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Impera


impera log by Steven Shultz

IMPERA home page

GUI update

07/06/02 - 15:40


Beh! I think I'm going to use fltk instead.

Update & Latest screenshot

07/05/02 - 12:35


My first update in over a year.

I finally found a user interface I think I can use: it's Cpw (www.mathies.com/cpw/). I haven't touched the game in over a year, mainly because I couldn't figure out how to get a user interface to work with OpenGL. Well Jim Mathies, the creator of Cpw has taken care of that for me.



I think I will try to make a simple version and work on improving that.

In the meantime, check out freeciv - it's an open source civ-like game.The great thing about this game is that you can modify it any way you want. The downside, perhaps the graphics.

ps - I'm sorry if some of the images are no longer available. Someone was leeching my bandwidth and I got a nasty letter from my host.

Update & Latest screenshot

02/24/01 - 18:04


I've been quietly chugging away at the terrain generator. It's pretty much done: take a pull:


click for larger image (800x600, 27kB)

I think I'm going to start working on importing both of the "finished" graphics components into the MDI (Multi-Document Interface) Win32 framework I have. This should be fun...

ps FiringSquad (Thresh's web site) did a little write-up on the lack of the turn-based-strategy (TBS) games. The article asks if real-time strategy (RTS) games like Starcraft and Command & Conquer are making turn-based strategy games (like Civ2 and Masters of Orion 2) obsolete. I'm sorry but in my opinion, RTS games over-emphasize quick clicking. I spend half of my time trying to round up stray units like a sheep herder. I think there's "room at the table" for both. I love Civ2 but I also like to play Command & Conquer Red Alert2 once in a while. It's an interesting article, go take a look.

Update & Latest screenshot

02/06 - 10:42


I fixed the "seam" problem easily the other day. I haven't worked on it for a few days, but I'm sure I'll get back in the groove soon.

I'm really happy with the terrain engine. It creates, in my humble opinion, pretty realistic terrain. I already have in-place settings so the user or program can change the ratio of land/sea, the starting (therefore average elevation 'z'), the "roughness" or "smoothness" of the terrain...etc.
I even got rid of the "spottiness" of the prvious implementation.


click for larger image (800x600, 21kB)

Keep in mind that this globbe is only going to be the small map in the corner of the main gameplay screen. The main gameplay will take place on the tile-based system below.

Update & Latest screenshot

02/03 - 05:30


Good news: I got the fractal terrain generator done (well... pretty-much done).
I'm using the diamond-square method (thanks to Paul Martz's tutorial). I'm also using Andreas Löffler and Jeff Molofee's texture blitter code. (don't worry, they'll all get credit in the game).

Bad news: I get this ugly seam along the globe where the texture wraps. I still have to fix this. If anyone has any ideas, I'd appreciate hearing 'em. (stuff like "get a job" doesn't help).


click for larger image (800x600, 38kB)

Once I get this working, I can drop this and the stuff below into the MDI (Win32) interface I've got going. That will pretty much finish up the graphics "engine" (who am I kiddin?).

Not to tease, but after I did this fractal terrain generator, I was thinking that it wouldn't take much effort to use the Z (elevation) values for each tile in the code that draws the "flat" map (below) and therefore make the game truly 3D. I don't know if I want to go there though...

Stay tuned for more news...

Update & Latest screenshot

01/26 - 05:46


In my latest progress, I finally figured out how to get "selection" to work: if you're not into OpenGL, that's where if you click on the screen, it needs to figure out what tile you meant to click. Yeah, it's easy on lame 2D games where the you can just do some addition on the mouse coordinates, but when you tilt the whole map in 3D it gets kinda complicated. Luckily OpenGL makes this really easy once you get the hang of it.

Did I mention that the map size is basically unlimited? This map is 150 tiles wide and 300 tiles in height.

where do YOU want to go today?
click for larger image (800x600, 105kB)

Update & Latest screenshot

01/22 - 14:16


To take a break from coding up the game, I redid the logo. This one's also done in 3DSMax with zero modification in photoshop. The lo-res version doesn't do it justice...

Update & Latest screenshot

01/21 - 03:09


I've been working on my game a bit:
wrapping works - map now wraps correctly
ocean botttom pretty much complete - all shores adjacent to water have a "shoreline"
viewing fixed: user controls view with mouse... can rotate in all 3 directions + zoom
positioning map via arrow keys fixed
moving unit via keypad fixed -> especially along map left-right edge

What's left?
Oh, everything. Next up is fixing the "c" key centers the map on a given unit
... This work on the right, but not on the left.
I also want to get this imported into the MDI Win32 application framework I have running
I also need to fix the subroutine I have to draw the map onto a small globe.
And I need to fix the textures used for the "shore" and ocean bottom... and all the other textures
There's a ton more stuff to do...


Here is the latest screen-shot from my development:
screenshot 01/21/01
click the above image for a larger version






Latest screenshot

12/27 - 23:55


Here is the latest screen-shot from my development:

click the above image for a larger version

I have added gridlines and made some minor changes to facilitate easier addition of more textures (terrain "tiles").


 

Latest screenshot

12/27 - 00:22


Here is the latest screen-shot from my development:

click the above image for a larger version




Simple FAQ

updated: 12/27 - 00:22
12/18 - 19:10


update: 12/27:

When?
It just occurred to me that I didn't put up a date when I expect to finish the game:
Well, to quote a great developer "when it's done"
which in english means, 3 years from now...
Seriously, I hope to have a working beta by summer (Q2, 2001) but I may never get there...


original faq: 12/18:

What is Impera?

Impera is the tentative name for a game I am working on.

What does Impera mean?
Impera is latin for "rule" as in "to rule" or "conquer" (I think).

What will Impera the game be like?
I want to make a turn-based strategy game loosely based on Sid Meier's Civilization 2. I would also like to incorporate some cool features of other great strategy games like, Masters of Orion 2 and Norm Kroger's Operational art of war. I also want to use some things found in the original Avalon-Hill Civilization board-game.

What features will Impera have?
I don't know yet. I'm in the early stages of development and I still don't know how to do many of the things I'd like to implement, like AI (computer opponents) and Net multiplayer.

What stage of development is Impera in?
I am working on the basic graphics concepts. For example, drawing tiles, drawing units. I have many ideas on paper, with ways to implement them, but right now (12/18), very little code. Take a look at the sample screenshot (left).

I would like to contribute to your game...
if you would like more information or would like to help...

If Impera is ever released, what will it cost? Will you relase the source?
I would very much like to make the game free. I also plan to make the source available during development and have the source always be available.

Speaking of source, what are you using to write the game?
I am writing the game in Visual C++6. I am using OpenGL as the graphics API. I might incorporate DirectX 8 for keyboard/sound features, but I don't know yet. I am using Kinetix 3D Studio Max R3 and Adobe Photoshop 6 for creating the graphics (like tiles and units).

What platforms will the game run on?
Unfortunately, the game will only run on Win32 (Windows) platforms. I have to do a lot of menu/toolbar/buttons interface stuff and I think I can only do that in Win32. Since the graphics are all OpenGL, they should port easily to other platforms, but I don't know how to make a GUI (user interface) that will work across all platforms, so I think I'm going to start with Win32.




Impera web page appears

12/18/00 - 19:10


Impera is the tentative name for a game that I have been working on for about two years on and off.
This page will be the primary source for information about the game.
Who knows if it will ever be completed (released) but I decided to whip up a simple page anyway.

If you have any questions, email me at:








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