Hmm.. I don't see why you don't use C++11, because most compilers *should* support it by now. The major ones do, such as Visual C++ Studio, or that expensive compiler with a fancy name that I don't quite recall.
As for the unicode thing, while I don't know about everything else, I'm pretty sure you won't be able to use the Korean characters in it xD
Anyhow, good luck. If ever a quick job pops up I might try my hand at it >.>
black and thick :P
Or a fast character creator :Pblack and thick :PBecause I want there to be large-scale battles, ie more than just a handful of players on the screen, the game is going to need to provide a way to do combat that doesn't cause people to die constantly due to its complexity
This is a really interesting project and I'd love to see where it goes! If it's worth anything, I offer my help if you need it. I've worked with Libtcod and C++ extensively in a small roguelike I tried to make, but didn't really kick off.
I'm curious, however. Are you planning on taking the game towards a more Survival-y feel or traditional MMO running around towns and doing quests stuff?
You'll have to find a way around that to make it worthwhile- either a convenient respawning means or by not having people get too attached to their individual characters.
Well, if you don't have specific ideas to handle stuff, I suppose I can help in that process. And I do know -some- programming, so I might be able to have a hand in actually implementing those, instead of being just an in-the-air Idea Man.
I'm wondering, how realistic do you want the combat, how realistic are you going to handle the objects ...?
This looks neat.
It reminds me alot of Haven and Hearth.
I might check this out some time.
EDIT: Oh, are there Polearms?
EDIT 2: And a quick question about the building mechanics. Are player built structures protected at all so people cant just come along and break everything?
D: Why not Windows? T_T
I mean, like 80% of people use Windows... including me.
"The width of wchar_t is compiler-specific and can be as small as 8 bits. Consequently, programs that need to be portable across any C or C++ compiler should not use wchar_t for storing Unicode text. The wchar_t type is intended for storing compiler-defined wide characters, which may be Unicode characters in some compilers."(Source: http://en.wikipedia.org/wiki/Wide_character#C.2FC.2B.2B (http://en.wikipedia.org/wiki/Wide_character#C.2FC.2B.2B))
size_t size = lMap.size;
wchar_t *wstr = new wchar_t[1];
mbstowcs(wstr, lMap.ASCII, size);
rMap->symbol = wstr;
size_t size = sizeof(wchar_t);
wchar_t *wstr = new wchar_t[1];
mbstowcs(wstr, lMap.ASCII, size);
rMap->symbol = wstr;
I would imagine map tile data be stored as a series of integers (or smaller) that describe the type of tile and associated data - then the client decides how the tile should be rendered (i.e. what color and tile to use).