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DarkBASIC Discussion / doing a simulation game

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Bluestar4
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Posted: 13th Jan 2006 13:43
I am prepearing to start work on a sim like project and was wanting some input from people. should I do it using a matrix changing the tiles when the user builds a new building {limiting the user to only build on tiles } or should I use actual 3d objects which allows the user to place the objects anywhere {user not limited to only building in speciffic tiles }
comments ? suggestions ?

Bluestar4~
UFO
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Posted: 13th Jan 2006 13:49
I think you should use a matrix, because most sim games use tiled based engines, and it will be easier with ai later on...


Hippopotomonstrosesquippedaliophobia-Fear of long words
Bluestar4
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Posted: 13th Jan 2006 14:48
either way I still have to use a matrix so its kinda a matter of whether or not to make it completely matrix based.

Bluestar4~
UFO
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Posted: 13th Jan 2006 15:47
Well, I think it should be tiled...not where you can position stuff anywhere you want. Then you can use arrays easily, and it will make ai much easier than if you can position them anywhere.


Hippopotomonstrosesquippedaliophobia-Fear of long words
Jack
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Posted: 13th Jan 2006 23:14
But if it is a big level use a 3d model as matrix to speed up your game

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Bluestar4
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Posted: 14th Jan 2006 09:36
I have come to the conclusion that any route I take when I do it this project will require a bit of time, so I might as well plan it out now before I commit to a speciffic format. I do believe as ufo and others suggested that a tile based one would be the way to go, however, this means i will have double the work to do on the artwork...however, if I used models , I could always use the tiles on the matrix to enhance the overall appearance of the game.. as in adding scapel texture to the floor when the building is going up and stuff like that.. I believe this way would prove to provide the best graphical experiance for the user. the disadvantage to this approach would be that the overal exe might be significantly larger due to all the extra files and the ai would be slightly harder to program.

Bluestar4~
UFO
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Posted: 14th Jan 2006 14:34
Well, think of it this way:
No matter what, it will be tile based. Either the ground will be split up into large tiles(like 5 units) or each unit will be a tile. If you do this, you will have to use every unit as a tile when doing ai. It would require large map arrays and that kind of stuff. Here are some examples of tile-based sims:
Sim City 1,2,3,4
Sims 1&2
Command and conquer
and almost all other sims. It doesn't really look tile based, because you can't see the grid, but it is still tile based.

I'm not trying to stop you from doing it this way, and it might not even be that hard, or it could be harder. I'm not an expert at this, but I know that it will be harder not being tile based than if it is. If you have an idea for how to do this, go ahead I'm not trying to stop you.


Hippopotomonstrosesquippedaliophobia-Fear of long words
Bluestar4
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Posted: 14th Jan 2006 17:23
yeah, it will definately have atleast 1 main matrix for the ground. I did some thinking last night on it and I think I have a plan that might work really good... but one thing is for sure..... the ideas I am getting will possibly take DBC to its uppper most outer limits in deep space......

Bluestar4~

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