Rett Mikhal wrote:
Have you ever looked into Nethack, the king of dungeon crawlers?
I've heard of it, but I think that's a turn based game.
Real time games can be quite a bit different to make because the game (rather than the player) sets the pace, which means I have to manage the timing/delays between everything that happens in the game. One aspect of time management is animation.
Also in real time games, things have velocity, and positions of characters and projectiles are generally not aligned with the tile grid. So the simulated physics is another aspect of time management.
Robert Maxwell wrote:
FMOD is a nice library, I definitely recommend it.
What I like most is that it supports a good number of file types, so I can mix together compressed/uncompressed/samplebank audio, and they can be buffered to memory or streamed on the fly. I just hope my sound functions work properly when it all comes together.
Also, I don't have a 3D sound system, so I have no idea if/how much sounds are being moved along the forwards-backwards axis.
Yes, Nethack is turned based. However the reason I suggested it is because of the head crushing depth it possesses. There's a phrase called "The DevTeam thinks of everything."
If you put on a silver ring and punch a werewolf, it counts as a silver weapon and does extra damage to them.
If you throw a cockatrice corpse at a monster, and it hits, the monster will turn to stone. Ditto for wielding it as a weapon (with gloves, of course!)
If you are levitating and you fire something, Newton's second law sends you backwards in the air due to lack of friction.
So, there's a lot of neat ideas in there. Just thought I'd throw that out in the open.