Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: jsj795 on June 24, 2010, 03:39:10 pm

Title: Empire
Post by: jsj795 on June 24, 2010, 03:39:10 pm
I've been pretty inactive past 2 weeks because of post-graduation and stuff, but I'm back now :)

And I'm back with a new project idea. This will actually be my axe contest entry, I kind of abandoned the platformer game (due to reasons like not interested anymore, running out of good ideas for it, etc. I wasn't too far into it, so there was more gain than loss, because I learned Axe a lot through that ;)

This new game actually was planned around 3 years ago, even before I joined Omni. I found the notebook containing the game design and such, but I abandoned this because I felt the limitation on BASIC. But with Axe's power, I think I can finish it.

This is a strategy game (I have yet decided whether it will be Real-time or Turn-based) which requires a player to not only manage army but economy also. It contains the whole aspects of a nation, including inflation, religion, armies, population, etc.
There probably won't be any complex AI because as an Axe contest entry, I will be limited to either asm program size or App size.

Since almost all game mechanics are all planned out, I hope to get this done without all the hassles of brainstorming and stuff
Title: Re: Empire
Post by: FinaleTI on June 24, 2010, 03:50:38 pm
Sounds awesome!

I hope you can finish this.
Title: Re: Empire
Post by: DJ Omnimaga on June 24, 2010, 04:09:55 pm
I've been pretty inactive past 2 weeks because of post-graduation and stuff, but I'm back now :)

And I'm back with a new project idea. This will actually be my axe contest entry, I kind of abandoned the platformer game (due to reasons like not interested anymore, running out of good ideas for it, etc. I wasn't too far into it, so there was more gain than loss, because I learned Axe a lot through that ;)

This new game actually was planned around 3 years ago, even before I joined Omni. I found the notebook containing the game design and such, but I abandoned this because I felt the limitation on BASIC. But with Axe's power, I think I can finish it.

This is a strategy game (I have yet decided whether it will be Real-time or Turn-based) which requires a player to not only manage army but economy also. It contains the whole aspects of a nation, including inflation, religion, armies, population, etc.
There probably won't be any complex AI because as an Axe contest entry, I will be limited to either asm program size or App size.

Since almost all game mechanics are all planned out, I hope to get this done without all the hassles of brainstorming and stuff
Do you mean TLM is dead or are you talking about another platformer game? I hope TLM is still alive :(

Anyway I am glad you are back. This project seems interesting, I can't wait for screenshots ^^
Title: Re: Empire
Post by: jsj795 on June 24, 2010, 05:00:24 pm
TLM is not dead, that's the biggest RPG I have planned, and I still never gave it up. TLM is pretty much testing how much I can push BASIC :)

This is an Axe Contest Entry :D
Title: Re: Empire
Post by: DJ Omnimaga on June 24, 2010, 05:04:18 pm
Oh ok phew, I was scared for a bit, since TLM is also a platformer.
Title: Re: Empire
Post by: jsj795 on June 24, 2010, 05:07:51 pm
oh, no, I was talking about the platformer that I planned to do for the Axe contest. :P
Title: Re: Empire
Post by: DJ Omnimaga on June 24, 2010, 05:10:23 pm
Aaah ok ^^. Sadly I kinda forgot who is working on what and who participates because there were so many posts lately and now there are two contests going on x.x
Title: Re: Empire
Post by: shmibs on June 24, 2010, 09:03:38 pm
sounds awesome. you should definitely try to make it an rts if you can pull i off. i have yet to see a single one that was decently made(although i havent really been looking) and it may start a new trend.
Title: Re: Empire
Post by: DJ Omnimaga on June 24, 2010, 09:07:08 pm
There was Age Of Culture II, but it was not that complex. A nice RTS but it was more old skool style (building an army/base, then when ready, attacking) than Starcraft/Warcraft style (where you can build/attack both at once and get attacked at the same time and where every second count). It's hard to make the later, though, especially if you decided to use TI-BASIC, since you would be limited in speed for the AI.
Title: Re: Empire
Post by: ztrumpet on June 25, 2010, 05:31:28 pm
Cool.  Good luck on this!  Also, I can't wait for TLM. ;D
Title: Re: Empire
Post by: jsj795 on June 28, 2010, 12:42:41 am
There was Age Of Culture II, but it was not that complex. A nice RTS but it was more old skool style (building an army/base, then when ready, attacking) than Starcraft/Warcraft style (where you can build/attack both at once and get attacked at the same time and where every second count). It's hard to make the later, though, especially if you decided to use TI-BASIC, since you would be limited in speed for the AI.

For a real RTS with building/attacking, there's Hot Dog's S.A.D. I don't think I can pull of that kind of RTS since there's a limit in size for Axe.

This game's battle will be like this:
During the game, you can declare raid/attack/war on the neighboring countries. The battle itself will be more like the ARMY game found here.http://www.ticalc.org/archives/files/fileinfo/324/32400.html (http://www.ticalc.org/archives/files/fileinfo/324/32400.html)
After the battle, the attacker will take the resources of the defending country, if there is any attacker's units that survive and go back to their country to further their economic boost. However, waging war is not cheap, so it is possible to lose resources overall.

And btw, I will be going on church retreat from tuesday to friday, June 29 to July 2, so I won't be around and there won't be any progress. When I return hopefully I can work a lot more on it :D
Title: Re: Empire
Post by: Builderboy on June 28, 2010, 01:31:20 am
Sounds really awesome :D And remember, size is actually going to be around 16000 bytes since App writing is being implemented.  Have fun at your church camp thingy!
Title: Re: Empire
Post by: Quigibo on June 28, 2010, 02:18:12 am
If you subtract all the extra app header stuff, it leaves 16189 Bytes of executable code available with unlimited data storage (once I get reading from archive working).  A typical large game has anywhere from 20%-80% data which includes sprites, maps, text, music tracks, and things like that.  So really it should be possible to have multi-paged apps eventually if I can get all that stuff done before the contest deadline.  Reading from other app pages is relatively simple since its just a form of reading from archive.  Executing data on those pages however is much more difficult, but not impossible.
Title: Re: Empire
Post by: DJ Omnimaga on June 28, 2010, 03:55:22 am
reading from archive would come handy for very large RPGs. Especially if you go from a dungeon to the world map, back and forth, grinding, and every 3 minute you archive/unarchive about 12 KB of stuff

Also the project sounds promising, I can't wait for progress after you return (darn this board is gonna be so empty this week x.x)
Title: Re: Empire
Post by: Builderboy on June 28, 2010, 04:06:43 am
Really quigibo?  That's excelent :D 16000 bytes of executable code with unlimited data (practicaly) sounds like a very promising thing to shoot for :)
Title: Re: Empire
Post by: ztrumpet on July 01, 2010, 09:34:57 am
Really quigibo?  That's excelent :D 16000 bytes of executable code with unlimited data (practicaly) sounds like a very promising thing to shoot for :)
That would be awesome!  I can't wait for this to be possible. ;D
Title: Re: Empire
Post by: jsj795 on July 12, 2010, 12:44:27 pm
Okay, a bit of update.

I started drawing sprites, and I've uploaded sprites for buildings. They are 16x16

House       Warehouse    Granary          Marketplace

Barrack      Palace          Statehouse     Command Center

I've tried to keep them more of medieval time period, but Command Center came off as a bit futuristic :P
The Command Center is supposed to look like a circular building with windows all over.
Title: Re: Empire
Post by: DJ Omnimaga on July 12, 2010, 01:01:43 pm
wow nice! It will definitively looks like those other strategy games :D

Have you decided yet if it's gonna be real time or turn based? I wonder if you have some coding done too?
Title: Re: Empire
Post by: jsj795 on July 12, 2010, 01:16:59 pm
I have to start coding the actual game to see if it will be real time or turn based, but I hope to have it real time.
I'm trying to familiar myself with the new Axe that has been coming out (like the gamma release with all the new commands), so coding will start soon :)
But first, I wanna make a HUD so that I will know how it's gonna look like, so it's easier to code, that's why I've been making sprites
Title: Re: Empire
Post by: DJ Omnimaga on July 12, 2010, 01:19:20 pm
Note that you don't absolutely need all new functions, though. I started Supersonic Ball under Axe 0.2.5 and my Tunnel game was made around Axe 0.2.2 I think. Some new functions just makes it more convenient to code games, such as the rectangle routines.

Also glad to see you back. I was kinda worried that you were ditching calcs since you kinda vanished even thought my facebook home page still showed updates from yours D:
Title: Re: Empire
Post by: jsj795 on July 12, 2010, 01:22:30 pm
lol yeah, I got a new phone (blackberry) and I was toying around with that and such. And I needed a bit of break from calculator, and now I'm back :) Hope to see more and more progress
Title: Re: Empire
Post by: DJ Omnimaga on July 12, 2010, 01:29:27 pm
Aaah ok, I hope you doN't move on to other stuff x.x
Title: Re: Empire
Post by: Hot_Dog on July 12, 2010, 08:03:18 pm
I just saw this, and I like your idea!  Good luck!
Title: Re: Empire
Post by: jsj795 on July 19, 2010, 03:47:10 pm
Working more with sprites, I've turned them into 4-level grayscale, and made few more sprites.

Now, I intend to work on HUD and hopefully then I'll have decent screenshot :P
Title: Re: Empire
Post by: DJ Omnimaga on July 19, 2010, 04:55:57 pm
Cool! Btw make sure as many as your stuff (such as enemy attack pattern, if any, or NPC convos+movement patterns+event movements) are stored in data form as much as possible. You'll have more executable code space left.