-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|577|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
SoCoder -> Blogs Home -> Blogs


 
zebeste
Created : 07 June 2009
Edited : 09 June 2009
System : Mac

Doom Duel Progress



This is going to be where I post updates on my game in progress: Doom Duel. It is going to be a multiplayer FPS (one vs one), and I intend to make it unique by giving it a customizability system comparable to that found in The Elder Scrolls III: Morrowind. Written in C++.

I'm starting off with a one vs one version first so that I may focus on other features such as controls and customization instead of the headaches associated with networking. Basically, my intent is to make it a fully featured, free game.

Then, when I have everything completed to my satisfaction, I will move onto to a sequel that will feature more sophisticated networking and will allow for several players at once. My current thinking is that I'll be able to use Doom Duel as an almost full featured demo for this.

I have at least one more idea that I intend to turn into another sequel that will add a whole new dimension to the game.

As a final note, I do have a story line in mind that I do hope to integrate one day, but it is not a priority becuase I have no experience in FPS AI, and the other features are more essential.


Past Progress:
Lots of planning done. The foundations for several base classes have been implemented.


07 June 2009:
Added the foundation for another class today in a few minutes. Was getting an error complaining about something being wrong with the class. I spent over five hours today going through the code line by line looking for any kind of error. Its embarrasing when I have to spend so long trying to find an error in a section of code that is only around a hundred lines long and is nearly identical to another class already implemented that works. Turns out the error was several lines up from where it was showing me it was: I forgot a semicolon after a "using namespace..." command :/ .


09 June 2009
I hearby declare myself a sworn enemy of OOP... ok, maybe I'm exagerating a little bit, but I just don't get along with it very well. Today I spent a couple of hours trying to solve a bug where I had forgotten to put the "public" keyword in front of a class I was inheriting from. If only the debugger would say that I forgot that keyword instead of the confusing mess of an error it gave me in a completely different file.

Overall though, I decided to merge some of my smaller classes together today. When I started this project, I decided to go with the philosiphy of separating everything out into small classes so as to make as readable as possible. However, the large number of small classes and files was starting to get a little unwieldly and confusing.

In terms of actual new material making it into the code, I did manage to take some steps towards getting input implemented.

 

Comments


Sunday, 07 June 2009, 17:37
Phoenix
Sounds like five well-spent hours Good luck! Make sure to post many screenies.
Tuesday, 09 June 2009, 22:07
zebeste
Unfortunately I am well away from being able to post any interesting screenshots. Maybe when I get around to putting the in game menus together I might have some, but any in game graphics are far down the road.