sexta-feira, 14 de dezembro de 2007

Open for servisse.
























There we go, we are now open.
This project started by being a simple project developed by two students. However, both of us really want our ideas to be fulfilled. That is why are now trying to recruit people to help us with the production of Proletarian Rage. Most of the people will be doing graphics, help with ideas and characters, also with some of the coding if possible, and making the project's web page. People that would like with skills with coloring illustrations would also be a bonus.

To be honest, i just wanted to do this for quite some time. I start to see people here and there that want to do games, and with some kind of talent waiting to be further developed. But most of the times people don't want to gather and do a bigger productions, and i understand very well why. I have my own ideas as well, and being ordered around is always something that we don't like. But still... This is an opportunity to show otherwise. That people can gather, can create something bigger, that are able to work together to show their skills.

Just the thought of watching these people with the same origins (video game interest) to gather, and actually make one, is a sight to makes us cry ;___; (i cry... NOT).

Anyway, if you want to participate, and you're around Porto, you can show up at Universidade Católica, Pólo da Foz, around 15:00 (3pm), at the room Auditório A4 (you can ask on the reception where it is).
Otherwise, if you cant go and you want to participate, or ask for some kind of information about the project or anything else, you can email us at:
red_water (at) live (dot) com

Everyone stay cool, and lets move this revolution.

sexta-feira, 30 de novembro de 2007

Characters and Script

Script
In the sequence of our process of work, I started writing the script and It's almost concluded. Here I leave the Intro and the background of the story.

First Character
The First Character of our three heroes is defined, as well as his background, characteristics and main ability... He's Ruíz Cammaron and he's Cuban!

Enemies
Here are the enemies of PROLETARIAN RAGE. This document may be edited, in order to include some more details over their characteristics and physical issues.

-------------------

By the way, I found some references related with 'Political Art', as a mean to intervene and to criticize politics through art. Important to mention and to include on our final dossier.
Art-works reference

Code Update

Due to some people's request (hi Takashi), they've been expressing the wantness of watching the development of my code under a closer look, I'll try to post UPDATES of Proletarian Rage Development Code, the most frequently possible.

So. Today this is what we have:
Proletarian Rage 0.0.8
( KEYS: Directional, Z and A )
This file comes with the Source and Header files, as well as a Dev-C++ project file (for easy compilation). Don't forget that I'm using the SDL, SDL_image and SDL_mixer libraries, so they must be "there" if you want to recompile the project. Also, there is a makefile for the PSPSDK users, the pictures and sounds I'm using to test the code, and finally a already compiled windows Binary File for the windows users (linux and osx will have to wait).

For the ones that don't know already, this game will be greatly inspired by Streets Of Rage 3.
Why you ask? Well, the control of the main character are rather intuitive (even if unrealistic... but realism was never the subject here). The control the player has over the characters actions is on our opinion incredible.

On the stage i am, I'm trying to reproduce the jump which is still incomplete. The stage it is right now, would resemble the jump of a Final Fight or even a Sengoku 3 (if we take into account that Sengoku 3 has double-tapping run).
What seems to happen on Streets Of Rage is an aerial acceleration variable. Which is controlled on the most weird ways possible. This would be easy using float point variables, however, I'm trying to restrain myself into integers, for the speed sake. One way that I've fount right now would be... using a counter to that would limit the increase or decrease of the aerial acceleration rate... who knows.

Anyway, I'm extending myself a bit too much, so I'll leave this thoughts to myself, and keep doing zie code. Stay well everyone and cya.

quinta-feira, 29 de novembro de 2007

New Texts update

In order to complete our research over the political views, there is another text, Letf-wing vs Right-wing. It explains and describes the beliefs, objectives and procedures..

domingo, 25 de novembro de 2007

Early Documentation

And yet, here we go for another post.

Our project now has _DOCUMENTATION_. Like, wow, I hardly even comment my code and I'm all in favour of "if the code is hard to write it should be hard to understand".

Now for real. I've followed the advice of Prof. Luís Teixeira, and used Doxygen to make the documentation of my Project. After this small and very efficient application finished it's work, i got a so called documentation in html. I was impressed. it helped me having a "look" over my code, and its much more simple than it looks like from inside.

Anyway, it still needs comments, or something else. But we have time for everything (horse sh...), and something in that direction will eventually be made.

For now, i leave you all with the Proletarian Rage early Documentation . Enjoy and have fun.


ps: The "Class Hierarchy" is the most interesting section.

quarta-feira, 21 de novembro de 2007

First Post:

Here is our First Post.
As the first that it is, we think it deserves to include all the material that we have produced so far. So here we go:

-------- Lame Update --------

First of all, we would like to introduce you our test character for the development of the game:

TestChar

“It’s” name is testChar. He will be out faithful comrade for the rest of the game engine development.

------------------------

-------- Research --------

Now we will present the sketches that Joana has been producing. This are the base of our investigation for this project. These will put our mind in the right place, about the _heavy_ themes this game includes:

Students against Sarkozy

This is one of the texts we consider more interesting. It reports the situation about the student’s protests happening in France over the last weeks. This text lets us know what the political situation _now_ is. Not only had the protestant’s defended the same kind of politics we are trying to study. But the most interesting is that what happened during the protests, and their reasons, are very similar to what will happen within the game.

The Communist World

This text gives an overlook on the communist principles. This text is very light, and it has no purpose to go much within the subject. Let us say this would be more like an introduction to the subject.

USSR

We try to report the events that lead to the Russian revolution that implemented the USSR. This is an analytic text that serves the purpose of instructing us how these kinds of revolutions _might_ happen. Even more, to gives us a vision of how this kind of events don’t have a head, neither a hero. Instead, it’s a complicated set of circumstances that lead into a situation.

NewTexts

I don’t have much to say about these, unless that these are the most important texts of our research. They are still unorganized. Reason why they will be posted separately, and with a decent description, in future posts.

------------------------

-------- Code --------

On our project we are using the PSPSDK to compile C++ code into the PSP. We use the SDL, SDL_image and SDL_mixer libraries to provide the video, input and sound services to our project.

Even if its not our intention to make another version beyond the PSP one, we are implementing the code in Windows, and then we port it to the PSP. To actually make the code and test it fast, we are using Dev-C++ IDE for windows. This provides us a fast way to code in C++, with a decent debug support. Also, it provides a Unix environment compilation (thru GCC compiler), which is similar to the PSP-CGG compiler that we use for the PSP.

Our game Architecture is based on the theory of “Object Oriented Game Design” made by Britt L. Hannah in 2004. No big implementations were reported so far, and the comments about this theory diverge. After a search in forums and blogs, the opinions fo from “compleatly useless to actually implement a game” to “its very fun to use, and allows fast introductions of new features to the game”.

Till now, we have been able to implement a number of action, states, and forms (graphics), but still without the Entity Space. Also, the Entity code is not yet stable, and is constantly changing every new update. On the other hand, the services seem to be working perfectly, and no major changes have been made so far (with the exception of some minor changes on the sprite class)

We now dispose the Source Code, and a small Windoes Sample of our work.

------------------------

Well, this is all for now, i don’t really know how to say good bye either in emails or blogs (or anything else, help is welcome to teach me how to properly say good bye), so cya all. Till next post.