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View Code? Open in Web Editor NEWGaveldor 2: The EnGaveling - A game for CMS.611 (Fall 2012)
Gaveldor 2: The EnGaveling - A game for CMS.611 (Fall 2012)
That is, the UI should be able to display a main screen, instructions screen, credits screen, and actual gameplay.
This is the definition of Iteration 1.
Kingdom of Ambidextria
Ping Todd if you need help.
One of the things we discussed that might add humor to the game, are random comments that can be sent to your opponent as humorous voices. "Your mother was a limp fish!" might be an example.
The idea was credited to Age of Empires 1.
This implements the logic of the board in terms of terrain, piece locations, etc.
We need three initial maps, with terrain, that we can start to use for developing further gameplay.
Create the main screen and general UI assets.
Build and submit the final deliverable (as .exe or .app or whatever works best) to Stellar.
We need a blank map (in whatever our final format will be) for use on the initial gameplay testing for iteration 1.
Create the base abstract class or interface that should hold the design for the player controller. Design it such that a network can be abstracted behind it.
We should experiment with different win scenarios/game modes.
Some ideas have included:
We need credits for the main screen.
Include assets and dev team.
Maybe include special thanks (play testers, staff, etc.)
This handles the game logic including the current state (player 1's turn, player 2's turn, game over, etc.) and determining actions to send.
We need to define the Unit class that will be sent over the network. This is different from the Piece abstract class.
We need sound effects for the first iteration. For now, you can pull from gaveldor 1.0 if you must, but try iterations please if you have time.
We need rules for the Instructions page.
main page buttons
Implement the RemotePlayerController class based off the PlayerController abstract class/interface.
Implement the LocalPlayerController class based off the PlayerController abstract class/interface.
We need background music (and maybe a few different pieces) by iteration 2.
This is the action class, for any and all actions, that should be sent over the network.
Create assets for the displayed board, including the hexagonal tile outlines. Break this into multiple items if you think necessary.
Create assets for the different types of terrain we have. At the time of writing, these terrains have not been finalized.
Create the assets for each individual game piece. Feel free to break this into smaller components if you wish.
Create the terrain abstract class that will be extended to implement terrain.
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