tree be the updater(objects in the same bucket and on the same team would act as a group, and if there are several potential targets in that bucket, members of the group will target(and remain on that target until it dies or is nolonger in the bucket) random ones until the bucket)(I'll put up a good explanation of all that in a suggestion)


18 Nov 2010 [comment_40201]
NEW! steve
Yes I'll add it.


18 Nov 2010 [comment_40202]
NEW! steve
What am I talking about? It's there already.


15 Dec 2010 [comment_40682]
NEW!
I just did this tutorial. It might be helpful for anyone who might want to help out coding(or see/run the source code) to do the same.

It sets you up with a base template for making programs with the SDL.


15 Dec 2010 [comment_40684]
NEW! megaman4ever
Hmm, SDL seems like a pretty simple library to use for a non-text-based-program.


16 Dec 2010 [comment_40691]
NEW! steve
Well lawks a mussy miss scarlet! I've spent the last two nights learning C++ and SDL myself.

I am working through the following tutorial, once I have finished it I will do yours.

http://lazyfoo.net/SDL_tutorials/

I have to say, it's [spifftastically] excellent - it covers windows and linux, and a variety of IDEs although the only one I could make work was Eclipse as the others (Anjuta and Kdevelop) have changed too much since it was written. I think on Windows he covers Visual Studio.

But Eclipse is good for me since I use it for PHP anyway.

I was trying to learn Vala, and that was going very well - it's a super nice language. But I couldn't find any tutorials on how to use SDL with it, except for a very basic program to draw random circles on the screen.

But there's loads out there for C++, so I just thought I'd bite the bullet and get on with it. And I'm loving it!

To make it easier for people to contribute code, I would suggest putting the code base into Launchpad (or possibly Github or gittourious(?) if you'd rather use git than bzr). Then we (and anyone else) could collaborate across the net.

I was planning on doing the same for mrOpen. Just as soon I have extracted those graphics.


16 Dec 2010 [comment_40693]
NEW!
hehehe. I was reading through that too!(I kinda skipped some bits about the mixer though...)
I was using code::blocks for tutorial-ing
(its the general one that I use for C and C++)
The tutorial I posted was mainly just setting up/getting SDL in code::blocks, and then it set up a game template.

...also, git sounds like quite a good idea!


17 Dec 2010 [comment_40697]
NEW! Super_merlin
Well slap me thrice and hand me to me mama. I've also been learning some SDL myself. I've been using the same tutorial Steve's been using actually.


19 Dec 2010 [comment_40727]
NEW! steve
Well it seems that SDL and C++ is where it's at!

We do need some kind of versioning system to collaborate properly. I don't mind what it is. I have used CVS, SVN and bzr and they are all fine. bzr is the best out of the ones I have used, but git is supposed to be better.

I looked into using TMB as a bzr central repo, but I have to change servers (and pay slightly more per year for the hosting) to get the ssh connection. I'm not sure if that includes a certificate. For the time being it is probably easier to experiment with the free solutions that are already out there.

I was hoping that TMB itself would eventually evolve into a version control (and editing system) for MR. But in order to get to that point it might be better to consider putting TMB itself into one of these systems.

Does anyone else besides me know php, mysql, css, HTML?


19 Dec 2010 [comment_40729]
NEW! megaman4ever
I know HTML, and I've fiddled with php, mysql and css.

I've also heard that git is better, and that is what we used at the boarding school when we had collaborative projects.


19 Dec 2010 [comment_40735]
NEW! steve
So I'm no expert at this but does git use similar commands to svn and bzr?

svn status
svn up (or update)
svn commit -m"Fixed a bug"

bzr add .
bzr status
bzr commit -m"Fixed a bug"
bzr branch lp:bum-earth
bzr whoami


19 Dec 2010 [comment_40738]
NEW!
from what I've heard, just about every coop job for software engineers requires them to know git...

which, I think, suggests that I should know it too;)

(currently, I don't really know any of them)

as to html/css/php/mysql... nada nada nada
nada


20 Dec 2010 [comment_40744]
NEW! Super_merlin
I have a servicable amount of HTML knowledge.

Granted, I hate web development, but, boo bop.


20 Dec 2010 [comment_40748]
NEW! steve
It's funny but so far my experience with employment is that the software tends to lag a bit. The only version control I've used in work is CVS and SVN. I've used bzr and now git in my own time.

I have put mrOpen into a git repo. I posted a suggestion with the details but it seems to have got lost in hyperspace.

By the way, if anyone is looking to earn megabucks Fortran could be the way to go. Apparently, there are lots of highly important banking systems that still run on it (especially in the US) and a real dearth of programmers who know how to program it. That's a recipe for big wages.


23 Dec 2010 [comment_40786]
NEW!
Bleugh. I got the wrong version of SDL, now downloading 1.3...


23 Dec 2010 [comment_40787]
NEW!
(its the future)


28 Dec 2010 [comment_40801]
NEW!
Double Bleugh. Rotation is slow.(not very good for real time applications)

...backtrack to openGL. The benefits of SDL 1.3 are now gone.(not that I found one that I could use that had all the SDL_render() functions)

I think I'll finish writing a renderer in SDL for now though. (Getting back to thinking in C is a pain; I somewhat blame Java)(On the plus side, I just finished writing/a little testing of a generic queue to be used in any renderer)


29 Dec 2010 [comment_40802]
NEW! steve
I don't even know which version of SDL I am using.


29 Dec 2010 [comment_40811]
NEW!
Probably 1.2

Also, to the Fortran comment, I think my mother once knew it.


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