Development goal
The goal is to create some weapons, useful tools and other objects which can be used in small melees and parcours. We aim to have a few scenarios ready with these kind of goals until the OCM in the last week of March 2010.
Probably, we will go into the direction of settlement, mining and production lines after that, but we will decide on that when it's time. This is something we can work out at the OCM.
Todos
For this goal to reach, certain basic features have to be completed. That doesn't mean that we shouldn't do anything else or anything more. These are just the necessary features.
Much of this is (finally) work for the scripter and also for the graphic artists (render the objects, decoration textures?), sound and music makers.
HUD
...needs to be finished and bug-free engine-side. Related items in the bugtracker are: #66, #62, #67, #98, #99, #100, #72
Basic controls and the clonk
- Gamepad controls & the type of control needs to be chooseable in the frontend
- Finish animations and new control behaviour
- Meshes of items must be attachable to the clonk for animations
Goals
- Race(Parcour): Extend the goal with the possibility of checkpoints. The clonks have to come by the checkpoints in the (right) order to win. Option to respawn the clonk at the checkpoint. Checkpoint could be e.g. a flag pole.
- Melee: Last man (team) standing wins. If or how many relaunches each player gets, should be configurable (by script). The goal must work for teams, too.
Objects
- Items with which the clonk can overcome obstacles
- Shovel (animation)
- Loam
- ...more items. Examples: Climbing hook, thrusters, staffs with certain effects, pickaxes, ropes, CX-like catapult. We didn't plan that out intentionally. If someone got solid ideas for this, he can implement it.
- Items with what one can fight
- A (volcanic) flint to be found in the earth
- A few melee weapons (e.g. also shield)
- Bow (maybe with other arrow types too)
- Musket
- ... a few other ranged weapons or items
Scenarios
The Material.c4g needs to be ~complete. All typical materials from CR plus at least castle walls (stone/granite textures) and some other textures which might be useful in designing scenarios.
This will be the topic in some of the later meetings, when the objects have been scripted. During the meeting, nobody came up with concrete ideas for race scenarios.
Anyway, at this point at least this scenario should be done in any case:
- Tutorial scenario
- Would be nice to have a tutorial scenario that introduces each object/control mechanism one by one
- Could start out with simple movement left/right. Then you need to jump. Later, you find a shovel, then loam, etc.
- A message at every checkpoint, telling you what to do next
Artwork
- Main menu background / Loaders
- (Logo) / Upper board, Lower board
Misc
See bugtracker
There is a volcano-disaster-control object. It is an environment object by category and has certain options to set. E.g. how often do volcanos happen. This object controls these events then by a timer. If the control object finally creates a volcano, it could either create a volcano-object which controls one single volcano eruption or it is done via an effect. (In the case of volcanos, I don't see why an effect wouldn't do the job)
Treasure Hunt
Players get 1xAmount of held goal items points per 10 seconds, first player/team to reach specified amount of points wins
with GetHuntObject() you can retrieve object to collect(for example GOLD or ROCK)
Thanks in advance, if you do not have motivation to do it, then I will be gratefull if you will say me how to do it or point me to some documentation.
Anyway, I can't point you to english c4script tutorials because I know of none. If you specify more exactly how the goal should work, I could perhaps point you to the topics that are of interest for the scripting of this.
Anyway:
+ Look at the other goals in the repository to get the idea which callbacks (=functions) are required and what they do/what they return.
+ also, you will use: Contents, ContentsCount, for-loops, GetPlayerByIndex and more
>Well, as I said. Sounds more like "hold the flag". So if one player has all inventory slots full of GOLD (and thats the goal), he just has to stand there for the rest of the game and then wins?
Kind of, usually items will be stackable so he can have like ~10 in one slot, and the more points/items he have got the more other players will hunt him, so he cant just stand around waiting for victory :P
All in all, that goal could be fun, with cool scenarios. But it really shouldn't be e.g. GOLD because GOLD is not stackable. Better create your own treasure-objects. I can also imagine that there are objects which consists of different parts (like a broken artifact) and who got it all put together again gets an extra bonus (either for the winning-score or as a special ability the clonk gains if holding/using it). So there wouldn't be just a stackable "pile of gold"-treasure-object but different stuff too.
- Randrian: Continue on making animations for the Clonk
- ck: Solve display problems from the interface
- loriel: Handle isolated things on the bugtracker
- PeterW: Tries to write a league-script
- Mimmo: Continue making races and improve Boomshire
- Sven: Create Tutorias for the controls
- Maikel: Continue scripting the Parcour-Goal
- Ringwaul: Continue creating graphics
- Zapper: Continue scripting the weapons-system + Initial Blog-entry
( i can only guess:)
if i missed something, just post it.
here we have a link to the logs:
http://wiki.openclonk.org/w/IRCMeeting#2010-02-01
In anticipation of that I won't be available this monday, here is my status update:
'Been adapting the documentation and the new blog to the sites design. I still have a problem with the content.php (as it links to .html instead of .php) and am awaiting advice on how I should install (or if!) this webnotes-addon where people can comment on pages of the docs. Also: Any person who wants a blog account should PM me but I can also give all devs accounts by default if you want (Sven, Zapper, Clonk-Karl, Mimmo and me already have one). Luchs is also interested in renovating the docs (a bit) and might already be on to it. However I am sure he could use some advice of the seniors who previously worked on the documentation (who is it?).
The docs are are both terribly outdated and hacky, partly because of the fact that it used to be created into CHM files - I am not sure if this is still needed.
I'd like to see a new website design - not entirely new but more adjusted to the graphics style of the game. However, I won't start anything there until we have some graphics like Upperboard, logo, menu borders etc. So this is a goal that i'd reach before the meeting too (having proper ingame graphics => redesigning the website). This is independent of the "homepage" task of Maikel though.
Also, after a discussion in #clonkscript with CK, I created a little binary-release. I deem a periodic binary-release as very important for 1. winning over some CR-Developers for the project and 2. to make it known better (first) amongst the clonk community. The current image of OC in the community is that it's just not yet in any playable state and that it is intern. (Which is of course right but this doesn't mean it is not yet in a develope-for state. Plus, we already got something exciting to show.)
It'd be great if you discussed a solution for secure, periodic (automatic?) releases on monday in my behalf.
I can't guarantee any productivity in the next week (exams) but I might take smaller tasks if there will be determined any unassigned ones this monday. Regarding this, I advice you to really have some smaller tasks available for all those people who would like to contribute something from time to time.
Otherwise if I'll find the time, I can start gamepad controls. Question for Sven2: Is the analog pad already implemented? This one I need at least for gamepad controls. Also regarding several gamepads - say the first connected gamepad is a SNES-like controller without an analog pad and the second one a PS-like controller. There should be something like ControlSets with GamePadXButton2 constants instead with fixed numbers like GamePad1Button2 because otherwise you may only e.g. connect the PS-controller as second controller.
That's it.
Basically the only productivity I managed this week was testing OpenClonk (and it's controls) at a friend's house.
> I still have a problem with the content.php (as it links to .html instead of .php)
Are there any references to "real" HTML files in there? If not then running a simple command such as
perl -i -pe 's/\.html/\.php/' content.php
after the build might do the trick. Another option might be to turn PHP preprocessing on for .html files on docs.openclonk.org, and keep everything as .html. Of course all these are just workarounds so if anyone knows a proper solution then even better :)> Also, after a discussion in #clonkscript with CK, I created a little binary-release. I deem a periodic binary-release as very important for 1. winning over some CR-Developers for the project and 2. to make it known better (first) amongst the clonk community.
I managed to cross-compile the engine from Linux: http://arbur.net/clonk/openclonk-20100131.zip. So if we can come up with a (HTTP) interface to upload new versions (and maybe archive the three most recent ones, plus one each month) to openclonk.org we can get started with automatic binary releases. It's not yet decided where to run the build but londeroth.org, on which I have currently set up the cross-compiling environment, might be an option.
>Are there any references to "real" HTML files in there? If not then running a simple command such as perl -i -pe 's/\.html/\.php/' content.php after the build might do the trick. Another option might be to turn PHP preprocessing on for .html files on docs.openclonk.org, and keep everything as .html. Of course all these are just workarounds so if anyone knows a proper solution then even better :)
mod_rewrite might do the trick, parsing HTML as PHP (this belongs in a .htaccess-File, it includes all subfolders):
RewriteEngine on
RewriteRule ^(.*)\.html$ $1.php
>(HTTP) interface to upload new versions
What would you need? A simple script to accept and store POST-Files (private) and list them (public)?
> What would you need? A simple script to accept and store POST-Files (private) and list them (public)?
OK so after discussing this in today's meeting I think the following is the way to go:
We want to have both nightly builds, and development snapshots. The former is a plain engine build which gets updated every day. The latter is an engine build plus all dependency DLLs and game content needed to run the game, updated less frequently, maybe every week. So we need a script running on openclonk.org to be able to submit a new build/snapshot (plus hg ID from which it was built) or a build log in case the build failed (or maybe we want to always have the build log available) from the build server. The script should then archive and publish them. There should maybe also be a package with the dependencies for the single engine build (I can provide that).
Are you up for this task?
Another thing to consider is how to protect it from unauthorized access. Check for the build server's IP address?
>Another thing to consider is how to protect it from unauthorized access. Check for the build server's IP address?
Certificates? Otherwise: Is there a PHP PGP module?
> Certificates?
How would this exactly work? The client authorizing himself via a client side certificate? I'm not sure we need anything too fancy here, but just get the job done.
Like http://openclonk.org/update.php?key=[longfancykeyhere]
If I did not mess up setting up the cronjob (we will see tomorrow :) ) then things are supposed to work. Newton, let me know when you integrated the script on openclonk.org so that I can adapt the URL in the build script. The basic instructions to install it are:
- Fetch the PHP script from http://arbur.net/clonk/nightly.php.txt
- Adapt the database settings at the beginning of the file (see the comments)
- Upload it to openclonk.org
- Create the database table using the SQL at http://arbur.net/clonk/nightly.sql
- Make sure the script has writing permissions to the directory it resides in (it will create subdirectories for the files in there)
- Put http://arbur.net/clonk/nightly-deps.zip in the same directory as the script
Don't be surprised if there is no output. The script only produces output if there are entries in the database. If anyone wants to check the PHP for obvious mistakes please feel free to do so since I am not a very experienced PHP programmer. Also if anyone wants to make visual enhancements please do, but maybe wait until this has been integrated into openclonk.org and its style sheets.
> Are there any references to "real" HTML files in there? If not then running a simple command such as perl -i -pe 's/\.html/\.php/' content.php after the build might do the trick [...] Of course all these are just workarounds so if anyone knows a proper solution then even better :)
You just described the real fix: The content file is generated from the chm source files by a perl script, so that perl can just be stuffed into that file.
Since last week till now, I have implemented a couple things. Firstly, I implemented mostly all of those random material graphics alteredarmor made and gave them a few basic scripts where necessary. I did all of this at one time, and I tested them, but I can't be sure if they are all properly working (ie: possibly misplaced vertices or somesuch). Obviously they don't always draw properly due to that SetGraphics("Armoured.3") bug.
After that, I modelled and scripted a few usable objects. In temporal order, I created the Orb of Telekinesis; a handy little item theorized by Newton which can lift objects with magic (or something like that :P). After that, I created another idea of Newton's: the boompack. The boompack is a haphazardly built rocket which the Clonk can ignite; launching it flying with the clonk hanging onto it for dear life. It's pretty dangerous to use if you don't have much airspace. And finally, I scripted the javelin (yet another suggestion from newton), which is simply a primitive throwing weapon. You can carry three at a time.
Currently on my todo:
*create a low-poly orb of telekinesis for Clonk animation
*create magical balloon
*improve controller graphics
Oh, yeah, and of course he can USE it!!! :-)
How could I forgot about that?..
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