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1034175 Posts in 41708 Topics- by 33314 Members - Latest Member: CrowControlled

August 20, 2014, 04:41:12 AM
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76  Feedback / DevLogs / Re: Die in Space, Repeatedly (working title) on: December 13, 2010, 06:50:33 PM
So today I put in a rudimentary save system. The universe and your position in it persist across sessions, AND now after you go into a battle, you come back to find the stars in the same place you left them.

I was hung up on the bloody saving for far too long. I spent hours trying to figure out what I was doing wrong with the save system, but it turned out it was working just fine, I had just told it to save the wrong data Facepalm Not a lot of progress, but that's a checkmark on the list.

Quote from: LemonScented
I haven't played many games with Star in the title, but is this a sort of long-form version of Strange Adventures In Infinite Space? I quite liked that game.

You could say that, yeah. I'm going in a bit of a different direction but those games were definitely a big influence.

The cards: Those cards, or something like them will be in the game. Definitely.

The look: The battles will be more colourful, but the basic look probably won't change much.
77  Player / Games / Re: Immersive Rail Shooter on: December 13, 2010, 07:34:18 AM
That's brilliant. Like, "why didn't I think of that?" brilliant. It seems obvious in hindsight, but only in in hindsight.
78  Feedback / DevLogs / Re: You Are Ant on: December 11, 2010, 04:54:05 PM

Then we're going to need more burgers.
79  Feedback / DevLogs / Re: Game Project - Key of Ethios on: December 11, 2010, 01:54:22 PM
I'll have to check that out next time I'm booted into Windows.

The music sounds great! I especially like Windswept Terrain.

The art style looks really good to me too. That boss meter is totally boss.
80  Feedback / DevLogs / Re: Die in Space, Repeatedly (working title) on: December 11, 2010, 09:51:26 AM
Lots of love for the title! I don't want to set anything in stone, but your voices are heard.

I was originally trying to think of something more conventional, I guess. Star-somthing, distant-something, space-something-something, but they all sounded lame, or the good ones were taken. Die in Space Repeatedly is a pretty accurate summation of the game, and it also expresses the tone I'm going for perfectly. Sort of a mix of wonder, desperation and humour.

Dying can be fun. When you hear people talking about Roguelikes or Dwarf Fortress it's the losses they go on about, at great length. That's something I want to have in DISR. Memorable deaths, something that puts a smile on your face even as you're swearing at yet another game over.
81  Feedback / DevLogs / Re: Orbis Jagga [Metroidvania] on: December 11, 2010, 09:26:22 AM
Digging the art. The environment is unconventional and looks great.
82  Feedback / DevLogs / Re: The Salvage | Sci-fi artifact hunting via destructible terrain on: December 11, 2010, 09:16:22 AM
The Salvage looks amazing! I can totally understand why people are anxious to see it get done, but this is one worth waiting for.

You've put a lot of thought into the world of the game, it's already easy to imagine a whole universe going on unseen beyond the edges of the screen. I absolutely love that immersiveness in games.

I remember a game for the Amiga called Ports of Call where players owned ocean freighters and your bank loans were constantly looming overhead. You started in debt, and could go deeper into the red, and balancing your profits with keeping your ship running and paying off the bankers really added a great tension to the game. Of course it's been a long time so I may be misremembering horribly, but I always thought that was a great mechanic.
83  Feedback / DevLogs / Die in Space, Repeatedly (working title) on: December 10, 2010, 11:27:26 AM

Die in Space, Repeatedly (title is likely to change, but it is quite descriptive) is a space exploration survival game.

Inspired by classics like Starflight, Star Control 2 and other games with star in the title, mixed with Oregon Trail and seasoned with a bit of Roguelike, in DISR will have a big, dangerous procedurally generated universe for you to explore and die in (repeatedly). Like Oregon Trail, the player's goal will be to cross a vast, untamed territory to reach a distant world. Along the way making friends and enemies, trading and battling with aliens and generally trying to survive (and probably failing).

This isn't Star Trek, more like Farscape or Battlestar Galactica, but without the Battlestar Galactica and the huge fleet. A lonely spaceship trying to make it's way in the universe alone, running short of fuel and food. The ship will be upgradable with new weapons and tech found/bought/stolen on the journey, but it should also need repair and maintenance to keep it going.

I'm building the game in Unity, learning as I go. Unity allows targeting several platforms, and eventually I'd like to see it on iPhones, and I have in fact got a very rough build running on my phone, but the controls are terrible. The desktop build is actually playable, though basically content-free, and the rough combat is actually kind of fun.

Very early screens:

At the moment there's very little to do at planets you visit. My intention is that a random event or thing will be called on each place you go, a bit like drawing a card in a board game.

The combat has Newtonian-ish phsics, so plays a bit like Asteroids, or Captain Forever, objects in motion tend to stay in motion.

Weapons impart kinetic energy on hit so ships get can pushed around and thrown into spins.

A bit of concept art:

I've been kind of working in spurts, I'm hoping that 'outing' my game to you all will push me to get more done on it.  Smiley
84  Feedback / DevLogs / Re: Pike & Shot on: December 10, 2010, 09:35:55 AM
Yes! The world needs more formation based games. I am all about this.
85  Feedback / DevLogs / Re: FOTONICA on: December 10, 2010, 09:00:19 AM
Love it. I'm terrible at it though. Since you're using Unity, It would probably be a good iPhone game, or Android.

Out of curiosity, how are achieving the vector look in Unity? Using the Vecrosity plugin or faking it with textures and shaders or something else?
86  Feedback / Playtesting / Re: Axis Caeli, a two-sided shmup (Unity Player) on: December 09, 2010, 06:59:11 PM
This pretty neat!

Since I've never been a score-focused player, my suggestion would be to give a more urgent reason to be shooting enemies on the dark side. Maybe the ones that get by you could come back at you from behind in the great shmup tradition, and even come at you on the light side. Oh. Then you could try to lure them in to obstacles, like a Millenium Falcon chase scene, since you can't shoot backwards.
87  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: December 09, 2010, 06:05:24 PM
Hey all, my name is Rod, I'm an artist and wannabe video game developer.

Here is a rare picture of me with my lid off, demonstrating the hairstyling capabilities of my helmet.

I've been into games from the beginning. I remember trying to explain to my dad that playing Asteroids was good use of my time and his money because it would help prepare me for my life as as an astronaut when I grew up.

My older brothers would give me quarters to get me out of the house when they were supposed to be watching me so they could spend time with their girlfriends or get high, and I would walk the kilometre across town to the Pepsi arcade (I don't think it actually had a name, but they had a Pepsi sign out front so everyone called it that) and play Defender, or SInistar.

Run coward!

I always liked shooters, and space. The first PC game I ever bought with my own money was TIE Fighter. It was pretty steep at the time, so me and two friends pooled our cash and bought it, and I made copies of the floppy disks for them (zomg piracy! I'm reformed now, I swear).

Another formative game for me was Privateer, though the flight wasn't as smooth as TF, it made up for it with it's huge open universe and freedom.

Eventually I went to college for Graphic Design, and bought myself a Mac. That's when I discovered Escape Velocity, and eventually it's sequel EV: Override. Even though it was only in 2 dimensions, EV seemed even bigger than Privateer. So many ships, so many systems, and I could actually change the outcome of wars, I was in heaven. I'm amazed I ever went to class at all.

I didn't only play space games, of course. One of my most beloved games of all time was Myth: The Fallen Lords, and Myth 2. I always wanted to like real time strategy games but never really clicked with them, Myth though gave me exactly what I needed. And talk about epic!

Make way for the dwarf!

I could talk about games all night, but those are just a few of the most important ones to me. I mentioned I draw pictures, right? here's a couple examples then.

I have a sporadically updated sketchblog going at http://rodgillespie.blogspot.com/

And I've talked way too much now!
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