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The Game Library Project's Major Features
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Updated Mar 30, 2009 by weltenschmid

Introduction

The GLP should deliver a solid interface to lessen the programming processes that keep repeating themselves if you keep coding on a native level or working with a graphics engine.

Now you can fixate your self on the game logic, character creation and media generation without spending hours getting that feature implemented into the code.

The key is, the framework must be easily understood and as lightweight as possible. Plugin further components when extensibility is needed.

What This Interface Does

- Delivering a disposable set of tools and utilities to make work with irrlicht easier.

What This Interface NOT Does

- Taking your all time favorite work : coding :P

Behind the scenes

- 3D Character integration - Pathfinding and Path-setting (Beziers, Splines and preset paths) - Basic AI Modes - Configuration via XML - ZoidCom networking - featuring entity replication in the later phase - Preset camera styles - Manages a set of preset shaders and post-processing effects - Object Features can be attached, keeping the code highly modular

Releases

First release with basic functionality is scheduled for the 9th of April 2009. It uses the demo project Mortiphobia - a simple Diablo styled zombie shooter - to demonstrate the techniques used in GLP.

Ensure that the project, has a complete look and feel at any time.

Features List

All features which are included in this next release go in here

  • Update human animations
    1. Running
    2. Running with a gun
    3. Walking with a gun
    4. Dying animations update - they are available but messy
  • Shooting functionality and hitting
  • With shooting should come some weapons
  • Basic network code to create a server/game and client code to join the game
  • Simple splash screen to play single player/multiplayer/quit
  • Basic UI to show health, ammo and what else could be needed
  • Set some basic gamerules (survival, deathmatch, reach a zone(RAZ), boss killing etc)
  • Either implement the procedural building creation or spread some premade buildings across the map
  • Sounds for the actions and some intro music
  • A decent particle system
    1. Sprays of blood (hitting, dying and exploding to bits)
    2. Smoke
    3. Gunfire effects
    4. Explosions
  • Update input to a keyboard moving/mouse aiming&shooting type

Time Plan

30.03

-- Something will be done this evening and I'll update the wiki tomorrow

31.03

01.04

02.04

03.04

Weekend Plans

If there's enough time and nothing else to do, use this weekend to embellish and fix issues, so that the next weeks work consist only of adding features/content, testing and bugfixing.

06.04

07.04

08.04

Ideas

There will be two versions of this library namely GLP and GLPlite.

The lite version keeps the most needed functionality in a C oriented function list (if this doesn't collides modularity)

Character Editor

Either states or animations are defined by directories and their content or a XML specified content distribution is used - Grouping redundant data would need an extra config file - XML would almost need a seperate editor to make editing and character creation more comfortable

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