The first entry . . . .
20090901
The first entry . . . .
Since last week things have been coming along nicley . . . . . . well, almost.
When we first came up with our game idea we decided that we wanted something a bit different, a sence of uniquness. So instead of producing just another monster bashing game, we came up with introducing in-game plots.
Even though we are developing a turn based stategy we will also accomadate and develop an rpg based plot for our characters to follow. As the story unfolds the characters become stronger and different paths become available. We hope this will add a bit more depth to the game rather than have the player run round hacking and slashing at everything in it's path.
Appart from working on the story plot our team have writen up a few base descriptions of in-game buildings outlining their uses within the game.
At the moment if we want to add room for an extra building into a provence we have to write rather a lot of functions and a splatering of extra varables into the respective .h file. This can sometimes prove rather annoying. We then must change all the max_buildings numbers and finaly alter the main file where the new list is created to accept an extra int. This goes without mentioning all the other places we'd have to declare the new building slot. Basicaly the functionality is rubbish (I wrote it), as it takes to long to add extra content to the game.
On the actual development side of things you can take a look at the source code for the network and graphics framework on sourceforge. It's not much at the moment but the bases is there, which is good.
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