Hi,
Just as i have already in another newb thread stated, iam currently trying to program a strategie game on
java.
I started out to implement the game logic but dont know what kind of implementation would be preferable
when it comes to the reasearch and build tree, and the Map of the Galaxy.
My General Idea is an customizable interstelar strategie game.
The values of the ships, the buildings, and the researchable stuff, should be written in an file(current xml)
and should allow even customizing the build tree.
The graphics should also be interchangable, but thats low priority since it will not animate most
actions, and there will just be planets, the galaxy background, and maybe icons for the races and sprites
for their fleets.
I would love such customizability, since iam a fan of most science fiction films an series and
it should not be limited to Star Trek(my current data)
Now to my problem.
- I dont know how to Implement my Galactic view and even if its recomandable.
http://www.abload.de/thumb/milkywayblack2_coordsysc4l.jpg
The Space within one System, will not have any in game relevance, only the distance between two systems
will matter for the calculation of Jumptimes, but that will be easily calculated with some Trigometrics (x,y) koordinates,
will give me the radius and arc.
These Systems, will be SolarSystems, containing the planets and Fleets.
I created an abstract class Buildable, with costs and Buildable[] requirments.
Ships, Buildings, Research Items all inherit from this class.
Planets will have a collection of all builded items on this planet, in order
to determin, if some other items, are buildable on it.
Is this aproach recommandable?. Within the xml, every item will get an id,
and an list of ids, so i will maybe change it to int[].
2,3.
Recources, There will be 4 main recourses, metal, silicate, anti-matter
(the names should also be custamizable later on)
Especially for Ships, there will also be Troops as costs.
So i have know Troops, wich can be Recruited(so Buildable) but
in the same time i have them in my costs…is this recomandable, or should
i split between those normal recourcess and Troops?.
within my implementation, there are also two times these Troops,
within Costs(my Ressourcess as an int for its quantity) and each type of Troop has its own Class.
My Idea was to have these Troop Classes as an Type of Troop (its fighting capabilitys and for the requirements of Ships)
and its quantity on the planet (+Costs) or needed for the building of Buildable(its -costs).
Damn , iam confused know and my bad english doesnt help neither ^^.
I hope you can give me some hints or maybe a tutorial for strategy games XD.
Thx for your time ^^.
).