Blog Archive for September, 2009
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by gekido on Sep.30, 2009, under Combat Spec Ops
Now that I have the basics of the game structure in place (how I want to handle the base interface notwithstanding), I’m knee deep in stats. Stats like how much each item that you can purchase will cost. Stats to determine how much each type of soldier will cost to recruit. Stats to handle how much it will cost to transfer equipment, soldiers and vehicles from one base to another. Stats to handle when / how often Terror alerts should be spawned. Stats, stats everywhere, yet nor a map to play.
by gekido on Sep.26, 2009, under Unofficial GameCore Blog
Been awol for a few days, which I’m blaming entirely on Fallen Earth, the first MMO that I’ve played that is ACTUALLY FUN — what a novelty. Anyways, you can read more about that on my alter-ego site, GekidosLair. Back to business ;}
I’ve written a bit about the work that I’ve been doing on C:SO’s high-level game structure and whatnot, so I feel that it’s time that I give a bit more detailed ‘under the hood’ glimpse at what exactly this means.
One of the better / cooler features of GameCore is that it allows you to get in and start getting your content into a world and playable very quickly. However, not much has been written about the high-level game structure and organizational side of developing games with GameCore.
by gekido on Sep.20, 2009, under Combat Spec Ops
Doing a fairly large housecleaning pass on the website — things are getting a bit out of control, so I’m working on breaking the ‘game site’ section apart from the blog areas to clean things up. Apologies if things look a little wierd along the way, but hopefully it will be worth the effort ;}
by gekido on Sep.15, 2009, under Combat Spec Ops
There’s an going on over at ‘The Selling Game’ blog discussing the Six Days game that was cancelled recently and the larger issue of whether games should tackle serious topics like war and politics.
by gekido on Sep.15, 2009, under Combat Spec Ops, Unofficial GameCore Blog
Now that I have the high-level structure for the game implemented, it is very easy for me to add the additional ‘modes’ and screens that the player will go through in the game. Case in point — Weapon Customization. Technically it’s not appearing where I want it to yet, but the nice part is that I can just add it as a mission in the campaign, wherever I want it to appear, and the game will automatically load & execute the mission — almost as a self-contained module of sorts. This lets me bundle together pieces of functionality (for example, the customization system) and then re-use them as necessary by essentially triggering them as mini-missions that the player has to complete in order to continue.
Mission in this context is more a self-contained module that gets executed — missions can load custom worlds (or not), execute custom scripts ( like the customization system) or not, launch cinematics (or not) and all kinds of fun stuff. In this manner, everything from the Base management system, to the character customization, to the individual ‘real gameplay’ segments (ie the deployment of soldiers into the field) can all be managed the exact same way without needing a billino special case flags and scenarios that need to be taken into account.
Not only that but it also implements the full User Profile system that GameCore supports as well as SaveGames, so as I flesh this out further, all I need to do is set a few variables, call ‘save game’ and the results of that particular module (whether it’s a weapon customization screen, base management or actual ‘Mission Profile’ against the badguys) are accessible from the rest of the game.
Modular design == good.

