Archive for the ‘Infinity-X.com’ Category

Infinity X Speed issues

Monday, July 23rd, 2007

It seems rather odd to have speed issues already, but I’ve figured out why. I knew it had something to do with the minimaps I added, since that caused the fps (frames per second) to go down from 50-60 to 10-15. Yah, not good. At first thought it seems inconceivable for just two small parts to slow it down that much, but then I’m drawing tile per tile, so I’m drawing 64×64 (in other words 4096) tiles to create the minimap, and I do that twice. It still seems like a low number (knowing most recent games have 3d models each containing 10-20,000 polygons each), but it’s more than the 500-1000 I was thinking of. It’s been a while, so I’ve had some time to think of possible solutions, and I’ve come up with three (so far).
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Infinity X release v0,00001

Sunday, July 22nd, 2007

new version: 0.0001 (no it’s still not a real version)
http://www.infinity-x.com/downloads/
same as before, except the code is better supported. This makes adding a unit fairly simple (and thus easily automated).

    This code will be used for:

  • Start of game (Planet landing). Will give player a mine (max 10 mats, 8 fuel; any mine mines 16max so 10+6, 9+7 or 8+8; will possibly give 1 gold, dunno yet), a power thingie (small one, takes 2 fuel gives 1 power (which is used by mine), and a fuel storage (with 2/50 fuel, just enough to run the power thingie for one turn. Note: in this case, if you DO run the power but DON’T run the mine, you’d be permanently fucked. Solutions: shut down power when not used/needed (could still screw yourself later on - although who turns off all their fuel-gathering mines?); or enable power generators to run on fuel to-be-generated (which is a more difficult way to code etc - and shouldn’t really be necessary - on the other hand, destroying all the opponent’s fuel storages shouldn’t be a valid technique either. Perhaps have power generators store 25 fuel like mines store 25 material?)).
  • whenever builder units build a… unit (engineer/constructor finished building a building; or building finished building a vehicle)

Infinity X release v0,000001

Sunday, July 22nd, 2007

new version: 0.00001 (no it’s still not a real version)
http://www.infinity-x.com/downloads/

same as before, except i added support for units (buildings), vehicles (land vehicles, amphibious vehicles, sea vehicles and air vehicles), and even infantry (marines and infiltrators).As it stands (meaning hopefully i’ll add it in the future), the following fields are included for:
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Infinity X release v0,0000001

Sunday, July 22nd, 2007

the pre-pre-pre ‘check it out’ release.
http://www.infinity-x.com/downloads/

What’s what:
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Infinity X - Game Design - A first look

Sunday, July 22nd, 2007

There’s a lot of info here, so if your time is short you can skip the third and fourth paragraph (not counting this one). Not that it’s not useful (… i didn’t delete it) but some of us just aren’t as bored as I right now Wink

a map would be created with tiles, each either 32×32 or 64×64. Since a variable zoom feature (you can zoom anywhere from say world map to really really close - ‘anywhere’ possibly and probably being at least 10 choices). Maps will be various sizes, some perfect for quick close-combat (not my favorite, btw), others more suitable for long-term build-up (unless the AI has a say in it Twisted Evil). I’m not sure, but if any unit is one tile, and a building can be either small (1tile) or large (4tiles), i suppose small maps of 50×50 would be suitable (i think, obviously haven’t tested it yet), while bigger maps could be… 400×400? Too much… 100×100 and huge 200×200? Perhaps maps should be 50×50, 75×75, 100×100, 150×150 or 200×200, nicknamed (for example) tiny, small, medium, big, huge.


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