The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => Starbase Café => Topic started by: JonoPorter on July 01, 2006, 06:36:05 am



Title: New version of my game out.
Post by: JonoPorter on July 01, 2006, 06:36:05 am
Check out the links in my signature for info


Title: Re: New version of my game out.
Post by: Defender on July 01, 2006, 07:50:45 am
What...? No A.I.

Just foolin'...just tried it out. Great job, I must say. Keep up the good work. It's coming along nicely. ;D


Title: Re: New version of my game out.
Post by: JonoPorter on July 01, 2006, 10:36:24 am
I’ve been giving a little thought on how I would make an AI for this game. Unfortunately I have no experience in AI. Then again I had no experience writing a 2D physics engine, before I started mine or writing a game, before I wrote this. So I think I’ll manage some how.

There is a rather amusing bug I introduced to test some logic then fixed but forgot to recompile before I released this version. So see if you can find it. It’s on one of the faster ships and makes it overwhelmingly powerful as a result.


Title: Re: New version of my game out.
Post by: Deus Siddis on July 01, 2006, 03:53:12 pm
Hallelujah x

I don't even have to play it to know. Though a shofixti that doesn't die when it blows would be quite powerful as well.


Title: Re: New version of my game out.
Post by: Defender on July 01, 2006, 11:33:34 pm
Found it. "Hallelujah" indeed! :P


Title: Re: New version of my game out.
Post by: JonoPorter on July 08, 2006, 09:00:47 am
What...? No A.I.
here is a good bible quote
John 16:24: (http://bibleresources.bible.com/passagesearchresults.php?passage1=John+16:24&version=31)
Quote
Until now you have not asked for anything in my name. Ask and you will receive, and your joy will be complete.

I am writing an AI.

The AI I’m writing is not specific to each ship but is instead a general AI for each type of Action. Currently It can handle any projectile weapon (minus any ones where you hold down keys) and laser weapons. As well as any action that recharges energy. I have yet to do transformations (Androsynth ) or propulsion systems (Thraddash or umgah).

 Its no where near complete but it manages to kick my butt with a few of the ships it can handle. Almost every ship can now be run by the AI except a few like the melnorme, kohr-ah or chenjesu. It manages to avoid dangerous objects rather well (it’s a pain in the butt to take down a pkunk.) Currently it doesn’t recognize objects armed with lasers as dangerous, but that will change soon enough. It’s not ready to release because I would say I have implemented about half of the logic I’ve planed to, and I have allot of code to clean up.


Title: Re: New version of my game out.
Post by: Defender on July 08, 2006, 03:32:11 pm
That's awesome! Keep up the good work. Looking forward to trying it out.





Title: Re: New version of my game out.
Post by: Deus Siddis on July 08, 2006, 06:29:39 pm
Very nice, sounds like we might have to deal with an M-5 situation soon. :)


Title: Re: New version of my game out.
Post by: JonoPorter on July 09, 2006, 10:11:45 am
I don’t quite see how my AI in progress can be as advance as the M-5 (had to look it up (http://mirkwood.ucs.indiana.edu/startrek/episode1.cfm?sn=2&sr=1&ep=41)), but I could have it eject CD trays to distract you. I believe that is the worst thing a computer can do to physically lash out at its user, unless you have a robotic arm attached to your computer?


Title: Re: New version of my game out.
Post by: meep-eep on July 09, 2006, 12:33:12 pm
It could gradually bring the sound volume down and as the user adjusts his speakers, blast him with the loudest sound it can produce. Apart from hearing damage, the shock could also give some people a heart attack.
Or it could try to induce an epileptic attack with light flashes.


Title: Re: New version of my game out.
Post by: Zeep-Eeep on July 09, 2006, 07:46:33 pm
That would be a low blow, having the computer flash lights and
eject the CD tray randomly to distract you. Could be effective too.


Title: Re: New version of my game out.
Post by: JonoPorter on July 11, 2006, 12:19:37 pm
I Posted some spiffy pictures of the AI in Action on my forum. (http://sc2-remake.sourceforge.net/forum/index.php?topic=30.msg163#msg163)


Title: Re: New version of my game out.
Post by: Censored on July 11, 2006, 12:50:12 pm
it could also 'cheat' and freeze the picture, so you'd think it's lagging and then when the it gets going again your ship is blown up already. or just shut down the screen so you can't see its moves :P



Title: Re: New version of my game out.
Post by: Zeep-Eeep on July 11, 2006, 09:57:58 pm
Seeing that many ships from UQM fighting at once makes me
warm in my happy place.


Title: Re: New version of my game out.
Post by: Defender on July 12, 2006, 06:08:25 am
What? No full length single player game? :P
 
*wishful thinking*

Looking good BioSlayer!


Title: Re: New version of my game out.
Post by: JonoPorter on July 13, 2006, 05:23:04 am
I have released another version!

It's just a binary for now.

Remember to give it time starting up the first time since its doing a lot of calculations. Actually I found out most of that time is going to generating the thumbnails. It has the AI and the ability to set up fleet battles. The victory condition is kind of strange, the first side not to have enough ships for the player and all the wingman to pilot losses. Have fun and make sure to report any bugs!


Title: Re: New version of my game out.
Post by: JonoPorter on July 19, 2006, 08:17:22 am
The lack of replies tells me that the excitement for my release of a version with an AI is really low. Or that everyone who downloaded it died or became incapable of using the internet.


Title: Re: New version of my game out.
Post by: Dean on July 19, 2006, 08:50:26 am
As excited as always, downloading now. I always grab the new versions as soon as I hear about them :P.

- Dean


Title: Re: New version of my game out.
Post by: Deus Siddis on July 19, 2006, 05:52:51 pm
Sorry, I thought I commented about it on your forum. It is a very nice build (AI was the most important next step for you project, imo.)

When the AI is to your liking, I think the thing that will put your project on the map and turn some heads, is the ability to add models and textures. Once you have graphics that make the ships recognizable and nicely detailed (plus starfields, planets, etc.) then I think you will start to get the attention of the masses. Networking/online will then be the icing on the cake, because a lot of people around here have suggested that UQM be given such a capability and I don't think any SC project has yet to achieve this. But graphics are what makes a game look like a game, and AI is what makes it play like one, so when those two elements start to come together, then you will have lots of people coming to your forum to give you their thanks, a few worshipping you as a living god, and the one or two tolken lunatics who hide in your front bushes, eating small rodents and hoping to peer in through your window and get a glimpse of the next version of remasters.

But keep up the good work, you're making great progress and we're not going to lose interest. :)


Title: Re: New version of my game out.
Post by: Defender on July 20, 2006, 06:42:44 am
will get back to you about some problems i'm having. in the process of moving and just now have the internet working. well kinda...will talk later.


Title: Re: New version of my game out.
Post by: JonoPorter on September 26, 2006, 04:03:44 pm
will get back to you about some problems i'm having. in the process of moving and just now have the internet working. well kinda...will talk later.
I'm still interested in the problems you are having.


Title: Re: New version of my game out.
Post by: Rogue Kohr-Ah on October 09, 2006, 11:18:02 pm
The fleet battles thing would be worth stealing and putting in the original TUQM, I think.


Title: Re: New version of my game out.
Post by: JonoPorter on January 25, 2007, 11:02:16 pm
Well I’ve released another version this one has an attempt to solve the zooming problems.

http://sourceforge.net/projects/sc2-remake/ (http://sourceforge.net/projects/sc2-remake/)


Title: Re: New version of my game out.
Post by: Jumping *Peppers* on January 26, 2007, 01:01:04 am
Not bad! The one thing I didn't like about the last release was the annoying camera, but this seems to solve it.

The physics seem a bit strange, but that's probably because I'm used to UQM...

Also, I'm assuming the graphics you have now are placeholders? Hopefully the final game won't be like that.... :P


Title: Re: New version of my game out.
Post by: JonoPorter on January 26, 2007, 01:36:57 am
The graphics are placeholders. I am planning to do a major redesign of a few things but I don’t know when I will have time to do it. The main thing that has delayed my project is the lack of Game libraries for C#, and Mono being slower then I expected. I also have to deal with my lack of experience (every month I review some code I wrote and say to myself “I wrote that?”).

Also my life has been pretty hectic for the last few months. I don’t know when I will have time to finalize my redesign and to implement it. I’m taking compiler and operating systems this semester. That means I will be writing a C compiler and a lot of projects for OS. Not to mention work.


Title: Re: New version of my game out.
Post by: JonoPorter on February 04, 2007, 05:34:12 am
I just realized I did something stupid.
I made the asteroids do damage and made it so the AI will always think an asteroid is a threat to it. Even it has no chance of hitting the AI’s ship.

To make the AI stop trying to avoid asteroids that have no chance of hitting it delete the IsThreatTo method in the Asteroid class under Ships.


Title: Re: New version of my game out.
Post by: Galactic on March 31, 2007, 03:39:12 pm
How can I play this game? When I run it it says something like 'To run this application, you must install one of the followinf versions of NetFrameWork' and so on...


Title: Re: New version of my game out.
Post by: JonoPorter on March 31, 2007, 08:36:22 pm
install the .Net framework. (http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en)
or you can run windows update. (with the custom option)


Title: Re: New version of my game out.
Post by: JonoPorter on May 03, 2007, 07:31:56 am
Well I have decided to abandon this project. I’ll post my reasons later if there is anyone interested in them.


Title: Re: New version of my game out.
Post by: Deus Siddis on May 03, 2007, 03:51:22 pm
Damn. There had not been much activity in a while but I did not think you would terminate it. This comes as an unfortunate surprise, I thought you were going to announce the release of a new version when I saw this thread at the top again. :(

So then what were the reasons?


Title: Re: New version of my game out.
Post by: Lukipela on May 03, 2007, 05:47:21 pm
I'm sorry to hear that. I thought the project had great promise. Still, on to new things eh? If nothing else, I'm sure you've learnt enough on the way to make this worthwhile.


Title: Re: New version of my game out.
Post by: JonoPorter on May 03, 2007, 09:14:30 pm
Well the main reason is when I started this project I was fairly new too programming so I didn’t know a whole lot (This was my first attempt at making a game). This caused me to make certain mistakes in the design. Ones that make the code hard to maintain and work with. Like all my objects inherit from objects in the physics engine it uses. So any changes to the parent classes break the child classes.

This is compounded by the fact that I completely rewrote my physics engine (because it was first attempt at making an engine). And the rewrite is in no way backwards compatible.

So to continue working on this project I would have to make a huge conversion effort to the new engine.

I also use multiple threads yet most of my code is not thread safe.

Also the game started off with a sound design but I made it too restrictive and have too many hacks to make things work.

Ultimately I don’t have enough time or motivation to work on this project any more.

I am working a less ambitions game in my free time based on my new physics engine. And maybe I’ll restart/rewrite this project later, but right now ReMasters is postponed indefinitely.

And Lukipela is right I learned a lot from this. Enough to realize my old code sucks.



If you are interested in my physics engine's rewrite you can use the links in my signature.

If you just want some eye candy; here is a demo video:
http://physics2d.googlepages.com/Physics2DDotNetDemoVideo_LowRes.wmv (http://physics2d.googlepages.com/Physics2DDotNetDemoVideo_LowRes.wmv)
You might recognize the music  ;)


Title: Re: New version of my game out.
Post by: Deus Siddis on May 04, 2007, 05:22:02 pm
This probably wasn't an issue anyway, but just so you know, I don't think anyone really expected yours or any of the other SC projects besides UQM to have to go about the daunting task of creating a whole RPG campaign for the game, with communications and planetary exploration and event scripting or anything else that such would require. I am sure any reasonable fan can see how that could quickly get overwhelming for any single coder, working on the thin pieces of spare time or even a team of those coders.

So if you ever do decide to pick up the project again, don't worry about making it more than the combat portion based on your physics engine. It seemed like you got very close to this goal already with your project in its current state.

Anywho, thank you for trying. Like a handful of other game universes, this one has a fairly large fan base. But of maybe thousands of those fans, it has only been you and a handful of others who have actually put many hours of preciously limited freetime into creating free software that the rest of the fans can benefit from.


Title: Re: New version of my game out.
Post by: Zeep-Eeep on May 04, 2007, 05:28:53 pm
Very impressive video.


Title: Re: New version of my game out.
Post by: Lukipela on May 04, 2007, 06:10:17 pm
And Lukipela is right I learned a lot from this. Enough to realize my old code sucks.

While you might be understandably gloomy now, keep in mind that at least you've learnt how to not write code. Your next project will be much less painful now that you have some experience.


Title: Re: New version of my game out.
Post by: Censored on May 08, 2007, 01:26:51 am

If you just want some eye candy; here is a demo video:
http://physics2d.googlepages.com/Physics2DDotNetDemoVideo_LowRes.wmv (http://physics2d.googlepages.com/Physics2DDotNetDemoVideo_LowRes.wmv)


VERY impressive.


Title: Re: New version of my game out.
Post by: evktalo on May 21, 2007, 10:22:46 pm
Wow, that looked very cool. Impressive.

I accidentally had my video player at double speed which actually made it even a little more cooler looking.  ;D