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Concept:

Sim-Ants / DigDug style game created in a large disk, mario-galaxy style world.
-Decided to go with a grid for now, sphere math was taking way too long.

Both red and black ants will share the same underground world

Initially the game will focus more on the under-ground aspect and building an impenetrable ant-cave and focus less on the above ground aspects.


Development process, Asterisk indicates complete:

*1. Create the 2D underground world.
*	- 2d
*	- destructable, player
* - basic types:
*		-Dirt
*		-Empty
*		-Surface
*		-Barrier


*2. Create basics
*	- Player
*	- Ants
*	- Basic AI
*	- Camera following
*	- Player control
*		- D-Pad
*		- Touch, simple (broke this after I made the surface.
/		- Touch, dijkstra

*3. Create surface world
*	- Link to underground
*	- Objects (Rocks, Food), carryable by Player / Ants
*	-	Object spawns (food on surface).

*4. Basic ant functions
*	- hp / death
/ not sure for now	- extended statistics (not sure what these are)
*	- Food / Eating
*	- Pickup / Drop logic (i.e. stacks of food)
*	-	Queen / Egg production
*	- Egg / Hatch (i.e. Game loop that checks underground for growing eggs.)
*	- Collision detection (Grid, patch knows when ant is on it
*  - Patch feramone level
    - optional display of feramone level (make a bool that toggles if this is displayed or not).

5. A.I.
	- Ant action AI's:
*		-Wander
      = limit number of turns the ant can make?
*		-Queen, egg production
		-Forage
      = ant prefers stronger chemical trail
      = chemical trail deteriorates over time

		-Attack (patch knows who is on it, if red + black ant, fight).
		-Defend
		-Follow (player, etc?)
		-???
	- Tunnel design
*		-simple/random
		-more interesting?

6. Gameplay, 
	- Enemy Creatures
		- spider
		- worm
		- pill bug
		- pit bug
	- Enemy Events
		- foot
		- lawnmower
	- Ant Types / stats / AI
		- Worker
		- Breeder
		- Soldiers
		- Queen
	- Scores
	- Ant combat.
	- Win conditions
	- levels

7. Polish
	- Terrain themes / textures (outdoors, patio, kitchen, leg, etc)
	- Object models:
		-dirt
		-barriers
		-???
	- Sound Effects
	- Background Music

8. Wants
	- 3D surface (tiles have a height)
		- this would require an extra rotation for objects drawn on the
			surface, so that they are parallel to the ground.
	- 3D surface objects
		-grass that goes up into camera
		-rocks that join with adjacent rocks to make a big rock.


NOTE: The below was determined to be too much work for too little reward,
      the effect was not as impressive as hoped for so it was scraped for
      a plain old 2D array rendered on a 3D plane.
-------------------------------------------------------------------------
Underground world data structure.

The world is a flat donut, with an unpassable "rock" core at the bottom.
The donut is broken down into SLICES.
A slice is a logical entity which can be loaded in parts.
Slices are stitched together to adjacent slices
Each slice is loaded in entirety in such a way that only 2 slices need to be loaded at once for display purposes.
Each slice is a 2D array.  It does not taper out towards the bottom, as the bottom is "rock" it can be spoofed.

Each slice is broken down into squares which can be:
	-dirt (clearable)
	-cleared (walkable, objects may be placed, can be buried)
	-unpassable (i.e. rock)



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Ant simulator for Nintendo DS.

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