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SidraX, 2D Game Engine

Started by tmack Sep 12, 2005 at 9:36 PM 9 replies 1.2k views
Original Post
tmack
tmack
Team name: Sidra - This is not a registered name. Project name: SidraX Brief description: Frosty and I have started this project in early summer of 2004. We worked on the engine in Visual Basic 6 (the source code can be found here.). When the summer ended, and school neared we slowly worked on the project, eventually it came to a complete hault. When christmas vacation of 2004 started, Frosty and I started working on SidraX VB once again. This is when we released 0.9.8, our latest and last version. That is when we decided Visual Basic 6 is not going to meet our needs, or requirements. We dropped the VB6 project, and a few days later released the source code for others to learn from. SidraX VB was more of a steep learning curve for the both of us. I have learned UDP/TCP protocols and Winsock API. Frosty has learned DirectX7 and DirectDraw. This summer, we have decided to work on our real project. At the moment, I am currently developing the level editor in C#. Once the level editor can save and open levels, I will to work on our game server. Our current C++ engine is now called SidraX, and our old SidraX engine has been changed to SidraX VB. SidraX will be developed using OpenGL. In the future, we will support both DirectX9 (or the latest technology) and OpenGL. Hopefully, in the far distant future, we might be able to hook all our Mac and Linux friends up. Target aim: Right now we're sticking with being freeware. In the future, it could be possible we will charge $5-$10 USD for a monthly or yearly subscription to help pay for our game servers. Compensation: At the moment we are unable to pay anyone helping us. We're currently renting a dedicated server from Layered Technologies, that I personally pay for with no help at the moment. Since we cannot pay any of our staff, we will offer them free and unlimited bandwidth for their own personal website (blogs, game site, etc). Technology: The game engine and the game server are being programmed in C++. The level editor, and other tools, are being programmed in C#. Our development tools: Dev-CPP 5 Microsoft Visual Studio 7 Talent needed: Pixel Artists- We're looking for anyone who has the ability to make pixel artwork. You must be able to make sprites or basic tiles. Right now we're looking for basic tiles: Trees, grass, paths, houses, etc. Our tiles will be 16x16 (as of late, any questions e-mail me). Right now we're getting very close to developing our rendering system. Because of this, we are trying to stay away from using royalty free graphics, or even ripping graphics from a game. This is not our goal. If you can produce tiles for us, and get things done then you're what we need. Web Artist- Anyone who can make creative buttons, banners, sigs for the forums, help with website graphics for the future of making the official game website. Sound Effects- Although it's not really important at the moment, we are looking for someone who can make sound effects. Musicians- Not as important at the moment, but we are looking for someone who can create medieval type music. C++/C# Programmers- We're not in the need of any programmers quite yet. If you're a C++ or C# programmer, and think you could assist us in creating tools then contact me. We will not refuse anyone willing to help. Team structure: Thomas Mack (mack)- I'm the original founder of Sidra. I have had this project for about 7 years. I won't mention names, but I used to do level design for some other games which is why I never got around to making my own game. Right now I'm the website designer and programmer. My current project I'm working on is the level editor which is made in C#. After it's complete, I will be working on the game server, and all of the database programming. John (Frosty)- Frosty has the heavy task of programming the game engine. After the engine is functional, he will be assisting me in creating all the tools (perfecting) and of course perfecting the game server. Frosty and I have been loyal to Sidra for a extremely long time. We work together, not as one, but as a team. If Frosty needs help with something, I give him all my assistance and help him solve any problems. He does the same for me. We're the perfect team. Now we're looking for people to give us a hand. The original idea of making the game engine started when we created SidraX VB. Although it was more of a learning curve for us, we do our best to get what we want done. Website: You can find our website at SidraHQ.com Contacts: You can post on our forum at: http://forums.sidrahq.com Or you can e-mail me at mack@sidrahq.com If you do not get a reply with in 24 hours, try posting on our forums instead as I might NOT have received your email (our mail server isn't perfect). Additional Info: Right now our C++ engine is being developed. However, if anyone is interested I can provide a screenshot of the level editor (it's not much, I'm working on the renderer right now). The most we have to show is the SidraX VB Source Code located here. Actual Game: The actual game will be medieval based. We have not fully developed our story. There will be a multiplayer version and a single player version. If you have any questions, contact me via e-mail. We're waiting to get more staff, so we can create a creative game. Feedback: Tell us what you think.
Kalore
Kalore
I may be able to do pixel art.. but umm.. 16x16? even for sprites? I dunno.. thats really small..
tmack
tmack
Quote:
Original post by Kalore
I may be able to do pixel art.. but umm.. 16x16? even for sprites? I dunno.. thats really small..


Right now we're not 100% sure, but the tiles are going to be 16x16 and the sprites will be PROBABLY 32x32. I'm not sure, yet. Frosty and I will discuss it tonight, though.
Kalore
Kalore
I would guess that your sprites would be at least 64x64... 128x128 would look the best. Just a suggestion. Keep in mind that the larger the sprite.. the longer the game will take...
tmack
tmack
Of course. It depends really how the sprites look in-game.
Kalore
Kalore
well.. if you need a bit of concept.. I could draw a few for you.. if you need sprites.. I guess I could create a sprite sheet for you that you could use for the rest of your characters.. just give me the specifics and give me the credit when its due :D
tmack
tmack
Quote:
Original post by Kalore
well.. if you need a bit of concept.. I could draw a few for you.. if you need sprites.. I guess I could create a sprite sheet for you that you could use for the rest of your characters.. just give me the specifics and give me the credit when its due :D


Could you email me?
Kalore
Kalore
yes I will e-mail you. Actually.. I am unable to find your e-mail.. wanna update me?
tmack
tmack
Quote:
Original post by Kalore
yes I will e-mail you. Actually.. I am unable to find your e-mail.. wanna update me?


My email is: mack@sidrahq.com.

Thanks
tmack
tmack
We're currently making concept art and we should be able to post it in a few days.
tmack
tmack
We do not have concept art yet, but this might be of interest:
http://forums.sidrahq.com/forum_posts.asp?TID=32&PN=1

(this is quoted from the above, the full version is on the forum)
Quote:

1. What was your first game project?
Nope, SidraX VB was our first. Frosty did most of the game engine, I added music and a few touch ups, and started to implement multiplayer using a TCP and UDP server but we decided Visual basic would not meet our requirements.

2. How long have you been working on Sidra?
Our domain, www.sidrahq.com, was registered August of 2002. Check yourself here: http://whois.sc/sidrahq.com

Before we purchased the domain, we were actually a *gulp* Graal playerworld. That is where I became friends with Frosty. So you can say I knew him since, probably before, 2000-2001 or so.

3. What special skills/experience have you brought to this project?
Dedication. You will find out that I'm very dedicated to Sidra. Everything comes after Sidra for me. Except school and work, but I don't have a choice on that :)

4. Which part of the game's development do you specialize in? (gameplay, concept art, writer, lead programmer, etc)
Founder. However, Frosty and I are now equal since if it wasn't for Frosty's dedication, Sidra would not be here today.. since he has basically taught me everything I knew.. :) He's like my nerdy brother. But he's not :X

5. Favorite game and what drew you to this project?
My favorite game is Battlefield 2, duh. Really, I'd have to say I started Sidra before I started Graal.. but I was just learning, and of course, I didn't know anything about computers. I got my first PC in 1997. I used to make games in RPG Maker. It was so much fun! I would spend many, many, many hours doing it. Once I started getting in to using the computer more often a few months after we got our first PC, I made my first website. I had a friend who owned a big Zelda website that helped me learn *gulp* HTML. From there, I made websites non-stop.

Then came Graal. I found Zelda Online on some Zelda website, and played the little java Graal. Found a link to the actual Graal game, and begun playing Graal around version 1.2 or so. Not sure exactly when. From there I played a lot of Graal. When I started making levels, I got my first playerworld (that's whole different subject, haha). My last year or so of Graal, I began playing with ASP (VBScript) and learning it. I went from Microsoft Access, and hated it with a passion. From there, I moved on to SQL 2000 which my friend provided me access to on his server. I finally learned SQL2k, and so far I mastered: MySQL, SQL2000, and SQL2005. This includes setting up, managing it, and using it. Everytime I program, I try to learn new and faster methods before using my normal method... if you know what I mean.

1. Ideally, how will the battle, item & economy systems be designed?
Frosty is making singleplayer (I'll be helping with level design, he's doing story wise).

The battle system will be real time. Think of zelda, and that's your answer. You will be able to use magic, however, magic will not let you teleport or become invisible or anything like that. Just for battling, nothing more, nothing less.

I haven't really thought of it much, since my thoughts been into the level editor lately.. but here goes ideas off the top of my head.

The economy system will be 100% player ran. The only thing really NOT being play ran will be stores to purchase items. That will be NPCs, which comes down to good ol' Lua. Here is some Lua here.

Basically, Sidra will be island based world. There will be ocean (no, not Wind Waker Ocean). There's a giant island, which is the main land. It's surrounded by bays, inlets, islands, etc. I'd show you the map we made so far, but it's a bit ugly. Thanks to frosty. I'll probably be redoing it very soon, giving it a bit of a "graphical" touch to it. Expect to see it in the coming weeks.

As I was saying, there will be pirates who can attack ports, steal stuff from the stores, and commit crimes, etc.

There will be a government for each kingdom (or whatever you say).. and there will be wars against kingdoms, etc.

2. Ideas on a player's progression? (leveling, training of skills, earning experience, tec)
Good question. I haven't got this far, so there's no need to lie to you. But I will say that leveling up, training of skills, and earning experience will probably not be in the game. The only experience you will get is when you complete quests, get new items, sword power ups, etc. Heck, if you have a level 20 sword and someone else has a level 2 sword, then I guess it can be like a leveling up system? :) Maybe we can implement some kind of armor system instead. A newbie, with level 1 armor, takes more damage from a level 2 sword then a newbie with level 4 armor.

There could be a experience system, or point system, I won't say yes to it but maybe if you use teamwork, and help newbies, and you're part of a clan or something then you can gain points. It's all what we decide to do in the future.

3. Ideas and plans for puzzles/quests/plot points and level design?
We have not designed this yet, and once again I will not lie. Once I get Orry (our story writter) back into the swings of things, I will get him to give me some ideas of a quests, plots, and puzzles. There will be minigames and what not. For example, I remember Graal 2001 had survivior. That was the best thing ever made. Two teams started off on the opposite side of a island. They had to run to the other sides ship and grab something, and make it back to their base. I guess that's capture the flag.. but stuff like that is fun. Of course, I will develop a map of the dungeons, castles, quests, etc when we have more developed.


4. What is your ideal choice of interface for play? (gamepad, keyboard, mouse, mixed?)
Not much with the mouse. It will most likely be the same as SidraX VB. Movement and all. Of course, better. Not to mention-- all the levels will be seamless! Which I think is great :) We probably won't support game pads right away, but once we have most of our features implemented we will add it in a later version.

5. What do you envision the finished product to look like?
A game where there are kingdoms, pirates (with ships! ), monsters, and a great community!

about the content -
1. What is your plan regarding the plot/backstory of the game?
Frosty says he's in charge of this, and I really don't have a mind so maybe Frosty and give you a preview? If you don't get one, yell at Frosty.

2. What are your thoughts on characters/archetypes/professions ?
If you're talking class wise, there will be the basic classes (not sure yet, talk to Frosty or Orry.. I'm the freakin server guy!) My focused class will be the pirates! Arrr mate!

3. How closely do you plan to follow the geography/landscape/monsters/architecture of the Zelda games?
Well, our game is not going to be another Zelda clone. However, though, The Legend of Zelda: A Link to the Past clearly had cartoonish graphics. Although they are great, and the style is wonderful.. but we plan to use a little bit more of a realistic look to our game. Of course, our pixel artist might not like that so I guess it's more or less what the pixel artist wants. But keep in mind, the size of trees, houses, etc, will be the same as Zelda. Because I hate RPG Maker-looking-games. Characters that are bigger then trees don't go well with me!

4. Where do you feel you would like to (or simply must) differ & improve upon the geography/monsters/story of the original?
Ay, mate. I have no got that far.

5. Your thoughts on character customization and differentiation?
This is up to Frosty, since he is the engine guy... but I'm sure there will be ways to 100% customize your character with little or no limitation.


As a side note, what I've said might not be accurate but mostly are my ideas. A lot of things I mentioned were talked about for about one minute, and forgot about. Since the engine is in early stages, we really have no discussed this much.

But keep in mind, the reason why I want to start the Sidra community up right now is because I want a game that is for the players, and our community to be a very big part of our development!

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