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Log from #csharp at freenode 2006-07-29
[22:21]<xylxjzys>tcp doesn't make sense for a game like the one I'm proposing though
[22:21]<xylxjzys>dropped packets don't need to be retransmitted
[22:21]<xylxjzys>unless
[22:21]<xylxjzys>hmm
[22:21]<vufvuzn>some do
[22:21]<xylxjzys>we could use WC3-style synchronization
[22:21]<xylxjzys>I was thinking of counter-strike style
[22:21]<zgzzcygnv>the only bad part is the out-of-order packets
[22:21]<nnzjpfrr>a highly optimized tcp can be faster than a medicore udp implementation - and it'd work through proxies...
[22:22]<zgzzcygnv>but yes
[22:22]<xylxjzys>yeah that's true. this game isn't designed to be as fast as a FPS
[22:22]<zgzzcygnv>my framework could work with UDP if needed but
[22:22]<xylxjzys>so TCP would probably work fine
[22:22]<xylxjzys>we can freeze the game if any player lags
[22:22]<vufvuzn>use multicast! ;)
[22:22]<xylxjzys>like WC3 does
[22:22]<zgzzcygnv>just freeze that player
[22:22]<zgzzcygnv>heh
[22:22]<nnzjpfrr>I was thinking about a MOG engine...
[22:23]<xylxjzys>MOG?
[22:23]<znmnzz>pegging a thread to a cpu has advantages, also matching the number of the most busiest threads to the number of processor has advantages
[22:23]<nnzjpfrr>Multiplayer Online Game.
[22:23]<znmnzz>at least it was elaborated upon in a threading framework called SEDA
[22:23]<nnzjpfrr>(MOG as in MMOG without the Massive)
[22:23]<zgzzcygnv>Xiphoris, i'll put a blog post up about my networking framework in a bit
[22:23]<znmnzz>but it depends on how you use the feature
[22:23]<znmnzz>might not apply to desktop games
[22:24]<nnzjpfrr>redear: that's what priorities are for - the core with the rendering get's high, sound and scripting gets low.
[22:24]<pz2-rwrd>yay, found it again
[22:24]<pz2-rwrd>you guys should really have #csharp redirect here
[22:24]<xylxjzys>it does
[22:24]<pz2-rwrd>it didn't, there are 3 people on #csharp
[22:24]<xylxjzys>well anyway, I AM for sure going to be doing this DOTA-style game... if anyone is interested in helping with any aspects (graphics, gameplay mechanics, programming) let me know =]
[22:24]<xylxjzys>I think this will be successful and fun -- and with more people it could even be commercial
[22:24]<nnzjpfrr>with hopelessly outdated IRC clients, it seems.
[22:25]<rxrcr>Xiphoris, I'm interested, it's only a matter of my making time to help
[22:25]<pz2-rwrd>hopelessly outdated?
[22:25]<nnzjpfrr>Xiphoris: don't aim as high - MMORPGs are bound to fail in open source or free environments...
[22:25]<xylxjzys>zeroflag: this isn't a MMO
[22:25]<pz2-rwrd>it's not my client, #windows redirects fine
[22:25]<pz2-rwrd>anyway, I'm going to lunch, then I'll come back for book recommendations
[22:26]<xylxjzys>zeroflag: it's a mix between a shooter and a RTS/RPG game like Warcraft 3
[22:26]<nnzjpfrr>hold on...
[22:26]<nnzjpfrr>DOTA as in the WC3 map?
[22:26]<xylxjzys>zeroflag: it's hard to explain what the gameplay is like unless you've played DOTA
[22:26]<xylxjzys>yes
[22:26]<nnzjpfrr>omg
[22:26]<rxrcr>heh
[22:26]<xylxjzys>the idea is basically, you're a single powerful hero in the context of a larger, computer-controlled army
[22:26]<xylxjzys>the computer controls the grunts, and you sway the battle
[22:26]<xylxjzys>as you fight against enemy heroes and grunts you gain experience and gold
[22:26]<znmnzz>there's an intense meeting here
[22:26]<zgzzcygnv>the gameplay type is actually called "Aeon of Strife"
[22:26]<nnzjpfrr>so you're the hero in the huge battle...
[22:26]<zgzzcygnv>i dont know if you know that, Xiphoris
[22:26]<zgzzcygnv>:P
[22:27]<nnzjpfrr>which would make it a part of what I was thinking...
[22:27]<xylxjzys>AnarkiNet: yeah I'm aware. most people didn't know about the SC map so I don't use the word :P
[22:27]<rxrcr>AnarkiNet, what is the original "Aeon of Strife" anyway?
[22:27]<xylxjzys>I thought of naming it Aeon of Strife: Something though :)
[22:27]<xylxjzys>chaka: it was a SC map
[22:27]<nnzjpfrr>wasn't aeon just another wc3 map?
[22:27]<nnzjpfrr>oh, sc, right...
[22:27]<zgzzcygnv>it was the first one that brought this idea out
[22:27]<xylxjzys>zeroflag: yeah. well it's multiplayer-only (or multiplayer-centered)
[22:27]<xylxjzys>DOTA works like this
[22:27]<xylxjzys>2 teams, 5 players each
[22:27]<xylxjzys>there are about 70 heroes to pick between, all with unique skills
[22:28]<nnzjpfrr>well, I was thinking about a space shooter for beginners...
[22:28]<xylxjzys>each team has a base, and 3 corridors (paths) between each base
[22:28]<xylxjzys>as you get closer to the bases, the defensive structurs are more powerful
[22:28]<nnzjpfrr>since space shooters need a lot less artwork than other games, it's perfect for a programming team.
[22:28]<zgzzcygnv>Xiphoris, you could name it just "Aeon of Strife" and leave it like that, since it'll be the first game of its type as a standalone game :)
[22:28]<xylxjzys>the computer spawns grunt units and sends them to fight the other computer along each path
[22:28]<xylxjzys>the players show up in the grunt battles and swing them, since they're much more powerful
[22:28]<nnzjpfrr>and they let you implement amazing technologies just for testing and leaves you to focus on actual gameplay, balance and technology.
[22:29]<xylxjzys>zeroflag: yep, that was my goal. use graphics like Darwinia in a space-like setting and focus most of my time on the gameplay :)
[22:29]<xylxjzys>darwinia, for those who don't know: http://www.darwinia.co.uk/
[22:30]<nnzjpfrr>problem is, I don't have a debugger to get started on the technology implementation (planing is done, but I can't programm anything)...
[22:30]<sdscr>redear, VirusDotNET still same error after reinstalling .NET Framework 2.0 SDK
[22:30]<znmnzz>Syska: *shrug*
[22:31]<nnzjpfrr>Syska: reboot?
[22:31]<xylxjzys>hmmm
[22:31]<xylxjzys>there are so many ways to do a DOTA game
[22:31]<xylxjzys>one long discussion I had with friends is whether to use selection-based combat like DOTA does in WC3, or use one where you pick a direction and fire your weapon
[22:31]<nnzjpfrr>I did never really like dota...
[22:31]<sdscr>zeroflag: its on a other computer, so it have been booted
[22:31]<nnzjpfrr>it was fun every once in a while but I wouldn't play a game focused on it. -_-
[22:32]<xylxjzys>zeroflag: so what's the game you're proposing?
[22:32]<xylxjzys>I want to make this game faster
[22:32]<xylxjzys>DOTA takes an hour to play a reasonable game
[22:32]<rxrcr>Xiphoris, I was leaning towards more RPG-like style of combat, regardless of a space setting or not
[22:32]<nnzjpfrr>shooter style.
[22:32]<nnzjpfrr>sounds just like mine chaka.
[22:33]<nnzjpfrr>shooter style though with rpg elements.
[22:33]<xylxjzys>wait, RPG-style combat is not shooter :P
[22:33]<rxrcr>heh
[22:33]<rxrcr>was gonna say
[22:33]<xylxjzys>shooter style with RPG-like abilities is what I had in mind
[22:33]<rxrcr>selection based or shooter based are diametrically opposite







