Ganonator
12-10-2004, 06:09 AM
For those of you who don't know, I am required to work on a 2-d game this year for school. What do you didn't know is that I'm making ZC, but with 32-bit tiles, particle effects, but retain the great playability that ZC had.
Just to show you some of the work I've done, here's some screenshots from the current build I just hacked out -
http://www.thedpshack.com/aoe1.gif
http://www.thedpshack.com/aoe2.gif
http://www.thedpshack.com/aoe3.gif
Yes, the first two are almost identical to the current version of ZC. I'm coding it in openGL, and not using any windowing widgets, so, all of the sliders, drop down boxes, and check boxes, etc were coded by hand. I find that it's a lot easier to get exactly what I want when I don't have to go through an API for windowing.
Also, the program is completely portable to Linux, Mac, etc.
Why do this? Why show you guys this? I want to do this not only to learn how the engine was created, but how to make a full-scale editor like ZC. I'm not the only person on this dev team, as 4 other people are coding on the Engine full time. It currently has a weather effect engine, where I just click a few buttons in the editor and I have instant snow.
Maybe someday, I can import unencoded ZC quests, but that's still a long ways off ;)
This was roughly 10,000 lines of C++. It has about 1/2 of the features of ZC, since I can't do simple file I/O, and a bunch more stuff added because programmers like to make things as best as possible for themselves. All of the GUI colors are customizable, and I even added in a 'interpolation' mode, where the GUI cycles between 0-60 on red, green, and blue on random intervals. Quite fun.
The project should be completed April of 2005, and I expect to have the editor completely done by February 15th of 2005.
Just to show you some of the work I've done, here's some screenshots from the current build I just hacked out -
http://www.thedpshack.com/aoe1.gif
http://www.thedpshack.com/aoe2.gif
http://www.thedpshack.com/aoe3.gif
Yes, the first two are almost identical to the current version of ZC. I'm coding it in openGL, and not using any windowing widgets, so, all of the sliders, drop down boxes, and check boxes, etc were coded by hand. I find that it's a lot easier to get exactly what I want when I don't have to go through an API for windowing.
Also, the program is completely portable to Linux, Mac, etc.
Why do this? Why show you guys this? I want to do this not only to learn how the engine was created, but how to make a full-scale editor like ZC. I'm not the only person on this dev team, as 4 other people are coding on the Engine full time. It currently has a weather effect engine, where I just click a few buttons in the editor and I have instant snow.
Maybe someday, I can import unencoded ZC quests, but that's still a long ways off ;)
This was roughly 10,000 lines of C++. It has about 1/2 of the features of ZC, since I can't do simple file I/O, and a bunch more stuff added because programmers like to make things as best as possible for themselves. All of the GUI colors are customizable, and I even added in a 'interpolation' mode, where the GUI cycles between 0-60 on red, green, and blue on random intervals. Quite fun.
The project should be completed April of 2005, and I expect to have the editor completely done by February 15th of 2005.