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Thread: Simulators, Maps, Arrays, Etc.

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    Simulators, Maps, Arrays, Etc.

    I'm not sure yet where the Array Standard fits into this yet. I just want to keep that idea in the forefront as it may play into the entire scheme.

    This is something that I think we at CT want to contract out and fully develop if the prototypical ideas pan out. So, R&D is where we are at right now.

    This idea does not just apply to city-style simulators. It should be flexible enough to be used for anything from active circuits to dungeons and dragons.

    I have some ideas and criteria mapped-out now to the point where this is looking much more feasible and useful. Again, whether we have separate arrays that interact, or one object, is not the main issue right now.

    Of course, we start with a grid concept. Initially, we are working in 2D, but ISO/orthagonal would be desirable. It seems that a grid is essential due to speed and memory requirements, and just how small the lowest division of the grid can be is an issue to contend with. I think that HWA might help this project simply because the graphic elements of the game may be more on the GPU side, leavng more headroom for this effort.

    We will leave the basic setup for the array(s) until later. That is going to be related to the following concepts:

    First we will have to consider various layers that can have various uses and meanings, but are defined in this way:

    NOTE: These layers are pretty much being defined in their proper order, but that is subject to change. Some layers may be multi-level in themselves, so naming conventions here are merely for utility right now.

    Background - Represents static elements of a game, (color, type, condition). You could place ground, water, mountains, etc., using this. Keep in mind that placing a body of water would be a 9-point affair, but dragging a mountain might be one large tile, (various size mountains) with 9-point edges.

    Utility - This layer would be mostly functional with visual elements optional. It could be water, transit, electricity, circuit wiring, dungeon roads and paths, etc. Of all the layers, this is the most complex one and may require more than one level of "utility". This is, along with relationships to other layers, going to be where the meat of the programming happens. We still don't know about speed hit with all things considered, but the most optimal routines possible will be required to make this work.

    Structures - This would be where mountains, any structural items are placed and handled. Since I don't know where to put "characters" yet, we won't assign them as they may be a layer of their own or even go in Automata. The difference between structures and backgrounds is height and function. Structure goes on top of background and has a logic layer of its own, e.g., buildings, generators, electronic components, etc.

    Automata - This are visual elements that may represent conditions on the map. They would tend to include animations that play over and around structures. This could also be the layer for chracters, (player/CPU) but I am hesitant to finalize that because the logic and requirements may be different and need to be seperated for the sake of simplicity.

    Atmosphere - This is your "sky". It could be clouds, planes, or elements that appear and function over elements in the other layers. So, to break out of a city framework, it could be a circuit path showing that the connection is functional.

    Interface - This is where we handle selections of the grid. This is where the rules and graphical elements of selecting, placing, plopping, destroying, changing, is handled. One could drag a mouse, catch that condition and have a layer of objects with semi-transparency and indicative colors highlight the area dragged until release or an action changes that state. Inteface can also have an effect on other layers to change various states of objects in the defined area, (animation, destroy, etc.).

    Interface should allow for the potential to hold a state or leave a selection. I refer to SimCity where you zone tiles. In this case, we want to "color" a certain type of background until something happens, like a structure growing there.

    One other element of interface, (and this relates to all tiles as well) is that you need a way to choose directions for tiles based on their position. Let's imagine that you drag from one coordinate to another and there is a blue highlight over everything in that area. That usually looks rather stark without a border. That border, (or even mountain or water tiles) needs to be relational to place and position. I think it is clear that at the start of a drag from top-left to right bottom, there would be nine different tile styles to represent each part: four types of corners, four sides, and the rest would be a single filler tile.

    That concept needs to be available in any layer applicable.

    I want to keep this basic for now and I think the above is a good start. If the design takes these items into account, we could start with one layer and work on conditions, relationships, and complex details after we can visualize and therefore, think more about the next steps and how to make it as easy for the user as possible.

    I think we should break it down into easily digestible chunks, keeping in mind during design, (programaticaly) that there will be relationships and interactivity between these layers.

    Naming is going to be important. For instance, levels and layers are really already taken and to use them might be confusing. So, these layer types might need a better name. I think levels might work.

    I was thinking that the Interface level might be a good place to start. To create a background using the 9-point tile, you really need to have a functional interface, first.

    Well, that omits a lot that needs to be considered, but it looks like a practical starting basis to me. Once we have the Interface and Background levels worked out, the more complex levels, (like Structures and Utility) may start to take shape in our ideas.

    We may need a graphic artist to create the tiles and other graphics for the prototypes, as well.

    Does this make the idea more tangible? Does it stimulate ideas, both creative and technical? Is the larger potential for MMF2 clear in that we can all see where this goes for users as a powerful benefit for many types of games? Does it look flexible enough as defined so far to be used flexibly, or did I miss something, (Like Character level?)

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    Re: Simulators, Maps, Arrays, Etc.

    Do you always have to write so much text? I get tired reading after one third!

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    Re: Simulators, Maps, Arrays, Etc.

    Here:

    Quote Originally Posted by Novabrain, dumbed down
    I want an extension that does this.

    Background - Represents static elements of a game, (color, type, condition). You could place ground, water, mountains, etc., using this. Keep in mind that placing a body of water would be a 9-point affair, but dragging a mountain might be one large tile, (various size mountains) with 9-point edges.

    Utility - This layer would be mostly functional with visual elements optional. It could be water, transit, electricity, circuit wiring, dungeon roads and paths, etc. Of all the layers, this is the most complex one and may require more than one level of "utility". This is, along with relationships to other layers, going to be where the meat of the programming happens. We still don't know about speed hit with all things considered, but the most optimal routines possible will be required to make this work.

    Structures - This would be where mountains, any structural items are placed and handled. Since I don't know where to put "characters" yet, we won't assign them as they may be a layer of their own or even go in Automata. The difference between structures and backgrounds is height and function. Structure goes on top of background and has a logic layer of its own, e.g., buildings, generators, electronic components, etc.

    Automata - This are visual elements that may represent conditions on the map. They would tend to include animations that play over and around structures. This could also be the layer for chracters, (player/CPU) but I am hesitant to finalize that because the logic and requirements may be different and need to be seperated for the sake of simplicity.

    Atmosphere - This is your "sky". It could be clouds, planes, or elements that appear and function over elements in the other layers. So, to break out of a city framework, it could be a circuit path showing that the connection is functional.

    Interface - This is where we handle selections of the grid. This is where the rules and graphical elements of selecting, placing, plopping, destroying, changing, is handled. One could drag a mouse, catch that condition and have a layer of objects with semi-transparency and indicative colors highlight the area dragged until release or an action changes that state. Inteface can also have an effect on other layers to change various states of objects in the defined area, (animation, destroy, etc.).

    Did I miss anything?

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    Re: Simulators, Maps, Arrays, Etc.

    Quote Originally Posted by z33z
    Do you always have to write so much text? I get tired reading after one third!
    Haha, I agree with you so much! :grin:

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    Re: Simulators, Maps, Arrays, Etc.

    Yes, always, almost It depends on the context.

    No need to read it unless the idea appeals to you, though. Consider it my personal notes on involved details for future reference.

    The above could be simplified if every aspect were broken down, I imagine.

    All I am interested in right now is feedback on the viability and ideas about the implementation. I can break it down later.

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    Re: Simulators, Maps, Arrays, Etc.

    Keep in mind that all the verbiage is for a project that, should it be considered doable, will be funded and contracted by one or more developers.

    I really have to get everything out on the table and need your help in determining if this project is too ambitious or workable, all things considered, (from programming technicalities to workload effect on MMF2 with HWA).

    That way, we either go forward, trash the idea, or pull back and focus on smaller elements of the ideas. No matter what, there are several workable concepts in this outline that could still be developed for separate use in games.

    Another criteria is that I do want to see about implementing the Array Standard if we see applicability for it, with this project. That would probably be some sort of API that may or may not work in or work out, or it could be a separate idea.

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    Re: Simulators, Maps, Arrays, Etc.

    I think layers isn't a bad idea. Although I had made it more dynamic in a way that extensions can specify their own data layers or reference existing ones.
    So a layer should be a polymorphic object that can contain any kind of data - and extensions would bring their own definition of the layer aka inherit the abstract layer and expand it with what they need.

    I'm not an extension developer, so I also do not know the feasibility of this..

    Extensions that I was thinking of so far would be along these lines:

    + Advanced Array Object (AAO - the data holder, having a 2d grid and holding layers (which might add another axis internally if needed))
    + AA Iso Object (isometric visualisation of the AAO, providing interface functions, e.g. convert 2d mouse position to a 3d grid position, visualizing selections, rendering objects, heights, surfaces, able to visualize as many different layers as possible (e.g. landscape, selection, object layer (characters), allowing AO's to be placed correctly on the iso grid)
    + AA Grid Object (same as AA Iso, but only top down, plus ways to create backdrops from rendered tiles)
    + AA Sideview Object (same as AA Grid, but from the side, allowing tiles with a different height than width)
    + AA Editor Object (allowing to create an editor for the array easily, to "draw" data on supported layers (maybe the abstract layer could define a "draw" method that each layer type can implement differently)

    More extensions that we basically already have
    + AA Pathfinding Object
    + AA Movement Object (allowing smooth movement of objects on the object layer, detecting collisions of those, etc. - this might depend on whether iso or "flat" is used.. maybe it should be part of AA iso or AA grid object)
    + AA Board Game Object (with functions like detecting connected tiles, etc.)


    Anyway. Just a couple of ideas to get you started

    Would be nice if one day we could let people easily create games like age of empires or C&C and the like.

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    Re: Simulators, Maps, Arrays, Etc.

    Thanks Random. As this is complex, those are good, clear ideas that really help to define the abstractness of an idea forming.

    I think I like your grasp of the potential structure and how you expanded the concept to several new and existing objects. As far as an Array Standard goes, you took it a bit farther and make it easier to conceive of.

    I agree, AOE and C&C and the like would be nice. I think that is what motivates me to pursue this as we may just get closer to making more complex game structures available to users without buckets full of complexity and difficulty.

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    Re: Simulators, Maps, Arrays, Etc.

    Hm. As this is quite an ambitious idea, I'd really like to hear what some of the experienced extension developers think about this.

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    Re: Simulators, Maps, Arrays, Etc.

    Well it sounds like the basic idea is to simply increase cooperation between extensions which is something I have wanted for a long time.

    There is really no good reason to have so many different objects that all have similar array functions! Plus if each one is slightly different with slightly different behavior, it can get quite frustrating trying to sort it all out.

    Anyway doing something like this would require a HUGE amount of work, and it would need to be heavily funded and managed (IE standard programming rates, milestones, contracts, and project management).

    I also think that it will never be easy to create an RTS game no matter how many extensions there are .

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