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jukeri12 edited this page Sep 27, 2015 · 7 revisions

Launcher concept

Musket Doom needs some sort of a launcher program for at least client use and maybe server use too, since Doom (and PrBoom) fundamentally run in network mode only over a commandline argument (-net [address] to join, for host various options are available when running prboom-game-server binary). So a user-friendly launcher program is needed if the game is to have any chance at success except at lan parties.

Links

http://www.gtk.org/

http://www.gtk.org/documentation.php

Questions to consider

1. Does the launcher program support running the server too, or only the client?

-As of now, it supports both. But it needs some way to track the state of the server.

2. How many users does PrBoom support? (Techically 32, but as of this point, even 16 or 8 users have not officially been tested. They do work but how efficient is the net code?)

3. Is there a way to make the server work perpetually, accepting new clients while it is running and not quitting when all players have quit (the server considers the game "finished" atleast in default state when players drop below 1) ?

4. What features does the finished game have?

-At this point the game is in it's minimum viable state: 2 muskets and a sword, 3 finished or near-finished maps, and a different gameplay to that of Vanilla Doom. More features are probably implemented in the future, but for now we work with these things in mind.

5. What control options should the launcher support? As in command-line parameters.

-Currently supports IP address input for joining games, and map#, player amount and timelimit settings for host. By minimum, server runs in altdeath/nomonsters mode.

6. Should server configurations be saveable/loadable when running the launcher program?

-Doable, but is it needed?

Concept

This is the concept image of the launcher

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