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1  Game Development / Game Play & Game Design / Re: Who uses physical prototyping? on: 2008-08-12 18:59:32
I think like most techniques you need to determine how well it applies to your situation.  Trying to physically simulate a FPS's game play (without breaking out the paintball guns and making a mess of your workspace) may not be very appropriate.  But physically simulating the interface mechanics may be.  How well does your eyes take in the information presented?  Where do you instinctively look for something? How often do you look for information or controls in a sequence that would suggest logical grouping?  Things like that.

But for turn-based, city-building, simulation, etc. games then a physical prototype may well be worth it.  Remember however that there have been some pretty dismal failures to translate otherwise fun board games into computer games.  So if you have some ideas that don't feel perfect in the physical model you may not want to just abandon those in favor of what seems right "physically", since that reverse translation may leave you wanting during computer play (hope that made sense).
2  Game Development / Newbie & Debugging Questions / Re: I need a little help with event listeners in Swing? on: 2007-12-04 16:57:44
From my (limited) personal experience I would have to support the suggestion to place your action code immediately with the object as long as it's a relatively unique action.  I am working on my final for my second Java course and it's a program to manage students, teachers, classes, classrooms, grades, etc.  Very "light" in the details but still fairly complex in everything it's trying  to do.  I went the route of setting up four main tabs, one for each resource (student, faculty, etc.)  and there are several fields and buttons on each tab. 

My original start on this app had me using one central action block and if/else logic.  This is what most of the samples in various books and the Sun site do, but I have come to regard that "style" bitterly since they really only have a very limited amount of actions being performed in the sample (often just one or two).  As my number of actions grew to double digits and kept going this style started getting overwhelming to view and cumbersome to maintain.  I finally pulled out 90% of what was in that block and attached the functionality directly to the button objects, for example.  The only thing I'm keeping in that block now are actions that are triggered from multiple places (such as a menu item and buttons that run the same report). 

Not only has this proven much easier to view and create, but also having the action code directly with the object means it has been very easy to maintain and extend.  For example, during my mock-up process I just created the GUI and put a debug statement with each button so that I could click it and see "Student Save Button Clicked" show up in the log.  This let me verify quickly that every component was doing what I wanted it to do and responding to it's actions correctly.  I am now going thru all of those componets one at a time and extending them to perform the actual functionality. 
3  Game Development / Networking & Multiplayer / Re: Hosting for JSP game on: 2007-08-01 17:35:37
I've been a very happy customer of 1&1 for a couple years now as a hosting service.  I have not used their VPS service yet but when the time comes to unleash a mighty Java game creation onto the unsuspecting world they are probably how I'll do it.  Both their Linux and 'doze VPS servers are $29 / month and they have a special for 3-months free:

http://www.1and1.com/?k_id=6834063.

They are very fast to respond and very technically savy and are very large and well established.  My web hosting is full shell access and I run multiple wikis in addition to static sites and hosting mail for several family and friends.  With the root Linux server you could setup the Java environment you want and have full control. 

4  Game Development / Newbie & Debugging Questions / Re: Scripting inside of Java on: 2007-07-27 13:42:30
That's a nice lin oNyx.  I like the way it compares the main options for some key tasks.

I am learning Jython at work for some stand-alone scripting needs ( always just worked in ksh before ) and in that process I've come across some embedding discussion over at the Jython site ( http://www.jython.org/docs/embedding.html ).  This actually looks to be an extension of the "Hello World" question from dray.

For me itt's not so much the technical "how" that has me looking for more info on this as the more nebulous "when and why".

In my virtually unlimited < wishful thinking > free time I've been supplementing my (fairly basic) J2EE Java experience to develop some games which are growing slowly in complexity.  I hope to start a basic turn-based strategy game soon and can understand how the use of scripting could help with many things including (if I understand correctly) the ability to tweak the game without need to recompile and re-run which would help speed up areas such as play balance tests, etc., as well as such things as scenario and map events.  However, I have not found a good reference of embedded scripts in action for such tasks.  Often things just click together for me once I see an example but trying to read and apply from a completely theoretical direction is harder.

I hate the situations of a solution looking for a problem and I am not yet at a point where I NEED embedded scripting, but if anyone can point to or explain some basic examples of a problem and how embedded scripting helped solve it I would appreciate it.

If this is going too far from the OP's question I can take it up in a different thread.  It seems it may be along the line of dray's question as well though.
5  Game Development / Newbie & Debugging Questions / Re: Multiple Jar's on: 2007-07-25 15:31:07
Im on windows but I would like it to work on linux also.

Any Unix-based system is going to be case sensitive in all path and resource names. It's a good habit to take this into account even when working on a 'doze environment.
6  Java Game APIs & Engines / Java 2D / Re: Active Rendering with Swing (swing rendering off the EDT) on: 2007-03-19 19:25:50
For the benefit of anyone still interested in this stuff...


Thanx!  I am most definetly still interrested in this subject (just desperately lacking in time lately).
7  Discussions / General Discussions / Re: Java .class files safe? on: 2006-08-08 19:20:12
Someone who is going to download a crack of your game, that person wasn't going to buy it anyways.

This is obviously a minority view, but  I...uh...have heard of people...that view hacks as a chance to "try out" a game.  At the cost of many modern games  ( $30 - $50 ) these people don't want to waste the little bit of fun-money in the budget on something that turns out to not be fun.  You can't trust reviews of a game any more than you can trust reviews of a movie or book.  Taste is just too subjective. 

Demo versions of games often don't give a good example of the true experience.  Maybe enough to justify an interrest but often not enough to say "this is what I want to spend my money on."  If this...uh...friend...has enough interrest from a demo or review they may try to find a downloadable version.  If that still holds attention after a couple days of play then a copy is purchased.  If it turns out that the demo was the best part ( like the previews are often the best part of a movie ) then the copy can be deleted and no money lost.  Some older games did a good job of inceasing the value by making a sharable version that gave you one part of the experience ( such as Command & Conquer and Warcraft II ) but you had to pay for the rest.  That worked very well. 

Similar with music albums ( the one or two good songs on the radio usually don't justify the cost of an otherwise poor album ).

As long as cost of such items is at the level it is there will be people that do not feel justified spending their hard-earned cash on the chance.  Not trying to justify theft, just pointing out that there is a small percentage of "theives" that do still return to the store w/ their cash if the value is there. 
8  Discussions / General Discussions / Re: Java .class files safe? on: 2006-08-04 16:08:27
The problem with single player games is that all the sensitive data is on the clients side. Are there any successful single player games that use java? Is there any tool that would allow me to encrypt the class file then hide the key?

I'm worried from these statements that you're considering Java unsuitable for single-player games because it's "less secure"?  I would counter that there are probably no ( quality ) single-player games written in C++ that have not already been cracked.  Some show up on P2P systems days after release ( sometimes even days BEFORE release ).  In addition to just having download-n-play versions floating around for anyone with the bandwidth and knowing where to look, I have seen various resources ( graphics and sounds ) from such games used on web sites and emails.

As long as the user has physical access to the code the program is going to be hacked if someone wants to.  Trying to avoid this is right up there with the record company trying to "protect" music or Hollywood trying to "protect" movies.  It will deter but it will not stop.  The only way to guarantee your game is never hacked after release is to produce a game so poor that no one wants to put in the effort.  Otherwise, you should do your best to secure it against the efforts of less skilled folk and maybe some extras ( "call home" stuff, etc ) to deter the next level, and just accept that if you made a quality product some people will pay for it and others will steal it.
9  Discussions / General Discussions / Re: Your opinion about DirectX10 and OpenGL? on: 2006-08-01 19:55:46
I think "freedom of choice" is really the only good answer to the "Why no DX" question.   And it addressse both sides:

Q:  Why prefer OGL over DX  with Java?
A:  Freedom of choice for developers.  A primary draw for most people to Java is cross-platform.  I'm a Linux user.  I have friends ( whome I mock ) who are die-hard Mac users.  Tha majoirty of my friends and family are Windows users.  I want my development efforts to be as equally valid on any of their machines without any extra effort on my part.  I really don't care about what the philosophy or principals of the OS developers were.  If the OS can run the correct JVM and the hardware implements the OGL / OAL correctly then I shouldn't NEED to care.  That is where Java is better than any other option available to me. 

Q:  Why should the customer care about OGL support?
A:  Freedom of choice for the customer.  The "targeted platform" model is why you can go into Best Buy and find hundreds of games for Windows, a couple dozen for Mac, and absolutely none for Linux.  That model robs freedom of choice ( "I can't choose Linux as my OS of choice if I want to be able to play current games" ( which is incorrect, but an example )).

Q:  Why hasn't anyone written a good DX binding for Java?
A:  Freedom of choice for Sun / independent library developers.  When their choice is to use a cross platform technolgoy to support a cross platform audiance, what can be gained by focusing on a single-platform solution?  Not only does it divert resources that can be better used for cross platform efforts, it also provides a form of acceptance and support for the practices of the company that chooses to restrict its audiance's choice.

Q:  Why doesn't MS promote or provide DX bindings for Java? 
A:  Thier freedom of choice.  Historically they promote and partener their technologies with vendors in such a way that Windows is "better' with other MS technologies.  Thier choices to tightly integrate "Explorer" functionalities, design a web browser to be part of a desktop functionality, control file formats of Office apps so it's hard / impossible to use them with any other software, etc.  This isn't even getting into thier choices that brought them under numerous monoploy law suits.  These choices are agressive and controlling business practices that have made them a massively successful company.

Don't get me wrong here.  When I eventually achive a degree of global domination I am sure there will be many groups of people across the world that are not happy with the choices I made to get there either.  I doubt I will care any more about the opinion of that minority than MS cares about the opinion of many of us.  If I'm lucky I will have the same media and public relations capabilities as MS has over the last couple decades to ensure those people are viewed as disgruntled or dangerous and can be ignored while everyone else continues to believe that there is no reason for them to exercise thier Freedom of Choice.

10  Discussions / Miscellaneous Topics / Re: Microsoft: .Net Beat Java, Who's Next? on: 2006-07-28 16:10:40
Unfortunate articles like that are what drive managers to push developers into bad decisions. Sad

Kev

Yep.  Our e-commerce space is primarily J2EE and both our developer and support teams are very happy for that. However, we have a few managers that live and breath M$ ( ooo...SharePoint...gotta have SharePoint ! ).  They have introduced .NET for some smaller apps for no reason than the fact that they believe it's the right technology.  Of course, neither has any development or support background.  One game from desktop support and the other used to be a business analyst. 
11  Discussions / Miscellaneous Topics / Re: My hero! on: 2006-07-28 16:03:29
There are actually some really funny parts in his work.  I guess I meant more that a lot of his humor is not laugh-out-loud funny ( at least for me ) from end-to-end.  Not to diminish the entertainment value in the slightest by that though.

His concept of a "Somebody Else's Problem" field is still one of my favorite ideas of all times.
12  Discussions / Miscellaneous Topics / Re: My hero! on: 2006-07-28 15:01:45
That's it, Chris!   Grin

Of course, now that you made me laugh my co-workers are wondering what I'm doing over here.   Cool
13  Discussions / Miscellaneous Topics / Re: My hero! on: 2006-07-28 13:28:55
Douglas Adams' writting is one of those things that either strike you right or it doesn't.  Just like Monty Python or perhaps the Far Side comic series.  My wife just does not understand why I find MP funny, but I had no trouble getting her hooked on Far Side.  I think she would like HHGTG but she hasn't given it a shot yet.  It's all just situational.  DA's writting presents things in a way that is so different than you would expect ( like your "ships hanging in the air" quote ) and you either "get it" or you don't ( not meaning you can't understand...simply that it doesn't make sense ).  Where much of Monty Python has me laughing, most of DA's work isn't laugh-out-loud funny, but rather something that amuses me at a differnt level than almost anything else around.

Likewise, I can't believe anyone watches most of the game shows, ANY "reality" show, or nearly any talk show that's on the air.  But millions of other American's do. I just don't get it.

I agree that the story's evolution into the movie did have some really interresting and well done concepts.  The way they did the rakes that poped up and smacked you whenever you had an idea just about had me rolling.  I wanted to grab an illegal copy of the film off the internet just to get that scene and send it to some of my coworkers.  But the ending really let me down.  It's a LOT of story to tell in a single short movie.  But I think they did a pretty decent job for the most part.

I still prefer Zaphod having his two heads side by side though. 
14  Game Development / Newbie & Debugging Questions / Re: How / where to get graphics? on: 2006-07-28 13:17:14

That looks cool.  I haven't seen that one before.  I have generally been doing with my graphics work in GIMP but it  can seem overkill for basic tile graphics if you've never touched it before.  It's a shame that TileStudio is Win only  Roll Eyes but I know a lot of people around here do much of their work on Win platforms so it's still a good pointer.
15  Game Development / Newbie & Debugging Questions / Re: New to Java Game Programming and my Dreams on: 2006-07-27 18:43:12
i am not fond of object oreintated languages, but will learn it. and the code and coke tuts are cool, i saw the tile tut, i just think it doesnt tell me how to scroll a map tho.

I did C ( and bad C++ that was really just C ) for a litte while and some of my early attempts and games were procedural.  OO design is really just a change of mindset that may be more difficult than the technology behind it.  Lucklly for game programmers, it's less abastract of a concept than it is for many other programmers.  In a Civ like game, you have cities, each of which has attributes such as size, production capacity, etc and has various upgrades ( another type of object ), you have Wonders, you have unites, you have resources, etc.  All of those are oportunities for modeling the game.   Then there is the game world itself, which will include the map.

Before you bother trying to figure out how to write the code, just sit down with a piece of paper and think about what makes up a Civ game.  Include the obvious ones above but also info  regarding the interface, AI leaders, etc.  You will probably have a good list of your objects.  Look for common groupings.  Settlers, Chariots, Steam Ships and Stealth Bombers are all Units and share common traits and actions ( including drawing, etc ). Write those commonalities down. Maybe you want to subdivied into Land Units, Air Units and Sea Units based on movement ( or maybe not...consider the options of both ).  Now write down the common actions and traits of each of those subgroups that are not already included in the parent Unit object.  You probably get the idea.  Don't go deeper than you need to.

Others with more experience may suggest differntly or expand on that.  The key is not to let the differences of OO vs. procedural programming seem as a bother or a limitation, but rather as an oportunity for easy modeling and understanding.

"Free your mind"
   Morpheus
16  Discussions / Miscellaneous Topics / Re: My hero! on: 2006-07-27 14:19:36
The movie was fun and ( IMHO) a good intro for people that are only vaguely familiar with the story.  However...the depth of character building you get in the books just can't be touched in a 2 hour movie.  The BBC radio broadcasts ( which I believe you can find online too ) are probaby the best adaptation and the original BBC tv is really close as well. 

I got hooked on HHGTG watching the BBC shows on PBS ( right there with Dr. Who, Blakes 7 and Tripods ) and then discovered the books.   if the movie got you interrested in the Zaphod character then you too should grab the book.  His ego is even bigger if you can possibly imagine that!   

 Smiley Cool
  ^^ 
Zaphod's two heads.     Cheesy
17  Discussions / General Discussions / Re: Webcam games on: 2006-07-27 13:53:20
Response time would be my concern.  Webcams generally capture at a fairly low framerate ( at least the last time I bothered doing much with them...they may be much better ). Although it's fine for video chat and postcards, is it fast enough for a reflex-based game? 
18  Game Development / Newbie & Debugging Questions / Re: New to Java Game Programming and my Dreams on: 2006-07-27 13:41:07
In addition to the specific questions and feedback you're getting here, don't forget to give some time to existing tutorials.  Common suggestions found here are to first go thru the ones offered by Sun on their Java site first.  Alternatively taking a Java class or worked thru a beginner's Java book ( nothing game-specific ), etc. Get the foundations down.  It sounds like you already have some.

After that, cokeandcode.com has some really good tutorials on basic Java game programming.  He even iterrates the same game thru multiple display options.

Good luck to you!  Turn-based strategy is my fav game style as well and it's always good to see another one of us around.  Cool  I still have Civ2 loaded up on my computer and return to it a couple times per year.
19  Game Development / Game Play & Game Design / Re: text adventure game on: 2006-07-27 12:41:04
Btw I just noticed you mentioned "NPCs" above.   I shoudl mention that gets a bit mreo complex and is a more advanced feature then I thought you were initially describing.

Typcially in an infocom game an NPC is a commandable invetory item.  It may have its own state machine to respond to commands depending on how complex it is. 

But ill get to that when I discuss inventories.


My NPC reference was not intended to relate directly to creating a text adventure game but rather as another example of FSMs in games ( AI behaviour for NPCs ) so that the OP will understand that learning about FSMs has payoff down the road as well, not just in the context of a basic text-based game.
20  Game Development / Networking & Multiplayer / Re: Status on: 2006-07-27 12:35:56
Update... my guys want to suggest a few minor tweaks to the release.

Ill have a new one to Chris by late tomorrow.


http://www.webster.com/cgi-bin/dictionary?sourceid=Mozilla-search&va=tease   Tongue
21  Game Development / Game Play & Game Design / Re: text adventure game on: 2006-07-26 12:55:57
One thing I forgot to throw out as a warning...transitions are not automatically reciprocal.

If you have NorthRoom and SouthRoom and set a transition from NorthRoom to SouthRoom, you do NOT automagically get a transition from SouthRoom back into NorthRoom.  It's VERY, VERY important to really understand your layout and how you expect to be able to move around the world and to test each possible transition from every location.   Otherwise, Murphy's Law states that of the one thousand locations in your world, 90% of your players will find themselves going into the one location that you forgot to code an exit transition for.   Shocked
22  Game Development / Game Play & Game Design / Re: text adventure game on: 2006-07-26 12:49:12
the STATE of an object is exactly what it sounds like..."What" or "Where".  By Finite State it means that the object can have only a finate number of applicable states...one.  For a text adventure game like Jeff's describing your PLAYER object will have a STATE which will be the location in your game world where the PLAYER currently exists.

The other key part of the FSM is how you get from one state to another ( transition ).  in Jeff's example that transition will be the movement options you give the PLAYER.  When you define a location in the game, you will decide how many ways out of the room exist and what locations they lead to.  When the player selects one of those options, you change thier STATE to the one representing the new location.  This will trigger "something" to happen in your game.  At a minimum it will be providing a text output of the location's description, although it could also be something like "you're attacked by a flame troll and die a miserable death."

I have never made an FSM adventure game before ( good tip Jeff! ) but I have studied their use in AI.  They are often used for tasks such as determining if your NPC enemies will ATTACK, PATROL, RETREAT, etc.  For example, your NPC may be in the PATROL state which means they will follow a predetermined path.  If a player attacks the NPC or moves within a certain range of it, the NPC will enter the ATTACK state which changes its movement to pursue the player.  If they NPC suffers more than 80% damage they will enter the RETREAT state and move as quickly as possible away from the player.

A quick google of "Finite State Machines +Games" kicked out the typical 50k hit output.   However, the first is this:

http://ai-depot.com/FiniteStateMachines/

I only had time to give it a quick scan but it looks like a very good intro to FSMs that gets deeper as the article goes on.  And it's on AI Depot wich is a pretty good reference site which I've used in the past.  Give it a quick read.

Hope this helps the OP, and I look forward to Jeff's next installment of managing the inventory in this game model.   Grin
23  Game Development / Networking & Multiplayer / Re: Downloadable Content on: 2006-07-25 19:26:39
Yeah. Clients are insecure.  There is no way around that.

Question is how much effort to you want to put into building the meta-game... which is the puzzle for the pirate trying to  crack  it.


I like that perspective on it.  You can almost charge extra under those conditions since the cracker is getting two games in one!   Cheesy
24  Game Development / Networking & Multiplayer / Re: Status on: 2006-07-25 12:59:51
It's bad enough we're all pacing the floor and irritating our family and friends waiting for this…but to be waiting because of a non-Java…in fact, a Microsoft <evil shudder> problem…

I just don't know what to think...  Roll Eyes

 Tongue
25  Game Development / Newbie & Debugging Questions / Re: How To Start Programming Games In Java... on: 2006-07-21 17:04:13
One suggestion:  Following the tutorials to completion is a bit of a challenge but you may not really feel like you "know" what you did after since you were really just following a recipie.   Huh  When you finish it up ( and it's working!  Grin ), go back thru and tweak things.  Change the speed of the ship or invaders, add new weapons or shields to the player, put in some random elements ( random mother ship flys across the top and can spawn new invaders ), things like that. 

It will get you to really understand what is going on and how without having to write a whole new game.  It will also help build your confidence that you are understanding Java game programming because you WILL be understanding Java game programming ( not just following a recipie ).   Cool
26  Game Development / Newbie & Debugging Questions / Re: How To Start Programming Games In Java... on: 2006-07-21 12:41:13
The coke-and-code tutorials are probably the best, basic game-specific tutorials you'll find. 

HOWEVER, they do assume some general Java knowledge in advance.  If you're looking for some good on-line tutorials for that, then head over to Sun's Java website and go thru the ones they have up.   They help a lot.
27  Game Development / Newbie & Debugging Questions / Re: How To Start Programming Games In Java... on: 2006-07-20 21:16:05
So cool you don't want to do a MMORPG (I don't know who said "Friends don't let friends do MMORPGs").
I don't remember who first posted this, but here it is...


I have never seen The Source for that quote...that is just TOO funny.  Thanks for finding and sharing.   Grin  Grin  Grin
28  Game Development / Networking & Multiplayer / Re: Request for Comment: Is SGS valid for this? on: 2006-07-20 20:39:21
Kev & Jeff,

Thanks not only for the validation but for some examples to look at.  THAT's always a major life saver.
29  Game Development / Networking & Multiplayer / Request for Comment: Is SGS valid for this? on: 2006-07-20 12:25:20
Ok, let me preface this by saying there are really only two key reasons I'm considering SGS for the following small project:

  • As you might have picked up from some other posts, SGS is a technology I'm looking to use for a future project.  I'm not ready to dive into that yet because I'm still working on the design and also I need to get some completed, smaller scale projects under my belt first.  However, with SGS in my strategic plan I would like an excuse to start learning it soon.
  • SGS offers a lot of the foundation already bundled in to some degree or another.  I would not need to reinvent the wheel for logging in, player persistence, chat, client/server communication, object store, etc.



That being said, here's the issue.  I'm wrapping up the design work on a smaller scale game and am ready to start getting my hands dirty.  It will be a client/server game and I before i start down the SGS or non-SGS road I would really appreciate some guidance and feedback from members of the the SGS team or anyone else on this forum that has some working knowledge of SGS so far.  As I mentioned in another thread, using a technology just because it's there and cool is not always the right decision.   Cool

The quickest way I can provide a framework for a discription is to say "think in terms of a collectible card game".  This is not a CCG-via-computer game however, but the game play is similar.  Small groups of players ( 2 - 10 ) will join a game that will play out in a time frame between 30 minutes to 2 hours.  The game is turn based, with each turn being broken into five distinct phases ( planing, execution, aftermath, etc ).  During each phase the players are each able to take multiple actions, one at a time, in round-robin fashion ( A then B then C then A again, etc ).  When each player has completed all their actions for that phase it moves on to the next phase.  When all phases are complete, the next turn begins.

The game server should be able to have multiple "games" running at one time, but these do not equal multiple instances of the SGS running.  Simply segregations of player interraction.  A player can only participate in one "game" at a time of course.  What I would like would be to have a lobby when the player first enters the game where they can see who else is there, chat and possibly even leave messages on a board ( such as "looking for people that can play between 8 and 12 gmt" ).  Once a few players decide they would like to play a game togther, they go to a "room"  to start.  No other players can enter once the game starts and when a player is eliminated he leaves the room and returns to the lobby. *

Maintaining the CCG analogy, each player will have a large number of "cards" available to them.  Some of these are unique for them (assigned when they enter the room ) and others are from one or more common "decks" and go to players on a first-come-first-served basis during the phases.  Card objects may be played as a standalone entity ( like an army-unit ) or may enhance other objects ( like "resupply gives +1 to an army unit" ).  All players in a room share a common battle map that they play and manuver thier objects on.  Some objects are played "face down" where other players can only see that you have "something" there, and only you can see the details.  However, most objects are "face up" once they go onto the map.

Also I would like the players to have the option of saving the game state, walking away and all of them coming back later.  This is not a necessary feature since I'm trying to keep the games short, but it would be a major "plus" as it would allow for larger games ( such as 10 players ) to be spread out over time if they are going well rather than commiting to a 5 hour marathon.

Ok...now that you have taken precious time to read thru that ( thank you very much for doing so ) I would appreciate any guidance you may have.  It would seem initially to me that SGS provides a good framework for the lobby and seperate play rooms as well as the chat,network, object store, etc as mentioned above.  However, I'm not sure about the need to have multiple "games" running, one per room. Again, I believe I could do so since SGS will know who's in a room ( player objects, a table object and a couple "deck" objects  ) and what "cards" each has.  With every action a player takes it would naturally generate an event to the SGS and only player actions will generate events ( no "global" events to worry about here ).  The use of SGS will allow the game to start small and scale up if interrest is there. **

Am I missing any details about SGS that would make it difficult to use it as a framework for implementing a game of this nature?   Huh

As always, advTHANKSance !!!   Smiley
 

NOTES:
* Note:  One enhancement would be to allow players to enter a room as an "observer" and only be able to see the map.  They can see all face up objects as can any player of the actual game, but cannot see any face-down objects.  They can also watch the chat in the room but cannot send messages themselves.  When a player is eliminated, they can be given the option of staying in the room as an observer or return to the lobby.  The player vs. observer states is not going to be too hard of an addition but it is still not something I'm planning right away.

** Note:  The game will be freeware and open source.  As such it will never be intended as a revenue generator.  A big part of its implementation is to serve as a proving ground for some interface, technology, and game play exercises for the larger project.  So it will primarily just run on a private, quiet little server...but you never know what the future holds.
30  Game Development / Networking & Multiplayer / Re: Status on: 2006-07-20 11:23:15
Jeff, an enhancement that goes in and WORKS is fine.  I'm surrounded by enhancements that go in for the sake of being an enhancement and then we have a few more bug-fixes on our matrix reports for the next month.  Now if only we didn't have enhancement requests so we had time to address the bugs that were introduced becuause we didn't have time to do the enhancements correctly becuase of the bugs we were fixing.  Roll Eyes
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