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Author Topic: Seegurke - A Naval Minigame  (Read 6910 times)

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Glocke

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Seegurke - A Naval Minigame
« on: October 29, 2015, 01:12:48 pm »
Hi,

I just started a mini project about naval combat. The major inspiration was the third chapter of "The Curse of Monkey Island", which offered a very fun naval combat system. So I started a small prototype, because I'd like to build such a minigame as standalone application. The project's name is taken from the German version of Monkey Island 3; the name of Guybrush's ship is "Seegurke".



The code and art can be found on GitHub: https://github.com/cgloeckner/seegurke - it's build with C++11, SFML 2.2 and Thor 2.0, a CMake script is contained.

The current features are very limited, because I just started: Moving (W/S) and stearing (A/D), as well as shooting (Space) are implemented. Another ship is moving, but no collision is implemented yet (neither between ships nor between ship and cannonball).

Hope you like it anyway ^^ As I have enough time, I'll enhance the code. So keep in mind: It's only a prototype.
Current project: Racod's Lair - Rogue-inspired Coop Action RPG

SpeCter

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Re: Seegurke - A Naval Minigame
« Reply #1 on: October 29, 2015, 01:41:28 pm »
Hi,

I just started a mini project about naval combat. The major inspiration was the third chapter of "The Curse of Monkey Island", which offered a very fun naval combat system. So I started a small prototype, because I'd like to build such a minigame as standalone application. The project's name is taken from the German version of Monkey Island 3; the name of Guybrush's ship is "Seegurke".



The code and art can be found on GitHub: https://github.com/cgloeckner/seegurke - it's build with C++11, SFML 2.2 and Thor 2.0, a CMake script is contained.

The current features are very limited, because I just started: Moving (W/S) and stearing (A/D), as well as shooting (Space) are implemented. Another ship is moving, but no collision is implemented yet (neither between ships nor between ship and cannonball).

Hope you like it anyway ^^ As I have enough time, I'll enhance the code. So keep in mind: It's only a prototype.

I like it so far and as an old adventure lover I love the reference to Monkey Island 3(one of my all time favorites).

I'm even tempted to make a little/simple AI sandbox out of it :D

G.

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Re: Seegurke - A Naval Minigame
« Reply #2 on: October 29, 2015, 02:26:16 pm »
It also looks similar to Overboard on PS1. (great game)

Ztormi

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Re: Seegurke - A Naval Minigame
« Reply #3 on: October 29, 2015, 03:02:19 pm »
It also looks similar to Overboard on PS1. (great game)

Oo I remember Overboard, that was so much fun. There were different powerups so you could fire all kinds of silly shots and broadsides.

SpeCter

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Re: Seegurke - A Naval Minigame
« Reply #4 on: November 02, 2015, 10:04:11 am »
From the first looks at the code and the game running you seem to be framerate dependend in some parts.
If the game runs to fast, the cannonballs just scale up to infinity until they are slow enough to be deleted.
At the moment I'm trying to build something out of it in conjunction with chaiscript :D

Glocke

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Re: Seegurke - A Naval Minigame
« Reply #5 on: November 02, 2015, 10:13:07 am »
From the first looks at the code and the game running you seem to be framerate dependend in some parts.
If the game runs to fast, the cannonballs just scale up to infinity until they are slow enough to be deleted.
Yeah, it's just a prototype, yet :D

At the moment I'm trying to build something out of it in conjunction with chaiscript :D
Feel free to notify us about your results :)
Current project: Racod's Lair - Rogue-inspired Coop Action RPG

SpeCter

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Re: Seegurke - A Naval Minigame
« Reply #6 on: November 02, 2015, 11:36:31 am »
From the first looks at the code and the game running you seem to be framerate dependend in some parts.
If the game runs to fast, the cannonballs just scale up to infinity until they are slow enough to be deleted.
Yeah, it's just a prototype, yet :D

Just wanted to mention it, maybe you didn't encounter it because your driver has vsync enabled by default.
On my computer it goes so fast, you just see a giant flickering for a split second.

At the moment I'm trying to build something out of it in conjunction with chaiscript :D
Feel free to notify us about your results :)

Will do, at the moment I only can set the ship moving and rotate it :D

Glocke

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Re: Seegurke - A Naval Minigame
« Reply #7 on: November 02, 2015, 01:16:57 pm »
Just wanted to mention it, maybe you didn't encounter it because your driver has vsync enabled by default.
On my computer it goes so fast, you just see a giant flickering for a split second.
Yeah, my graphics driver is vsyncing by default. So I just added a frame limit, thanks!

Will do, at the moment I only can set the ship moving and rotate it :D
Ah right, you're doing AI as you mentioned before :D
Current project: Racod's Lair - Rogue-inspired Coop Action RPG