[epiar-devel] Game Play

Matthew Zweig thezweig at gmail.com
Tue Nov 10 00:51:22 PST 2009


Also, unless you want to email patches, I suggest starting a github  
account, forking my Epiar, and learning the basics of git.  The entire  
team has migrated to git recently so we're all learning right now.

If you know Lua we can definitely use some help working with the AI,  
UI and gameplay.  Getting Tag to work in Epiar was interesting, and is  
technically a game, but it definitely isn't the end goal for anyone  
involved.

If nothing on trac or the roadmap look particularly appealing, feel  
free to scratch an itch.  Is the AI too dumb? Do you want to be able  
to select ships?  Do you want to 'land' on planets?  Something else  
completely?  We'd love to hear ideas for what you think Epiar could  
be.  Of course, we'd much rather see you implement those ideas than  
just tell us, but we'll take good ideas nonetheless.

A great way to move things forward is to work on a minigame or  
scenario.  For example, I tried to get a flock of Boids and then a  
game of Tag.  The problems I had to solve to get the minigames working  
helped flush out some of the missing Epiar features. Tag is definitely  
not the final goal, but it's a step in a good direction.

~Matt (knowknowledge)

On Nov 10, 2009, at 12:15 AM, Chris Thielen wrote:

> Hey Shawn,
> 	No, we're not changing the game away from its original genre or  
> gameplay at all. We rebooted the source code about a year ago and we  
> have to re-write a lot of things that we once had. Eventually what  
> you see as 0.7.0 will have all the menus and splash screens and  
> features of 0.5.0, except much better graphics, sound, gameplay and  
> extendibility.
> 	To be clear, the 0.7.0 code does require OpenGL and the original  
> 0.5.0 did not. Most every relatively modern desktop computer on the  
> planet (and even millions of mobile phones) has decent OpenGL  
> support. With OpenGL's hardware-accelerated graphics, we'll be able  
> to add new types of eye candy not possible earlier.
> 	The trac is more or less up to date: we use it most daily but I  
> haven't checked the consistency of every page.
> 	The best thing to do would be to grab the source via github at http://github.com/knowknowledge/Epiar/ 
>  and get it compiling. Explore the source tree and see what you  
> think: maybe it's too complicated, maybe it's too juvenile.
> 	Version 0.1.0 is done and will be released this week (we rebooted  
> the source code so we're rebooting the numbers. I think this will  
> lessen the confusion as well), but the roadmap (http://epiar.net/trac/roadmap 
> ) shows where we're going. Perhaps there's a task on it or a future  
> task or an entirely new task you'd like to tackle.
> 	I'd suggest hanging out in #epiar on irc.freenode.net, most notably  
> between 5-11p Pacific time (not necessarily that whole time but  
> that's when we tend to drop in).
> 	And of course, feel free to ask questions on epiar-devel: this is  
> the best place to hold a thoughtful discussion with all the  
> developers. IRC (#epiar) is good for meeting people and discussing  
> grand ideas or doing walkthroughs but thoughtful specifics seem to  
> come better in this more patient medium.
>
> - Chris
>
> On Nov 9, 2009, at 11:26 PM, Shawn Reynolds wrote:
>
>> Hey Guys,
>> So I got the epiar built in windows using MVS and I launched the  
>> game.So I am kinda lost because the v 0.5.0 and v.0.7.0 seem  
>> different. The new version v0.70 looks like tag and v 0.5.0 that I  
>> downloaded from the web had a menus and plash screens. Also the new  
>> version needed directx where i think the old one was open gl. Did  
>> you guys drasticly change things in these versions or am I missing  
>> something? So I guess what is the goal over where the game is going  
>> are we getting tag working good, If you want I could write some ai  
>> for the enemy ships, or do something else. Do the ships need the  
>> ability to shoot? Are the tickets in trac actually all up to date?  
>> Should i just grab one of the open tickets and start implimenting  
>> the feature. Anyway some guidence would be nice...
>>
>>
>> Thanks
>>
>> Shawn
>>
>>
>>
>>
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>
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