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PostPosted: 16 Mar 2009, 17:02
by Nick
gj krom!
Just out of curiosity, what do u think will be the size of the source code to have a kinda working basic game of kam? 1000kb?
PostPosted: 16 Mar 2009, 21:10
by Krom
Right now it's almost 420kb already. Remaining functionality will take another 400-600kb, add here optional functions another 100-200kb (video playback, etc..), plus maybe 100kb for wrapping all sorts of possible bugs and some more kb for unforseen things (e.g. renaming variables to self-explaining names, more comments)..
All in all I think 1,5mb estimates about right.
PostPosted: 16 Mar 2009, 22:12
by Nick
1,5 MB on text lol

PostPosted: 16 Mar 2009, 22:25
by FallenLeader
is there any way of capturing enemy stuff, really really weak unit, that can make the enemy serfs, workers, buildings and non hostile units into your own. as in sun tzu's book about capturing the enenmy and making them your own instead of completely destroying them?
probably would add weeks onto your work, right?
PostPosted: 17 Mar 2009, 05:51
by Krom
Spies and infiltration .. I don't think thats in KaM spirit. What I like about KaM is it's straightforwardness, nobility

PostPosted: 17 Mar 2009, 06:14
by FallenLeader
no no no, you got me wrong.
after you destroy the enemy and all they can do is sit there looking around with ?'s on their head, you should be able to turn their leftover non hostile's into your own.
it may just be beyond anything that would fit in, now that i think of it. the units in kam won't stay in their own little area, once a unit is needed at one base, every serf from across the map will start walking over to the base that needs 1 serf with a stone.
i don't know, dont worry about it.
PostPosted: 17 Mar 2009, 06:33
by Krom
I think of something to allow deployment of initial storehouse, similair to C&C concept.. Don't have it preset on location for some missions maybe. Just a crazy idea for now..
Assimilating enemy's village ... probably no.
We'll have plenty of these talks after release

PostPosted: 17 Mar 2009, 06:40
by FallenLeader
oh, i dun care. just to have open source is enough and i have random thoguhts, that was one. they dont mean anything.
PostPosted: 17 Mar 2009, 16:00
by Thunderwolf
well, something which would be nice is to have serfs confined to a village, so that having multiple villages doesn't end up in serfs running between both villages.
PostPosted: 17 Mar 2009, 16:54
by Krom
I hope that will be solved itself with delivery bidding system. Serfs will try to perform closest deliveries with Bid affected by various conditions. So it will be of no sense for Serf to go to another village unless it's really needed (e.g. unbalanced industry)
EDIT: Thats an unprooven theory yet

PostPosted: 17 Mar 2009, 19:21
by FallenLeader
beautiful.
PostPosted: 30 Mar 2009, 13:38
by Necrathex
Great initiative! The video looks very promising, good job
I've been fantasizing about a similar project, but it seemed way too much work (I did make a KaM-like map renderer in opengl).
Is there a public SVN to take a look at your source? And are you planning on releasing mac/linux ports too?
PostPosted: 30 Mar 2009, 21:14
by Krom
Thanks.
Remake uses OpenGL as well
I'm not ready to put SVN public yet .. Project uses Delphi6+OpenGL+OpenAL, if there's easy way to port it to Mac\*nix - why not
And now some news:
Code is 450kb now. We've made single player menu and add-on maps structure (yep, KaM Remake will allow easy access to addon maps). A lot of work on terrain passability, sounds and workplans. Added animals. Started unit interaction, so far not so good..
Here's our wip declaration on addon maps structure
- Code:
KaM Remake\Maps\***
Each *** folder represent a single map (named MAP_NAME through this convention).
Folder name should match MAP_NAME
Folder contains all required map files. So far these are:
 - MAP_NAME.txt which contains map properties and description shown in menu
 - MAP_NAME.dat which is a script file for the map
 - MAP_NAME.map which is map terrain
others may be included
________________________________________________________________________________________
MAP_NAME.txt notes
 - contents are to be questioned and updated, most of them will be determined from
DAT file
 - Few options will remain or maybe appended to DAT format
  Title - map title in menu (may be different from MAP_NAME)
  SmallDesc - few words description of map
  MapDesc - large description shown in SingleMap menu when player chooses the map
 - Few options will be added (these are undecided!, feel free to criticize and suggest)
  MapDifficulty - default or restrictions or options ...
  Win/DefCond - custom text conditions for win/defeat
  PlayerColor - player color selector
________________________________________________________________________________________
MAP_NAME.dat notes
 - map name specified in DAT file will be deprecated in KaM Remake. Instead KaM Remake
will access MAP_NAME.map
________________________________________________________________________________________
MAP_NAME.map notes
none
[/quote]
PostPosted: 31 Mar 2009, 20:31
by Litude
How do you plan on handling messages that are sent in the missions? Will they be part of the DAT file, or do you have other plans? Having them in a single LIB file together with key game strings isn't a clever solution for custom maps.
Having them in a DAT might make it harder to translate, but I don't really know if someone would release their campaign in multiple languages.
PostPosted: 31 Mar 2009, 21:40
by harold
That's why I created that insane new "language" that can select different strings based on the language, of course anyone is free to implement that as well and if they need any help just ask
