资源说明:faith
“Faith” engine specification Implementations: > Stage 1 – The Setting: o Basic scene setup with Ogre. o Basic physic world implementation for gravity with PhysX (NxOgre). o Mesh entry system, according to game specification. o Lights entry system. o Pre-input system (keyboard and mouse). o Camera and viewpoint entry. o Animation engine including animation blending. > Stage 2 – The Game Engine part 1: o Creating position system on scene (255, 255, 5). o Creating object entry on fixed scene: * Every object has 3d position (x, y, z). * Object can (not must) have mesh. * Object must have deep (z) size (max 5). * Object has to determine if player will collision with it or not. If not the PhysX will ignore the object. * Object can have animations. Looped or run by trigger. * Object CAN NOT move. Moveable object will be called “Items” and won’t have fixed position like objects. o Displaying bitmap on plane in BG. o Creating player entry: * Player move with not fixed position (not on grid). * Tracking the player on fixed grid (x, y, z), so we know if he for example stand on trigger. * Player equipment (weapons, armor, etc.). * Player data (HP, Mana, Stamina, etc.). * Status (poisoned, slow falling, at jump(!) ,etc.). * Player mash entry. * Player animation. * Movement data (how fast can he run, how long and far jump, etc.). * Can move in deep only on 2, 3 and 4 layer. 1 and 5 are only for objects. > Stage 3 – The Game Engine part 2: o Creating Triggers system, based on trippers system: * Position (x, y ,z). * What (player, NPC, item). * Condition (HP = 50%, Dead, Poisoned, etc.). * On (player, NPC, object). * Action (play animation, kill, damage, heal). * Active/Inactive. o Creating NPC: * Dialogs(?) * Some actions(?) * Animations. o Creating Enemies: * Based on NPCs. * Stats (HP, Mana). * (data based on battle system). > Stage 4 – The Game Engine part 3: o Battle system(s): * (?) o Traps system: * Special reactivated triggers. * Die animation on PhysX’s collisions with player. > Stage 5 – The Engine finalizing: o Maps load from file (headers design in future). o Implementing some kind of open source GUI (QuickGUI, MyGUI, CEGUI). o Building GUI: * Designing Manu. * Designing HUD (if any). * Designing Skills trees * Etc. o Designing keyboard controls. > Stage 6 – Building The Game: o Create map designing software along with basic object, traps, enemies. o Designing map file format (headers) and implementing it to the engine. o Build levels. o Test for bugs. o Release.
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