https://github.com/winder/dsants
Ant simulator for Nintendo DS.
https://github.com/winder/dsants
Last synced: 22 days ago
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Ant simulator for Nintendo DS.
- Host: GitHub
- URL: https://github.com/winder/dsants
- Owner: winder
- Created: 2009-09-10T20:40:50.000Z (over 15 years ago)
- Default Branch: master
- Last Pushed: 2010-01-14T18:47:07.000Z (over 15 years ago)
- Last Synced: 2025-04-07T17:03:47.945Z (about 2 months ago)
- Language: C++
- Homepage:
- Size: 4.11 MB
- Stars: 6
- Watchers: 5
- Forks: 1
- Open Issues: 0
-
Metadata Files:
- Readme: README
Awesome Lists containing this project
README
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
- levels7. Polish
- Terrain themes / textures (outdoors, patio, kitchen, leg, etc)
- Object models:
-dirt
-barriers
-???
- Sound Effects
- Background Music8. 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.
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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)