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  IGF: Sailing game...looking for more devs  (Read 1564 times)
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Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Posted 2003-08-14 06:54:11 »

I got a proof of concept working for a game where you design and build sailing boats (yachts) and race them. The physics was painful, but believable. (for an early alpha, see: http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=Announcements;action=display;num=1051140499)

I'd like to finish it off, and enter it in the IGF (Independent Games Festival). This is just a hobby project, which makes it very suitable for the IGF, but since the deadline for submissions is in approx 3 weeks, there's no way I'd get it finished on my own in time.

So, I was wondering if anyone here would like to collaborate on getting this done? The major sections of the game are:

- hull-design GUI (uses 3D primitives to sculpt a hull)
- boat GUI (position things like sail on top of the hull, and choose sail size etc)
- physics-engine (calculate Pressure-drag, Friction-drag, and Wave-drag)
- race-engine (use physics engine to sail boats around a race, and just store the time each takes to complete the course)
- race-rendering engine (use OGL to render the boat as it sails - pretty simple, just needs to tilt, translate and rotate the boat appropriately, according to inputs from the physics engine)

All of these have some existing code, although all need additional work. I've managed 1-week and 4-week dev projects before, and found the most useful thing was to specify all the inter-module interfaces before starting. Then separate people can each work at their own pace, and the game comes together relatively easily towards the end. So, I've already mapped out the interfaces.

malloc will be first against the wall when the revolution comes...
Offline nonnus29

Senior Duke




Giving Java a second chance after ludumdare fiasco


« Reply #1 - Posted 2003-08-18 21:36:05 »

Noticing no one has replied to this yet....

I haven't because:  it seems like there is quiet alot left to do and its way beyond my skill level.  Good luck.
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #2 - Posted 2003-08-19 06:15:00 »

Quote
Noticing no one has replied to this yet....

I haven't because:  it seems like there is quiet alot left to do and its way beyond my skill level.  Good luck.


Thanks for the info. It can be hard to tell what the "skill level" is for the 2,000-odd members of this board Wink, so I thought I'd just see what happened...

I'm interested to know what you see your skill level as being? One of the most important parts of writing articles for JGO is/will be judging the audience correctly. At the moment, there is precious little information on what the audience is, what they know, how experienced, knowledgeable and comfortable they are with Java programming etc.

Vocal members of the board demonstrate that there's everything from complete beginners (who've never compiled a single java program in their life) through to people who've been developing since Java 1.0.x. But this handful of frequent-posters says very little about the percentage of the JGO members that are like that (e.g. it might be that the experts happen to be garrulous and post often, but actually represent only 0.1% of the users!)

malloc will be first against the wall when the revolution comes...
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline kevglass

JGO Kernel


Medals: 186
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #3 - Posted 2003-08-19 06:23:28 »

I wonder if some sort of survey could be organised, just to get some idea whats going on round here Wink Either a vote within the forum, or a seperate web page somewhere? A quick mail out would do?

Kev

EDIT: I've raised a suggestions topic on this at:  
http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=suggestions;action=display;num=1061281588

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