Fall 08 Semester project

2 views
Skip to first unread message

LyleBar...@gmail.com

unread,
Sep 30, 2008, 10:17:11 PM9/30/08
to Mizzou Game Design
Alright, we're thinking 2D platformer or puzzler. Akin to the old
Mario games, but with today's style and twists. Mike brought up these
two examples
http://www.castlecrashers.com/index.html
http://braid-game.com/
I think these games give a good example of how a great, but simple
idea fosters the foundation of a fun game.

Anyway, if you are interested here are two open-sourced libraries I
think will help us get into development quickly when the time is
right.
http://code.google.com/p/gosu/
http://www.box2d.org/
Gosu is a C++ library meant to provide the most common functionality
of a 2D game. It creates a window, provides a proper game loop,
handles input and offers versatile graphics output.
Box2D is a C++ rigid body physics library that just plain works great
and isn't tough to use.
I've used both libraries together on several projects and I really
enjoy using them.

So if you have any ideas, put them here where we can all view and
discuss them!

Twilight Archon

unread,
Oct 1, 2008, 11:18:11 AM10/1/08
to Mizzou Game Design
Im checking it out right now..

Zach Conn

unread,
Oct 1, 2008, 9:53:58 PM10/1/08
to Mizzou Game Design
It's refreshing to see that Gosu is designed with boost in mind.

Anyway, what platforms were you thinking this should be on? Just
Windows?

On Sep 30, 9:17 pm, LyleBarbatu...@gmail.com wrote:
> Alright, we're thinking 2D platformer or puzzler.  Akin to the old
> Mario games, but with today's style and twists.  Mike brought up these
> two exampleshttp://www.castlecrashers.com/index.htmlhttp://braid-game.com/
> I think these games give a good example of how a great, but simple
> idea fosters the foundation of a fun game.
>
> Anyway, if you are interested here are two open-sourced libraries I
> think will help us get into development quickly when the time is
> right.http://code.google.com/p/gosu/http://www.box2d.org/

LyleBar...@gmail.com

unread,
Oct 2, 2008, 12:21:45 AM10/2/08
to Mizzou Game Design
It would be nice if we can stick to cross platform stuff and compile
for OS X and Linux as well.

Chad

unread,
Oct 8, 2008, 1:15:11 PM10/8/08
to Mizzou Game Design
Here's one idea:

A fighting platformer where all foreground objects are physics bodies,
and the player can use them in two ways: the bodies can be used for
melee combat, or to build a defensive structure. The game itself
becomes a mission to gain ground in battle. The player has to design
some strategy in balancing fighting forward and staying put to build
in order to survive the next wave of bad dudes.

I posted a rough design document that you're all free to look at and
edit if you like. All the stuff tagged as "(optional)" are things
that I don't think we should worry about unless we find that including
them is feasible during development.
http://groups.google.com/group/mugd/web/Breakable_design.doc?hl=en

Zach Conn

unread,
Oct 13, 2008, 7:38:13 PM10/13/08
to Mizzou Game Design
I noticed that Gosu had Ruby bindings, so I've been playing around
with that, and I've got to say Ruby's a fairly neat language. I'd
never used it before this.

On Sep 30, 9:17 pm, LyleBarbatu...@gmail.com wrote:
> Alright, we're thinking 2D platformer or puzzler.  Akin to the old
> Mario games, but with today's style and twists.  Mike brought up these
> two exampleshttp://www.castlecrashers.com/index.htmlhttp://braid-game.com/
> I think these games give a good example of how a great, but simple
> idea fosters the foundation of a fun game.
>
> Anyway, if you are interested here are two open-sourced libraries I
> think will help us get into development quickly when the time is
> right.http://code.google.com/p/gosu/http://www.box2d.org/

Devin

unread,
Oct 13, 2008, 7:39:09 PM10/13/08
to Mizzou Game Design
I second ruby.

Chad

unread,
Oct 14, 2008, 4:51:36 PM10/14/08
to Mizzou Game Design
Funny you should say that, I've been using the Ruby gem to build
prototypes lately.
I've used Ruby for over a year now so if you need help figuring
anything out I will likely
be able to help. Aside from Ian and myself I don't know if anyone
else on campus uses
the language.

I'm a bit hesitant about making a pure Ruby game, mainly because of
distribution
hurdles. But we can discuss that later. For now we need to decide on
the project
details then we can determine what engine/libraries best suit our
needs. (not that you
can't go mess around with them now)

I just realized that I didn't give out my AIM screen name when giving
out contact info
mine is Michaelangelo36 and Mike's is MauledByJustice

On Oct 13, 6:38 pm, Zach Conn <zpc...@gmail.com> wrote:

Zach Conn

unread,
Oct 29, 2008, 11:34:53 PM10/29/08
to Mizzou Game Design
I was just wondering if we were going to use some sort of source
control, like Subversion or Git. It may not be totally necessary since
there aren't tons of people working on this and the project's not
huge, but it seems like it could definitely make it easy for different
people to get up-to-date files and make contributions.

Chad

unread,
Oct 30, 2008, 3:41:26 PM10/30/08
to Mizzou Game Design
Yeah, I was going to bring that up last night but forgot. I figured
either
Assembla or GitHub to host, Assembla has a Trac but Git has local
commits.
Not really sure which way would be easier/better Mike and I both have
enough experience with SVN but I started a Git repository to
familiarize
myself with it and it's fairly nice once you get past the SSH keygen
stuff
GitHub requires.

Chad

unread,
Nov 6, 2008, 2:44:08 PM11/6/08
to Mizzou Game Design
Turns out Assembla can use SVN or GitHub, so I went ahead and made an
Assembla project for us.
The trick is that I can only allow anyone to join the project or only
add people through invites,
so I'm just going to make it public for now so everyone can join
without having to tell me your login names.

http://www.assembla.com/wiki/show/destructible

Hopefully I'll be able to get back to doing my lead job and get the
general code design mapped out so we
can at least start putting the engine together. If anyone isn't
familiar with SVN or Git, here are the respective
tutorials. If reading that just makes your mind melt then Mike or I
can give a quick run-through of them at the
next meeting, or sooner if necessary. They're not really as
complicated as they might seem.
http://svnbook.red-bean.com/
http://git.or.cz/#documentation

Chad

unread,
Nov 12, 2008, 10:21:15 PM11/12/08
to Mizzou Game Design
I commited the basic framework just now. We can just use SVN because
I don't think I care about
the differences between SVN and Git anymore. The source is just a
window that manages states,
and a bunch of base classes for states, scenes and scene objects. The
caveats are that you will
need to install the libraries. Right now those are Gosu, Boost,
tinyJSON and box2D. We will likely
switch box2D out for Bullet since the depth platformer concept seems
better to me.

Go ahead and get yourself set up with the repo and Assembla for now.
We'll talk about how to do
that for everyone that isn't familiar at the meeting, and then discuss
what major pieces need to be
built and who thinks they can tackle them.

On Nov 6, 1:44 pm, Chad <LyleBarbatu...@gmail.com> wrote:
> Turns out Assembla can use SVN or GitHub, so I went ahead and made an
> Assembla project for us.
> The trick is that I can only allow anyone to join the project or only
> add people through invites,
> so I'm just going to make it public for now so everyone can join
> without having to tell me your login names.
>
> http://www.assembla.com/wiki/show/destructible
>
> Hopefully I'll be able to get back to doing my lead job and get the
> general code design mapped out so we
> can at least start putting the engine together.  If anyone isn't
> familiar with SVN or Git, here are the respective
> tutorials.  If reading that just makes your mind melt then Mike or I
> can give a quick run-through of them at the
> next meeting, or sooner if necessary.  They're not really as
> complicated as they might seem.http://svnbook.red-bean.com/http://git.or.cz/#documentation

Zach Conn

unread,
Nov 14, 2008, 6:52:12 PM11/14/08
to Mizzou Game Design
After much toil, I managed to get this built properly on Mac OS X
(minus tinyJSON, which I just didn't bother setting up since it isn't
actually used in the source yet).

I have a question, though. In Environment.h, the members m_Objects and
m_Areas are declared as vectors of objects and not pointers; i.e.,
m_Objects has type std::vector<SceneObject>. Was this intentional? It
generated quite a few compiler errors for me, but after changing these
to vectors of pointers (i.e., std::vector<SceneObject*>), it compiled
fine.
Message has been deleted

Devin

unread,
Nov 14, 2008, 10:00:58 PM11/14/08
to Mizzou Game Design
Similarly, I managed to compile it on GNU/Linux (Fedora 9), but I had
to change a few things to get it to compile with box2d's static
library. Moreover, I sat up basic GNU autotools for it, which will
work on Linux, OSX, and Windows with Cygwin (although with more
difficulty than on Linux or OSX).

Anyway, I want to help with this project, but I cannot make it to any
meetings since I have a lab for physics on Wednesdays at 6:00.
However, next semester I will be fine.

Chad

unread,
Nov 15, 2008, 1:52:34 PM11/15/08
to Mizzou Game Design
Good work guys, we should probably organize the folder structure for
each build environment.
I'll just make some folders at the root of the project for MacOSX,
Linux and MSVC.

Zach,
There wasn't any particular reason for that, I'll switch to pointers.

Devin,
Don't worry too much about the meetings. At some point I'd rather
just use the meetings for business
agenda and have separate meetings for project progress.

Zach Conn

unread,
Nov 19, 2008, 9:51:55 PM11/19/08
to Mizzou Game Design
Well, I'm going to be having a lot of free time soon, so I was
thinking I could use some of that time to work on this project if
there's anything that needs working on. Just let me know.

Chad

unread,
Nov 22, 2008, 12:51:18 PM11/22/08
to Mizzou Game Design
I'm setting up milestones and tasks on the Trac right now so you guys
can jump on them when you can/want.
I'll see if I can find some time to sketch out some more technical
information on the design document so things are
more clear with how to implement things.

Chad

unread,
Dec 12, 2008, 7:19:27 PM12/12/08
to Mizzou Game Design
Updates:
I met with an art student (Nathan Zabel) on Tuesday and he is going
to be helping us produce the art for this game, as well as some
design.

You've probably noticed (those of you on the Assembla team) that I've
been updating the design document. I'm trying to flesh out enough of
the design to solidify some tasks for people to take on over the break
if you have time. I'd like to have enough of the engine done by
February to start having playable demos. Not that this isn't anything
quite near complete, just the basic functionality for the game so we
can try out concepts for playability.

I'm not planning on having a meeting before break, but if enough
people want to we can meet next week sometime quickly to catch up on
status.
Reply all
Reply to author
Forward
0 new messages