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Releases 2010-03-17
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README.txt 2010-03-05 7.4 kB
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Content:
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1-What is Open Roketz?
2-How is it done?
3-Todo list
4-History of changes
5-Known bugs
6-Ideas
7-Thanks
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1-What is Open Roketz?

Open Roketz is a clone of the famous and so fun Roketz game,
created in 1994 on Amiga computers. Is is both a
shoot-em-up and a racing game, using gravity.
Roketz can be played alone, or two player.

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2-How is it done?

Open Roketz is created using Code::Blocks 8.02, and SDL.
The particularity of Code::Blocks is that it can run 
on Windows, MacOS and Linux. Thus, it is interesting
to use it to make SDL games in multi-platforms.

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3-Todo list:

Current todolist is the following: (#==Done)

# 0.0.2 : Make the ship transparent and rotate it. Make it centered in its sprite.
		Clean again the source code. First playable version
		
# 0.0.3 : Creating the ship inertia while moving. Add gravity. 

# 0.0.4 : Creating a particle system. Throw particles through thrusters. Permit firing if possible.

#0.0.5 : Test a two-player on-screen system, with a very basic collision management.

#0.0.6 : Display informations on screen (speed...)

#0.0.7 : Make the two ships fire from one another and count victories. A ship who got out from screen losts
		one life.

#0.0.8 to 0.0.9 : Manage framerate to let processor functionning more quietly. First very playable and fun release.
		#CHANGE : Manage Joysticks (one player on keyboard, the other player on joystick).

0.1 :	Add intro screen displaying Open Roketz. Demonstration release

0.2 :	Create a powerful system of collision management using the bests SDL algorithms existing.

0.2.5 : Add terrain and collide with it.

0.3	:	Split screen.

0.4 :	Add landing

0.5	:	Create a racing system.

0.6 :	Implement CPU player that seek and destroys.

0.6.5 : Implement racing for CPU.

0.7 :	Create an weapon system. Add bonuses. 

0.8 :	Add a menu for simply configuring player prefs (ship, keys, weapons,pilots...).

0.9 :	Add medias (songs, sounds) if not done. Bug corrections and ameliorations until 1.0, the exiting release.

1.0 : 	This version should be at least as functionnal as the real Roketz. Next version will be improvements of
		the original version, but keep options for an "original" mode.
		
1.0.2 :	Add a background scrolling picture for deepness.

1.2 :	Add more CPUs and more players with team possibilities

2.0 :	If possible enable, LAN games. Or instead permit to eject pilot, so can he seek a new ship.
		Add a capture the flag for more fun.

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4-History of changes

0.0.1 : (22/02/2010 - 23/02/2010) First tests on SDL and creation of the beginning of the engine of Open Roketz. At this level, the game can
		move a sprite on the screen. The code permits to easily change the keyboard bounding. The sprite won't get out the screen.
		
0.0.2 :	(23/02/2010) Made sprite transparent, rotated it using SDL_gfx function(rotozoom).
		First movements implementation. Removed some obsolete functions.
		The sprite is perfectly centered, even with rotation. Implemented ship caracteristics. 
		
0.0.2CPU: (23/02/2010)Created special version with first framerate management (wanted in version 0.0.8), using SDL_gfx (FPSmanager)
			Works good, and makes the game lighter for CPU. Needing to re-adjust ship caracteristics. This version will
			be used to create 0.0.3
			
0.0.3 :	(24/02/2010) Implementing inertia; not as fun as the real Roketz, but very playable. Changed some variables from Engine class to global variables.
		Tested 2 player mode, with one ship with inertia and another without. Works well! Added MFB_700S open graphic made using inkscape.
		Removed memory waste bug; used SDL_FreeSurface in drawing function. Added window title and version control. Playable version, works good!
		
0.0.4 :	(25/02/2010) Added Particle class. Created a vector of particles. Launching particles from Thrusters and firing works good!
		Removed some old code comments. Cadenced thrusters and fire rate. Removed brake, added Mark_IV graphic
		
0.0.5a - 0.0.5b : 	(25/02/2010 - 26/02/2010)Intermediate builds version of 0.0.5. The 0.0.5a is the cleaned and improved version of 0.0.4 with window icon,
					the 0.0.5b is the test version for 2players onscreen. Works good, each player can move using his own controls.
					The 0.0.5b starts implementing dynamic ship and pilot management.
					
0.0.5	(25/02/2010 - 26/02/2010) Fixed a deallocation problem. Added window icon. Cleaned up code, removed Player.h & Particle.h
		Player and Particle class are now declared un Ship.h. Manage two players with firing each other, bouncing... Improved inertia
		Some physics bugs
		
0.0.6	(01/03/2010 - 03/03/2010) Added an UI for displaying life and ships speed. Accelerated weapon speed.
		Corrected a memory waste bug in DrawText function. Cleaned code and added comments
		
0.0.7 	(03/03/2010-05/03/2010) Deleted Object heritage for Particles. Added a screenshot key, F5.Added Explosion object.
		Implemented png transparency for function Open_Picture. Added a function, GetSpriteImages, that cuts a sprite into images.
		Implemented sprite animation. Added then removed explosion stack. Managed player life and explosion creation. Corrected bugs
		related with ships dying. Counted score. Cleaned up code again, engine now manages everything and detects errors.
		The game looks smooth, apart problems related with physics engine (has to be corrected next) ,
		the two-player mode looks to be functionnal without problems. Made ships exploding when out of screen.
		Added Explose() , CreateParticle() , Respring() function for ships : cleans code again.
		The code could be cleaned and optimised again but yet, on Windows 7, the program compiled using MinGW uses 2600K of memory maximum,
		below 15% CPU with a AMD Dual core processor cadenced at 500Mhz (in laptop energy saving mode).
		Maybe a slower another graphic card than ATI3200HD will be as fast.

==================================================
5-Known bugs

	==>Physics problems:
	* Inertia not works as good as the real Roketz
	* Throwing particles not aligned with ship's direction 
	* Bouncing is not well functionning.
	* Turning from a direction to another speeds up the ship, because of inertia.
==================================================
6-Ideas

* 4 player game at once
* More CPUs than one
* Add a "Switch" bonus (switches pilot from a ship to another - simple change of pilots pointers in ships) Enjoy !
* Why not eject pilot (if has bought option) to keep a life and seek a new ship?
* Multiplayer using teams
* Add a capture the flag Mode
* Add a clusterball mode
* Each mode can be activated/deactivated for each round

==================================================
7-Thanks

*Thanks to Loka, from developpez.com for his good SDL tutorial.
*Thanks to Code:Blocks authors
*Thanks to Gcc and MinGW authors.
*Thanks to SDL_GFX authors (SDL sprite rotation)
*Thanks to SDL_Collide authors (SDL collision checking)
*Thanks to Inkscape and Irfanview authors.
*GREAT Thanks to SourceForge !!!
Source: README.txt, updated 2010-03-05