DescentShooter

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DescentShooter
DesShoot logo
Intro Screen For DescentShooter v0.0.1 on WinXP
Information
Producer: The Open Descent Foundation
Developers: d3jake(main coder), King Lo(networking system coder)
Current version: v0.0.8.5
Latest release: N\A
Operating systems: All SDL-compatible platforms
Category: Overhead view shooter
License: GPL
Languages: C++, English
Website: http://ripd3jake.ath.cx/projects/DesShoot/
Project page: click here

DescentShooter is a cross-platform 2D shooter game.

Contents

[edit] History

When the Open Descent Foundation was founded, one of our biggest projects was to write a Descent clone (see Flight Back). Since the ODF did not have much experience in game coding, it was d3jake's idea to write an easy game that would provide us with the experience and knowledge the ODF needed to write the Descent clone.

DescentShooter will prepare the ODF for Flight Back with the following features:

  • graphics, from the SDL library [1]
  • multi platform programming (a feature of the SDL Libraries)
  • joystick code (also provided by the SDL library)
  • easy netcode (provided by libodf)

[edit] Current State of Development

d3jake was trying to resolve issues with collision code that he wrote.

King Lo was working on the netcode, which is already working. It is not implemented yet because the gameplay is not that far that it would make sense. Acknowledgement packages are currently in work.

Also, vectors were used to hold instances of the Weapons class. It was discovered that adding and removing elements of the vector that were not on either end of the vector could cause performance drops. Because of this, it was determined that it would be smarter to use lists as they do no require a continuous piece of memory to store their elements.

Development has currently halted as d3jake has started work Flight Back (current working name syzygy). It is unclear if work will continue on this project, or when.

[edit] Components

[edit] Netcode

The netcode is based on libodf's network classes. The game is split in two parts:

  • client side
  • server side

Both sides will share a network library. However, the main loops are seperated, which means that the server is non-graphical.

The connection protocol is UDP, as it is more convienient for the fast action of games. Details about DescentShooters networking implemention are published in the article DescentShooter Netcode

Currently, no peer to peer mode is planned.

[edit] Further Plans

Further plans are to develop DescentShooter fully into a full game. Included will be full multiplayer (up to 4 players), a full singleplayer campaign, easy modding, and other features.

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