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3d Vassalish Project

 Post subject: 3d Vassalish Project
PostPosted: Wed Jul 22, 2009 4:53 pm 
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I have quite a lot of experience at making 3d computer games, including several Real Time Strategy games. Here are a few shots of my last RTS in action:





Given that Vassal seems to be in the process of being shut down, I'm vaguely considering making a vassalesque program for playing Epic (and theoretically many other wargames) online. If I make it, it'll be in a full 3d engine rather than the 2d sprites of Vassal.

I've never actually used Vassal, but as I understand it, it provides a basic framework whereby you can place and move units around a map, and roll dice, and the players effectively provide the rules. Is this correct?

If I were to put such a program together, would there be much interest in using it?




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 Post subject: 3d Vassalish Project
PostPosted: Wed Jul 22, 2009 4:55 pm 
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That looks like a game I once worked on... heh. :)

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 Post subject: 3d Vassalish Project
PostPosted: Wed Jul 22, 2009 4:57 pm 
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Quote: (Evil and Chaos @ 22 Jul. 2009, 16:55 )

That looks like a game I once worked on... heh. :)

You worked on it for two weeks, I worked on it for years...

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 Post subject: 3d Vassalish Project
PostPosted: Wed Jul 22, 2009 4:59 pm 
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Yeah but without me you'd just have guys running around in a void. :))

I agree that something pretty cool could be done with the DP Engine.




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 Post subject: 3d Vassalish Project
PostPosted: Wed Jul 22, 2009 5:01 pm 
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Nah, I knocked together a few test maps in a terrain generator.

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 Post subject: 3d Vassalish Project
PostPosted: Wed Jul 22, 2009 5:26 pm 
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I'm interested, but I'd be more interested on how you'd get past the GW Legal hurdles that Vassal tripped over.

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 Post subject: 3d Vassalish Project
PostPosted: Wed Jul 22, 2009 11:53 pm 
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Quote: (Moscovian @ 22 Jul. 2009, 17:26 )

I'm interested, but I'd be more interested on how you'd get past the GW Legal hurdles that Vassal tripped over.

There will be absolutely no GW IP involved in the released engine. It will come with a built-in module for a generic "Battle Wars" game, but will also include detailed instuctions on how to make modules to play different games (which will be very easy to do).

If people then decide to share such modules around on forums such as this one, that's not my problem...

I've been thinking about how it'll be done, and the best idea I've come up with is basically a "virtual tabletop". There'll be a plain board and you'll be able to move and look around it, and there'll be four buttons at the top of the screen, each of which brings down a "box" full of objects.

One will have terrain, which can be simply placed wherever you like on the board.

The second will have units for your selected army, defined in the external module for the game. These will again be easily placable onto the tabletop from the box, and movable once on the tabletop. I'll make it so it displays the distance a unit moves (in cm or inches depending on module), so both players can see units are moving legal distances.

A third will have a selection of different coloured counters (for tracking shield, wounds, DC, blast markers, or whatever the needs of the game being played). These will be placed and moved similarly to the units.

The final one will open a box for rolling dice (visible to both players of course). I'll initially only have a selectable number of D6 to roll, but I can easily add other options later on.

Interface-wise it'll be as user-friendly as I can possibly make it.




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 Post subject: 3d Vassalish Project
PostPosted: Thu Jul 23, 2009 12:00 am 
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I'd certainly be interested - I played VASSAL and if you can make it more easy to use than that then you've got me sold.

It seems like an insane amount of work to me, but then I'd have thought the same of some of the other projects on this forum!

As for legal issues, VASSAL works on the same principle (it is only Vassal40K module that is being sat on by GW legal, not the core engine itself), so you would probably be fine doing what you suggest, but someone would have to do a lot of work to make a module we could use to play games and THAT would have to survive GW legal's depredations.


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 Post subject: 3d Vassalish Project
PostPosted: Thu Jul 23, 2009 12:17 am 
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Quote: (Lord Inquisitor @ 23 Jul. 2009, 00:00 )

I'd certainly be interested - I played VASSAL and if you can make it more easy to use than that then you've got me sold.

Yes, user-friendliness would be my main goal. I loaded up Vassal once and couldn't work out how to get anything to work.


It seems like an insane amount of work to me, but then I'd have thought the same of some of the other projects on this forum!


It not actually a huge amount of work if I reuse code from some of my other games, and keep it as simple as possible. All it'll be will be a virtual tabletop on which to play games - applying and keeping to the rules of those games will be totally up to the players. Almost all of the needed code I have already done for various projects.


As for legal issues, VASSAL works on the same principle (it is only Vassal40K module that is being sat on by GW legal, not the core engine itself), so you would probably be fine doing what you suggest, but someone would have to do a lot of work to make a module we could use to play games and THAT would have to survive GW legal's depredations.


Yes, this is of course the problem, and equally why I wouldn't be releasing modules on a website, it'd be kept on the down-low, with the epic module probably only shared through a forum or even just PMs. If it did get GW spotted it wouldn't be too difficult to rejig it as "Non Ordered" and "Space Elves" etc.

I'll also make the modules as easy to build as possible. The graphics engine I'll be using can natively support either sprites or models for the units, so initially I'll just have simple sprite pictures of each unit, but if I get really bored I could import models from dawn of war or something.

Each army would be a plug-in module, so it'd be easy to update individual new armies and test varients etc. The modules would literally consist of a series of pictures (or models for the ambitious) and a file listing the name of each. That's all it would need to be.

I may well knock together modules for some other games as well of course, as I'll build it to be as modular as possible.

E&C wants me to have physics based actual dice rolling, but I'm resisting this.




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 Post subject: 3d Vassalish Project
PostPosted: Thu Jul 23, 2009 12:33 am 
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Zombo, sounds fantastic. I can give you a very detailed list of desires based on using vassel :)

Though vassel itself isn't being shut down, just the peoples site where they do a module for it. The module itself isn't even hosted there.

Check out the vassel epic forums for complaints/suggestions as well.

Anyway I'll do a detailed list of suggestions after I've had some sleep - also personally I don't care if its 3d or 2d, whatever is fastest to code!

(You could even fire vassel up easily enough to see how it works, tis not much of a download.)

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 Post subject: 3d Vassalish Project
PostPosted: Thu Jul 23, 2009 12:51 am 
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Quote: (The_Real_Chris @ 23 Jul. 2009, 00:33 )

Zombo, sounds fantastic. I can give you a very detailed list of desires based on using vassel :)

I'm going to be making it as basic and easy to use as possible, at least initially, just so it doesn't become some ridiculously long project that I never complete and release. Once I've got the basics working I can look at adding new features.


Though vassel itself isn't being shut down, just the peoples site where they do a module for it. The module itself isn't even hosted there.


Yes, I understand this, and obviously I'd face exactly the same problem. I've thought of doing this for a while, and the shutting down of the Vassal 40k module provides me with enough of an excuse to actually give it a go.


Check out the vassel epic forums for complaints/suggestions as well.


Link?


personally I don't care if its 3d or 2d, whatever is fastest to code!


For me, 3d is oddly much easier. It's the medium I'm used to working in and 90% of the code I can reuse from previous projects. Plus it looks sexier :)


(You could even fire vassel up easily enough to see how it works, tis not much of a download.)


I tried it once and couldn't understand it at all. I should probably take another look at it though.

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 Post subject: 3d Vassalish Project
PostPosted: Thu Jul 23, 2009 5:41 am 
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Quote: (Hena @ 23 Jul. 2009, 05:29 )

Would be interesting. However 3d might be a bit heavy to move lots of units in. This was the problem in vassal as well. Unless you can "project" the available move left somehow in real time.

Interesting. I wasn't actually planning on coding movement distances for each unit, I was just planning to display distances moved in real time and let the players both see, so it would be something the players could deal with themselves.

I could theoretically code movement distances for each unit, and then have a ring around them showing how far they can move in their remaining distance, but that'd be way more work.


Second problem is creating all the sprites (or what's the term in 3d games). That's going to take a lot of work.


I'll probably initially just use pictures of the models.




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 Post subject: 3d Vassalish Project
PostPosted: Thu Jul 23, 2009 1:21 pm 
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Quote: (zombocom @ 23 Jul. 2009, 05:41 )

I could theoretically code movement distances for each unit, and then have a ring around them showing how far they can move in their remaining distance, but that'd be way more work.

Ideally this would be the way for sure - you could click on a unit and an order and it would show a semi-transparant circle within which you can move to and which it would not let you move further than. Or something like that.

Much as 3D look prettier I hope could be desgined to be viewed from above too, so it'd be both? I've not played much 3D games but sometimes find moving around them and all the viewing angles overcomplicated and a pain, plus from above is the view you'll want to be able to copy and paste views from for playtest write-ups.


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