December 07, 2007
Greetings,

I'm the author of the indie game Mayhem Intergalactic. I've been selling it since July, and I'm still working on improving it.

I'm making this post here because Mayhem Intergalactic is written in D - making it the first released commercial game written in D, as far as I know. Please correct me if I'm wrong. :-)

It's using OpenGL and SDL via Derelict, and Phobos (Tango didn't exist when I started). You can check out the demo and/or snag yourself a copy here:

http://www.inventivedingo.com/mayhemig

Windows only for the moment I'm afraid. I'm still working on Linux and Mac support.

Cheers,
Chris Pelling


P.S. I know, I'm a bit late making this post - the impetus for doing it now was Aldacron noticing me talking elsewhere about Mayhem Intergalactic being written in D, and blogging about it: http://dblog.aldacron.net/2007/12/06/mayhem-intergalactic/

P.P.S. Anyone who can help me fix the crash I'm getting on the Mac wins a free copy of the game. ;-)  (See the tail end of http://dsource.org/forums/viewtopic.php?t=3401 for details.)
December 07, 2007
Chris P. wrote:

> P.P.S. Anyone who can help me fix the crash I'm getting on the Mac wins
> a free copy of the game. ;-)  (See the tail end of
> http://dsource.org/forums/viewtopic.php?t=3401 for details.)

Not sure what Derelict is doing, but linking to the patched SDLmain
hasn't been required for quite some time now - instead the required
"SDL_main" can call upon the D runtime to invoke the user main()...

And of course it doesn't have to have anything to do with the crash. :-)

--anders
December 07, 2007
Anders F Björklund wrote:
> Chris P. wrote:
> 
>> P.P.S. Anyone who can help me fix the crash I'm getting on the Mac wins a free copy of the game. ;-)  (See the tail end of http://dsource.org/forums/viewtopic.php?t=3401 for details.)
> 
> Not sure what Derelict is doing, but linking to the patched SDLmain hasn't been required for quite some time now - instead the required "SDL_main" can call upon the D runtime to invoke the user main()...

Oh, really? I've only really been reading the Derelict forums, so I wasn't aware that anyone had come up with a solution not involving SDLmain.m. Could you point me to it?

Thanks,
Chris
December 07, 2007
Chris P. wrote:

> 
> I'm making this post here because Mayhem Intergalactic is written in D -
> making it the first released commercial game written in D, as far as I
> know. Please correct me if I'm wrong. :-)

I believe you are correct. A couple of years ago, Kai Backman started porting his commercial C++ indie game, ShortHike, to D. But to the best of my knowledge he never started selling the port. He released a development version last year[1], then a few months later released the whole thing under the Apache 2.0 license[2]. So that was almost the first commercial D game.

Unless someone else steps out of the woodwork, it looks like you get the honor:)

[1]http://dblog.aldacron.net/2006/05/22/commercial-game-in-d/
[2]http://dblog.aldacron.net/2006/09/10/commercial-indie-game-goes-open-source-with-d/
December 07, 2007
Chris P. wrote:

>> Not sure what Derelict is doing, but linking to the patched SDLmain
>> hasn't been required for quite some time now - instead the required
>> "SDL_main" can call upon the D runtime to invoke the user main()...
> 
> Oh, really? I've only really been reading the Derelict forums, so I
> wasn't aware that anyone had come up with a solution not involving
> SDLmain.m. Could you point me to it?

There is some source code at http://www.algonet.se/~afb/d/#bindings

--anders
December 07, 2007
Chris P. wrote:
> Greetings,
> 
> I'm the author of the indie game Mayhem Intergalactic. I've been selling
> it since July, and I'm still working on improving it.
> 
> I'm making this post here because Mayhem Intergalactic is written in D -
> making it the first released commercial game written in D, as far as I
> know. Please correct me if I'm wrong. :-)
> 
> It's using OpenGL and SDL via Derelict, and Phobos (Tango didn't exist
> when I started). You can check out the demo and/or snag yourself a copy
> here:
> 
> http://www.inventivedingo.com/mayhemig
> 
> Windows only for the moment I'm afraid. I'm still working on Linux and
> Mac support.
> 
> Cheers,
> Chris Pelling
> 
> 
> P.S. I know, I'm a bit late making this post - the impetus for doing it
> now was Aldacron noticing me talking elsewhere about Mayhem
> Intergalactic being written in D, and blogging about it:
> http://dblog.aldacron.net/2007/12/06/mayhem-intergalactic/
> 
> P.P.S. Anyone who can help me fix the crash I'm getting on the Mac wins
> a free copy of the game. ;-)  (See the tail end of
> http://dsource.org/forums/viewtopic.php?t=3401 for details.)


Ho!  The game of "Risk" in space! Great idea! :-)

I tried the demo and think it's great little game!  I like the uncomplicated interface and strangely immersive experience.  That music certainly sets the mood too.

Good work!  You could probably port such a concept successfully to a pda device too if D ever gets there (officially).

John
December 08, 2007
Anders F Björklund wrote:
> Chris P. wrote:
> 
>>> Not sure what Derelict is doing, but linking to the patched SDLmain hasn't been required for quite some time now - instead the required "SDL_main" can call upon the D runtime to invoke the user main()...
>> 
>> Oh, really? I've only really been reading the Derelict forums, so I wasn't aware that anyone had come up with a solution not involving SDLmain.m. Could you point me to it?
> 
> There is some source code at http://www.algonet.se/~afb/d/#bindings
> 
> --anders

Oh, I see - you're still using SDLmain, but it's standard SDLmain, not a patched SDLmain? My solution doesn't involve SDLmain at all, that was the point. It does the required initialisation on Mac OS X by itself. Or at least it does some of it - maybe my crash is because I'm not initialising something that I should be, I don't know.

According to Sam Lantinga, SDLmain.c is public domain, but I can't find any definitive references to SDLmain.m being public domain, and that's the file we really care about for Mac OS X. So IMO SDLmain.m's licencing status is unclear. It's for this reason that I've constructed my own, independent solution.

-Chris
December 08, 2007
Chris P. wrote:
> Greetings,
> 
> I'm the author of the indie game Mayhem Intergalactic. I've been selling it since July, and I'm still working on improving it.
> 
	From the video, it looks like a real-time version of GNULactic
Konquest (http://www.ia.net/~rsteffen/konquest.html but
unfortunately it appears to be down)

		Jerome
- --
+------------------------- Jerome M. BERGER ---------------------+
|    mailto:jeberger@free.fr      | ICQ:    238062172            |
|    http://jeberger.free.fr/     | Jabber: jeberger@jabber.fr   |
+---------------------------------+------------------------------+
December 08, 2007
Jérôme M. Berger wrote:
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
> 
> Chris P. wrote:
>> Greetings,
>>
>> I'm the author of the indie game Mayhem Intergalactic. I've been selling
>> it since July, and I'm still working on improving it.
>>
> 	From the video, it looks like a real-time version of GNULactic
> Konquest (http://www.ia.net/~rsteffen/konquest.html but
> unfortunately it appears to be down)

It also looks a lot like a real-time graphical version of Galactic Empire for the Apple ][.

Apparenly you can download from here if you really want to see interplanetary conquest rendered in glorious 40 column ASCII:
  http://www.geocities.com/SunsetStrip/Hotel/5926/apple2.htm

Was a very simple game.  Each planet produces some number of ships per turn (no different kinds, just one).  Sending fleets of ships takes a few turns per X units of distance.  Winning a planet takes around 1.5x number of ships as the defending force, but it's randomized so send more if you want to be guaranteed victory, and have some ships left over for defense.  Try to conquer all the planets.  That was it.

Is that basically what Mayhem Intergalactic is?  My dad was totally addicted to that game.  We bought used Apple ]['s after ours died just so he could keep on playing that one game.   You couldn't choose a game scenario, but he found that if he did the exact sequence of things before starting the game the random number generator would be in the same state so that he could replay the same scenario till he could beat it!

--bb
December 08, 2007
John Reimer wrote:
> Ho!  The game of "Risk" in space! Great idea! :-)
> 
> I tried the demo and think it's great little game!  I like the uncomplicated interface and strangely immersive experience.  That music certainly sets the mood too.

Thanks! Yes, I've had several people comment that it's a surprisingly engaging game despite (or perhaps because of) the simple mechanics.

The music has divided opinions - seems you either like it or hate it! Still, that's why there's an options screen to turn it off.


> You could probably port such a concept successfully to a pda device too if D ever gets there (officially).

Heh. We'll see. Merely porting it to the Mac was tiresome enough, and I don't own a PDA, so... :-)

Oh, and it uses OpenGL, which is a bit of a downer for handheld devices. I could rewrite the renderer to use a 2D blitter of course, but it would be a bit of work.

It would be cool though!

Cheers,
Chris
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