The Raydeal Game Faq v1.03
by Matt Howard, with irritating comments by Gene Buckle.
TOC
Section 1 The Game
1. What is the Raydeal game?
2. What still needs to be done to the game?
3. How will the game be marketed?
4. Who's involved in the project already?
5. How do I get involed? What's in it for me?
6. Misc.
7. The Future(!?)
Section 2 The Code
1. Programming Overview And Notes
2. File Structure
3. Known Bugs
4. Things to be fixed with the engine
Section 3 The History
1. A brief history of raydeal
2. A brief history of the FAQ
Section 1: The Game
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1.1 What is the Raydeal game?
The Raydeal game is a game based on the recently released Raydeal
game engine, also known as the Nottingham engine. The idea is to
create a much more stategic and expanded Deathmatch. In other
words, people will now not only be in charge of their own survival,
but will also control bases, defenses, etc. Teams of people will be
pitted against eachother, in charge of capturing their oppenents
base (or in a larger game, multiple bases). Hopefully, the end
result will be a ten on ten all out strategic war, all in real-time
3-d. It'll probably take a lot longer than a normal deathmatch.
Environments will be mostly outdoor forests and the like, while
base will be interior DOOM like buildings. Obviously levels will
all be a lot more complex in the real game.
The game will be developed to run across the internet. Various
computers will link into a server for a game.
It may be developed on Win95, but a DOS version will probably be
availible first.
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1.2 What still needs to be done to the game?
Debugging. The engine needs to be completely debugged before we
get wildadding new features -TGOM[1]
Networking- I think this game should definitely be an
Internet game- it should also be playable over IPX networks.
Windows Port- This really ought to be finished. Coding networking
in Windows would be a lot easier, as it could just be a Winsock
app.
Level Editor plus Levels- A friend of mine wrote an editor a while
ago but it sucked (took me about three hours of hand editing to get
his level to work). A rewrite might be neccesary. We also thought
about random level generation, but that might be really impossible.
I think and editor is easier.
A lot of object coding- we need to setup how more defenses work, as
well as a system for placing them on the map.
Sound- just need to add support for other cards, plus some original
tunes written by other people
Graphics- we need better textures
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1.3 How will the game be marketed?
We have no commercial publisher. We do not want one. The game will
be marketed freeware.
This last list sounds like a lot, but consider that if we're not up
to coding these, we can move on, since it doesn't have a commercial
publisher.
I think it'd be a good idea to get an early version availible as
soon as possible to build some hype.
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1.4 Who is involved with the game already?
Currently, the de facto project leaders are myself (Matt Howard)
and Gene Buckle. This is only because, for the moment, we're the
ones doing the most work. Here is the complete list of people
involved:
Matt Howard (weirdo@primenet.com) Project creator & engine coder
Gene Buckle (u-gwb@nta.com) Head communications coder and the man
with the plan. (NOT! I'm the [1]Token Grouchy Old Man)(Sure Gene.
Oh, and the big vision at the bottom was written by, who?)
Brian Cowan (cowanb@limestone.kosone.com) Enthusiastic coder ready
to do anything
Dave Cornish (dmc@nwrain.net) The head artist so far
Andrew Warnick (awarnick@wwdc.com) Willing to code net stuff and
also editor
Robert Parenton <parenton@airmail.net> Artist/Coder
William Forsche <wforsche@athenet.net> Artist / Model maker
Matt Douglass (mdouglass@earthlink.net) Code Optimizer?
Josh Glazer (VBunny@aol.com) ????
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1.5 How do I get involved? What's in it for me?
To become a coder, artist, musician, etc, all you have to do is
mail me. Tell me what parts of the game you would like to work on,
and I will get you in touch with the right people.
What do you get out of it? NOT MONEY. That's right. Since we're
making the game for free, no one's gonna get any cash. BUT, YOU GET
RECOGNITION. Game companies are constantly looking, almost above
all other factors, for people who've been involved on successful,
completed projects. This project can get you that. It also shows
you are a creative person will to take risks. In other words, be
involved on this project could be a great way to break into the
game industry.
Moreover, you get to be involved in a cutting edge production on
the sole condition that you're interested. Ya just can't find that
many other places.
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1.6 Misc:
There is a discussion channel on us.undernet.org called #raydeal.
Either me (handle theweirdo) or Gene (tspectre) are almost always
there.
1.7 The Future:
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Raydeal: The Vision. (or, "what other neat and impossible to code
things can I think of this afternoon?") by Gene Buckle
Imagine a game that had all the strategic elements of boardgames
like Risk or computer games like Empire, with all the in-your-face
death and destruction that Doom offers. Sound good? That's what
I'd like to see this game evolve into.
The game should not be constrained to only person to person ground
combat. We can add vehichles! Just think of the fun you could
have in a tank battle. Tanks would be great, but why not add small
teams with mortars or howitzers? From there, things like mine
fields could be added to add just the right amount of terror to the
ground pounders attacking your base! The vehicle concept can be
taken another step further by adding small helicopters and
airplanes. Now not only does Johnny Grunt have to worry about
tanks, trucks and minefields, but he as to look up as well to make
sure he doesn't get strafed by that crazy bastard flying the
airplane at 250 feet off the deck. Helicopters could be used to
insert multi-player teams behind enemy lines for a little behind
the scenes special forces work. From this, we can add all sorts of
nasty little goodies. Things like LAAW and TOW missle launchers,
pillboxes with fixed guns (you can aim it, but you can't take it
with you), pit traps, etc.
Another expansion should be some kind of economic scale. This
would entail team leaders having to buy (or steal!) equipment for
their team. Assets should not be inexhaustable either. If a player
decides to waste a few dozen planes in suicide missions against
another players' fortress, those planes are *gone* until his
"factories" can build new planes, or he can buy or steal
replacements. This would add a bit more "realism" to the game as
it's played out. Players could respawn immediately if killed, but
if they were driving a tank at the time, they've got to either
obtain another one from the motor pool, or steal one from another
unsuspecting player.
Mercenary forces can also be used for those players that don't want
to align themselves with a particular team. This opens up the
possibilty of groups of mercenary players attacking resupply
convoys and reselling the goods to the highest bidder. A black
market of sorts. This would also add a nice touch of realism to
the game.
There are limitless possibilities for the game as it stands, and if
we work together on this, a lot of it can become a reality!
As you can see, my particular vision for