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Difference between revisions of "C3dl RTS"

(Classes)
 
(29 intermediate revisions by 4 users not shown)
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==Story==
 
==Story==
You are the king of Seneca Island and you need to protect your village and it's people from the evil seahorse that lives in the surrounding water. The seahorse is upset by your inhabitance and emerges from the water with the intent to burn down the village.
+
You are the king of Seneca Island and you need to protect your village and it's people from the evil seahorse that lives in the surrounding water. The seahorse is upset by your inhabitance and emerges from the water with the intent of burning down the village.
  
 
==UI==
 
==UI==
Line 14: Line 14:
  
 
==Spec details==
 
==Spec details==
 
+
*All 2D images should be in png format
 +
*All models in collada
 
*Map size (number of squares):??
 
*Map size (number of squares):??
 
*size of one square: 10 units
 
*size of one square: 10 units
Line 20: Line 21:
 
*size of ...
 
*size of ...
 
*Rate of...
 
*Rate of...
 +
*Size of button images 50X50
 +
*texture size 1024X1024
  
 
==Variables==
 
==Variables==
Line 25: Line 28:
  
 
* int makeMoney //the elapsed time in seconds in which a building can make money
 
* int makeMoney //the elapsed time in seconds in which a building can make money
 
 
* int makePerson //the elapsed time in seconds in which a person is made
 
* int makePerson //the elapsed time in seconds in which a person is made
 +
* float buildingRate //how long it takes to build something
 +
* float day  //how long the day is
  
*  
+
* float night // how long the night is
  
* int //the elapsed time in seconds in which a building gains or looses health
+
* float velocityOfMovement // how fast people move
  
* int //the amount of health gained
+
* underAttack // is the island under attack
 +
* //health restore and diminish ??
  
 
===Classes===
 
===Classes===
  
Building {}
+
Building {
 +
 
 +
  //homes only
 +
  numOfOccupants; //the number of people in the building
 +
  maxNumOfOccupants; //the maximum amount of people allowed in the building
 +
  numOfBanks; //the number of nearby banks, this will affect the amount of money each building will make
 +
  isInhabitable; //can the building house people, burned buildings cannot have people
 +
 
 +
  //all buildings
 +
  isBurning; //is the building burning
 +
  health; //the current health of the building
 +
  maxHealth; //the maximum health of the building
 +
  level; //the building's level, this will affect maxNumOfOccupants, maxHealth, and rapairRate
 +
  modelPath; //the path to the DAE file
 +
  type; //the type of building home, firestation,  lumber mill, bank
  
Monster{}
+
  //firestation and lumber mill
 +
  [] adjacentBuilding; //a list of nearby buildings that needed to determine which buildings can be extinguish and repaired
 +
  timeToRepair; //the time unit at which the building is repaired or extinguished after fire damage
  
==Model screenshots==
+
}
 +
 
 +
Monster{
 +
 
 +
  initialDamage; //how much health is deducted on attack
 +
  frequencyOfAttack; //
 +
 
 +
}
 +
 
 +
==Models==
 
{| style="border-style: solid; border-width: 1px;"
 
{| style="border-style: solid; border-width: 1px;"
 
  | style="border-bottom: 1px dashed #aaa; font-size: 125%; width: 150px;" | '''Model'''
 
  | style="border-bottom: 1px dashed #aaa; font-size: 125%; width: 150px;" | '''Model'''
  | style="border-bottom: 1px dashed #aaa; font-size: 125%; width: 150px; text-align: center" | '''Screenshots'''}
+
  | style="border-bottom: 1px dashed #aaa; font-size: 125%; width: 150px; text-align: center" | '''Screenshots'''
 +
| style="border-bottom: 1px dashed #aaa; font-size: 125%; width: 150px; text-align: center" | '''Button Up'''
 +
| style="border-bottom: 1px dashed #aaa; font-size: 125%; width: 150px; text-align: center" | '''Button Down'''
 +
| style="border-bottom: 1px dashed #aaa; font-size: 125%; width: 150px; text-align: center" | '''Download'''
 
  |-
 
  |-
 
  | House
 
  | House
  | [[Image:House01.png|200px]]
+
  | style="text-align: center" | [[Image:House01.png|200px]]
 +
| style="text-align: center" | [[Image:House_icon_up.png]]
 +
| style="text-align: center" | [[Image:House_icon_down.png]]
 +
| style="text-align: center" | [http://sx.sytes.net/LOL/house.zip House.zip]
 +
|-
 +
| Lumber Yard
 +
| style="text-align: center" | [[Image:Lumber_yard.png|200px]]
 +
| style="text-align: center" | [[Image:Lumber_yard_icon_up.png]]
 +
| style="text-align: center" | [[Image:Lumber_yard_icon_down.png]]
 +
| style="text-align: center" | [http://sx.sytes.net/LOL/lumber_yard.zip Lumber_yard.zip]
 +
|-
 +
| Bank
 +
| style="text-align: center" | [[Image:Bank.png|200px]]
 +
| style="text-align: center" | [[Image:Bank_icon_up.png]]
 +
| style="text-align: center" | [[Image:Bank_icon_down.png]]
 +
| style="text-align: center" | [http://sx.sytes.net/LOL/bank.zip Bank.zip]
 +
|-
 +
| Firehall
 +
| style="text-align: center" | [[Image:Firehall.png|200px]]
 +
| style="text-align: center" | [[Image:Firehall_icon_up.png]]
 +
| style="text-align: center" | [[Image:Firehall_icon_down.png]]
 +
| style="text-align: center" | [http://sx.sytes.net/LOL/firehall.zip Firehall.zip]
 +
|-
 +
| Ballista
 +
| style="text-align: center" | [[Image:Ballista.png|200px]]
 +
| style="text-align: center" | [[Image:Ballista_icon1_up.png]]<br/>[[Image:Ballista_icon2_up.png]]<br/>[[Image:Ballista_icon3_up.png]]
 +
| style="text-align: center" | [[Image:Ballista_icon1_down.png]]<br/>[[Image:Ballista_icon2_down.png]]<br/>[[Image:Ballista_icon3_down.png]]
 +
| style="text-align: center" | [http://sx.sytes.net/LOL/ballista.zip Ballista.zip]<br/>[http://sx.sytes.net/LOL/arrow.zip Arrow.zip]
 +
|-
 +
| Person
 +
| style="text-align: center" | [[Image:Person.png|150px|]]
 +
|
 +
|
 +
| style="text-align: center" | [http://sx.sytes.net/LOL/person.zip Person.zip]
 +
|-
 +
| Seahorse
 +
| style="text-align: center" | [[Image:Seahorse.png|150px]]
 +
|
 +
|
 +
| style="text-align: center" | [http://sx.sytes.net/LOL/seahorse.zip Seahorse.zip]
 +
|}
 +
 
 +
==Textures==
 +
{| style="border-style: solid; border-width: 1px;"
 +
| style="border-bottom: 1px dashed #aaa; font-size: 125%; width: 150px;" | '''Texture'''
 +
| style="border-bottom: 1px dashed #aaa; font-size: 125%; width: 150px;" | '''Save Image  As'''
 +
|-
 +
| Grass
 +
| style="text-align: center" | [[Image:Grass.png|200px]]
 +
|-
 +
| Shore - Straight
 +
| style="text-align: center"  |  [[Image:Shore_straight.png|200px]]
 +
|-
 +
| Shore - Convex
 +
| style="text-align: center"  |  [[Image:Shore_convex.png|200px]]
 +
|-
 +
| Shore - Concave
 +
| style="text-align: center"  |  [[Image:Shore_concave.png|200px]]
 +
|-
 +
| Water
 +
| style="text-align: center"  |  [[Image:Water.png|200px]]
 +
|-
 +
| Wave
 +
| style="text-align: center" |  [[Image:Wave.png|128px]]
 +
|}

Latest revision as of 20:48, 9 March 2010

This is the Wiki page for organizing our thoughts for creating our rts.

Please post Screenshots/design notes etc. as appropriate:

Story

You are the king of Seneca Island and you need to protect your village and it's people from the evil seahorse that lives in the surrounding water. The seahorse is upset by your inhabitance and emerges from the water with the intent of burning down the village.

UI

Game Play

The goal of the game is to make enough money to build a ballista and destroy the seahorse. At the start of the game the map will be clean with the exception of three people and a portal designed for automatic person generation. The player will have enough money to build some buildings. The player can choose to build: homes, banks, fire stations, and lumber mills providing that he/she has enough money. Ensuring that a home is not empty is the only was to make money in the game. Each home will have a maximum amount of occupants and each occupant will be making money. The amount of money each tenant makes increases if there is a bank in the vicinity of the home.

When the seahorse emerges from the water it will attempt to burn anything in its path including the people and the buildings. All of the people burned by the seahorse will die, while the buildings will simply burn continuously until they collapse. If the player does not tend to the burning building and eject its tenants, all of the tenants living in it will die. To save a burning building, the user must select a nearby fire station. If there is no fire stations in the vicinity, the building will simply collapse. A damaged building can be restored if there is a nearby lumber mill.

Spec details

  • All 2D images should be in png format
  • All models in collada
  • Map size (number of squares):??
  • size of one square: 10 units
  • size of house footprint (number squares): 1
  • size of ...
  • Rate of...
  • Size of button images 50X50
  • texture size 1024X1024

Variables

Globals

  • int makeMoney //the elapsed time in seconds in which a building can make money
  • int makePerson //the elapsed time in seconds in which a person is made
  • float buildingRate //how long it takes to build something
  • float day //how long the day is
  • float night // how long the night is
  • float velocityOfMovement // how fast people move
  • underAttack // is the island under attack
  • //health restore and diminish ??

Classes

Building {

 //homes only
 numOfOccupants; //the number of people in the building
 maxNumOfOccupants; //the maximum amount of people allowed in the building
 numOfBanks; //the number of nearby banks, this will affect the amount of money each building will make
 isInhabitable; //can the building house people, burned buildings cannot have people
 //all buildings
 isBurning; //is the building burning
 health; //the current health of the building
 maxHealth; //the maximum health of the building
 level; //the building's level, this will affect maxNumOfOccupants, maxHealth, and rapairRate
 modelPath; //the path to the DAE file
 type; //the type of building home, firestation,  lumber mill, bank
 //firestation and lumber mill
 [] adjacentBuilding; //a list of nearby buildings that needed to determine which buildings can be extinguish and repaired
 timeToRepair; //the time unit at which the building is repaired or extinguished after fire damage

}

Monster{

  initialDamage; //how much health is deducted on attack
  frequencyOfAttack; // 

}

Models

Model Screenshots Button Up Button Down Download
House       House.zip
Lumber Yard       Lumber_yard.zip
Bank       Bank.zip
Firehall       Firehall.zip
Ballista    
 
 
 
 
 
Ballista.zip
Arrow.zip
Person   Person.zip
Seahorse   Seahorse.zip

Textures

Texture Save Image As
Grass  
Shore - Straight  
Shore - Convex  
Shore - Concave  
Water  
Wave