The Zod Engine

Discussions, requests and appeals to lay open the Z source code

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FreakNigh
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Re: The Zod Engine

Post by FreakNigh » 2010-04-24, 04:38

Here is an early vid of the "computer messages", still got some work to do on it.

http://www.youtube.com/watch?v=o64RX1v42bo
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Re: The Zod Engine

Post by Pestario » 2010-04-24, 07:09

Man you work fast! you are indeed one of my role models. I almost got an understanding of vectors, itterations of vectors, and your unit object selecting...almost. Soon though probably within the week depending on available time. then I'll work on a simple AI. Once you have path finding in the AI can develop very quickly. Great work!
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Re: The Zod Engine

Post by grehkil » 2010-04-24, 14:29

Can't wait to play this, good work !
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Re: The Zod Engine

Post by FreakNigh » 2010-04-25, 19:46

I wish I was faster...

Here is the video of the computer message system in full operation, I have also just fixed the bug where it shoots to the upper left corner. Also I have made it so you start over your teams fort now.

http://www.youtube.com/watch?v=powtAwSHgxg

Probably going to do robot groups next.
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Re: The Zod Engine

Post by Pestario » 2010-04-26, 03:36

I can imagine robot groups/auto capture not being fun..having that one robot go off on its own then return to the group... that could get annoying. I'm seeing the code, all possible errors and bugs. I wish you luck.
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Re: The Zod Engine

Post by FreakNigh » 2010-04-26, 03:45

=) you make it sound like its all super prone to bugs ;p I'm just going to make it so an object can have a group leader, or group minions (or neither of course). Minions (objects that have a leader set) can not be selected (until their leader dies and then happens to take over the leadership), and when you set waypoints for a leader they are also set for the minions. Thats not too hard, I'll just have to be careful with managing minions always pointing to their leader and vice versa through deaths and creations etc. That will sum up 90% atleast of the issues involved with groups.
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Re: The Zod Engine

Post by BERSERK3R » 2010-04-26, 19:29

I love the work you've done on this Engine, I couldnt do it myself, but what I'm wondering is the gamespeed.
When you play the game at default windowsize, it doesnt lag and runs fine but when fullscreen, it "lags" like crazy.
So, my question would be, is this just temporarily or is it just how the engine is built up?

It would be nice that you can run this Engine fullscreen.
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Re: The Zod Engine

Post by FreakNigh » 2010-04-26, 19:55

When it is all done we will go through some optimizations, then we will probably convert it to opengl.
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Re: The Zod Engine

Post by KISSMAD » 2010-04-27, 09:34

Are you going to have the option to have more than 1 computer player?
I'd love to play against 3 computer players.
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Re: The Zod Engine

Post by lil' T » 2010-04-27, 09:39

I second this wish and suggest to be able to play in teams (maybe two at most), so for instance 4 players could do a 2 vs 2.
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Re: The Zod Engine

Post by FreakNigh » 2010-04-27, 14:02

Sure except its not really possible to have a 2v2 unless you want to put two computers on the same color.
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Re: The Zod Engine

Post by Tanel K » 2010-04-27, 16:31

A problem with 2v2 would be (according to the original Z rules) that on the same team, both players having an equal amount of territories would be, in total producing units slower than one player controlling them all (and the other only having the fort). A possible solution would be that your teammate's territories alse equally reduce your own production times.
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Re: The Zod Engine

Post by FreakNigh » 2010-04-27, 18:26

Thats a problem, but the bigger problem is that how do you deal with a teammate that takes all of your territories? There is nothing to be gained from having your teammates have a different color, only things to be lost. This is because Z is a capture the flag based RTS with no building construction.
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Re: The Zod Engine

Post by XStrategy » 2010-04-27, 19:41

yeah, i agree that team mates should have the same color and share the production however another problem will appear - if they all of one color how would you know fast which unit is yours? maybe they can have different color of the units but share territories and production speed. I mean if i take one green and my buddy takes 7 other yellow we still have 8 territories and produce with the 8-territory speed no matter if i own just one.
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Re: The Zod Engine

Post by buman » 2010-04-28, 01:15

my suggestion would be:
team mates share...
... production speed
team mates don't share...
... territories
... color
... units

It'd make sense if you were still able to take over your mate's territory, i don't see a problem there, it even supports the management.

@Xstrategy: how's the production of the remake going? still alive? have an actual website yet?
Edit: hey dude remember this match http://www.youtube.com/watch?v=EwRW37jvZr4 ?^^
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