UNX511 - 20121 - Project - TeamA

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Revision as of 14:55, 6 February 2012 by Nmayuranathan (talk | contribs) (Team Members)
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Project Outline

  • Zork-like adventure game
  • Type: text-based game
  • Possible platform: Web/XHTML/HTML5, Terminal
  • MMORPG-ish (killing, leveling, etc. involved) , but text-based game and it's all about statistics
    • No maps!

Project Description

Ganglands is a multiplayer, text-based adventure game in the vein of Zork and King’s Quest. Players compete to become the greatest mob boss in the ganglands by forging alliances, engaging in combat, and solving devious puzzles. Each task successfully accomplished garners experience points and money, which can be used to level up your characters and buy tools and manpower that help you claw your way to the top. Ongoing contests give you access to special bonuses and a leaderboard keeps track of your various accomplishments.

Team Members

First Name Last Name Seneca Id wiki id IRC nick
Natesh Mayuranathan nmayuranathan Nmayuranathan Tesh_
Rainulf Pineda Rainulf Rainulf _Rainulf
Lucas Alba Bresso Lucas Lucas N/A
Ahmad Ali Ahmad Ahmad N/A

Development Plan (Rough)

  • Project planning (Jan 11)
  • Game interface/interaction planning (Jan 18)
  • Game design/technical programming design (Jan 25)
    • C++/OO design
    • Socket OO design - accepting connections
    • Main game design
    • Putting the socket and the main game design together
  • R0.1 - basic chat serving capability and in-game displays (Feb. 13)

Useful Code Snippets

Basic HTTP Server: http://rainulf.ca/files/server.cpp

 * Runs a linux command, reallocates memory for whatever the command outputs
 * @author Rainulf
 * @return character pointer to the allocated memory
 * @note needs to be free()'d after use
char* runCmd(const char* cmd){
   FILE* fp;
   char* out = NULL;
   char* more_out;
   char ch;
   int count = 0;

  /* Open the command for reading. */
   fp = popen(cmd, "r");
   if (fp == NULL) {
      printf("Failed to run command\n" );
      return 0;

   /* Read the output a line at a time - output it. */
   ch = fgetc(fp);
   while(ch != '\n' && ch != EOF){
      more_out = (char*) realloc(out, ++count); // no need to free more_out

      if(more_out != NULL){
         out = more_out;
         out[count-1] = ch;
      ch = fgetc(fp);
   return out;

 * Concatenates two strings by allocating memory for the two
 * @author Rainulf
 * @return concatenated string - dynamically allocated
 * @note needs to be free()'d after use
char* concat(const char* a, const char* b){
   char* tmp = malloc(snprintf(NULL, 0, "%s %s", a, b) + 1);
   sprintf(tmp, "%s %s", a, b);
   return tmp;

 * Gets input from STDIN character by character until '\n' or MAXLEN is reached, puts into the character pointer str
 * @author Rainulf
 * @return n/a
 * @note MAXLEN have to be defined
void getInput(char* str){
   int charCount = 0;
   char ch;
   // get input from user
   ch = getchar();
   while( (ch != '\n') && (charCount < MAXLEN) ) {
      str[charCount++] = ch;
      ch = getchar();
   str[charCount] = 0;


(Latest on top)

Saturday, January 28, 2012

  • Venue: Skype
  • Topics: Requirements Assessment, Project Planning
  • Database access was discussed - MySQL's C API will be used
  • Rainulf suggested that we set up a server for development with root access (for port 80 and installation of additional tools)
  • Gameplay processes were discussed in detail
  • what will the player experience when they launch a client?
    • on first launch, a short intro is displayed with basic gameplay instructions; other times description of current location
  • how will player data be stored? - JSON string is parsed using Jansson library and passed to database using MySQL's C API
  • what happens when players log out?
  • Ideas for gameplay were fleshed out
  • methods for player advancement and goals
  • combat mechanics
  • quests
  • a location is described (text that displays when they "look") and a task to perform there
  • First release is scheduled for Feb 13