Posts with Tag: gamecore
by gekido on Jan.26, 2010, under Unofficial GameCore Blog
Somewhat unrelated, but a game that I worked on during the ‘day job’ just went live. It’s called ‘MetaJets’, is free-to-play (on PC / Mac), features global leaderboards and many other cool new features.
Go check it out!
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.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.
by gekido on Aug.28, 2009, under Combat Spec Ops, Unofficial GameCore Blog
Spotted a discussion on the GameCore forums regarding a turn-based game, and mentioned that the simple RTS experiment that I’ve been working on would be somewhat of a starting point for developing this.
by gekido on Aug.28, 2009, under Unofficial GameCore Blog
found a cool wordpress plugin called ‘OurToDoList’ that allows me to manage and update a todo list that I can then share with y’all via a sidebar widget (via a seperate plugin). So, as I come up with random delusions of grandeur, I can actually track these things and see if I make any progress with them in any way, shape or form ;}
We do have an internal project tracker / bug list for GameCore and our internal projects, but for these random thoughts / ideas I really just needed a simple todo list — which this is.
Also added a contact us page to the site — if you have specific questions or thoughts regarding C:SO or anything I’m rambling about, feel free to give me a ping.
