Prepare to write an FPS game as much as you have learned
The reason why I chose FPS is that I have been studying outdoor plotting.
Second, FPS is relatively simple compared with other games in terms of gameplay, that is, simple logic.
I have seen some indoor plotting, and if I select the room, it will be more dependent on the artist,
Or I am relatively ignorant about writing an indoor map editor.
Let's talk about the expected game workload and use OpenGL.
Development Team: 5 members
1. Outdoor FPS, supporting multi-person connections (less than 8 persons)
2. Support for bone Animation
3. Particle System, particle system editor, and support for particle scripts
4. Use of octotree in Scenario Management. It can also be good if the octotree is indoors.
5. The GPU-based dashboard is tentatively used for geomipmap, but I do not know which of the following is more suitable for this game: chunklevels, quad-tree dashboard, and roam2.0. The GPU-based dashboard is under consideration, because I also want to add GPU acceleration.
6. Support for the destruction of ry, which has been being studied recently and can be used in this game. For example, opening a gun on the ground will have a real bullet hole, opening a gun on the House will cause damage, and the House will be destroyed.
7. Remove Visual Objects and support Occlusion Removal.
8. The map editor allows you to edit terrain, textures, models, and particle types.
9. UI
10. Custom scenario files
No. Today I want to write Terrain Based on tile, but I found that tile-based terrain is not very good, using the pixel replacement method, we can achieve a mixture of multiple Textures like tile terrain, so today's work is in vain. Alas
Now I have read the proposal of this game, but I have never touched the network part.
I don't know if I can use OpenGL and use directplay.
If you want to start with socket
It is still a little difficult.
Record the progress of this project from today,
I learned Software Engineering for half a year, and it's time to use it.