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TIGSource ForumsCommunityDevLogsHorns Vs Halos
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Author Topic: Horns Vs Halos  (Read 7384 times)
Belimoth
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« on: March 07, 2011, 06:18:06 PM »

HORNS VS HALOS
by Bones and Belimoth

Coming soon, to a computer near you.

DEMO

VIDEO
working on it


Scorekeeping
 Hand Point Right Each team starts with 100 reinforcements
 Hand Thumbs Down Right When a player/bot respawns or a corpse is stolen, that team loses 2.
 Hand Thumbs Up Left Recycled corpses add 1. Stolen corpses add 2.
 Hand Metal Left You win if you lower the opponents' reinforcements to zero.

Classes
 Tiger Fighter(Demon/Angel): Throws bombs, tries to kill opposing players.
 Ninja Thief(Satyr/Hermes): Steals corpses from the enemy base.
 Panda Harvester(Troll/Saint): Picks up corpses and recycles them at the friendly base.
 Smiley Human: Corpse fodder.

Controls
 Hand Joystick Arrow keys to move and jump.
         Jumping depletes stamina; if your stamina goes below zero you have to recover.
 Hand Any Key Z to throw bombs (Fighter) or corpses (Thief/Harvester).
         Down arrow + Z drops a bomb instead of throwing it (Fighter) or eats a corpse for health (Harvester).
 Hand Pencil Walk over corpses to pick them up (Harvester), or touch the enemy base to steal one (Thief).
         Deposit picked-up and stolen corpses by throwing them at a friendly base.
« Last Edit: September 28, 2011, 10:49:09 PM by Belimoth » Logged

Belimoth
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« Reply #1 on: March 08, 2011, 08:46:35 AM »

Bones did a snazzy new mockup(up there), and I've got a demo to show off early gameplay ideas. Grab it here.
« Last Edit: March 09, 2011, 12:26:39 AM by Belimoth » Logged

Bones
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« Reply #2 on: March 08, 2011, 08:48:24 AM »


Here is some progress of the art I've done.
You can see I've come up with a few different stylistic approaches.
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Keeping focus on your breath,
This may take a while.

Belimoth
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« Reply #3 on: March 08, 2011, 09:43:48 AM »

Programming to-do list:
 Hand Point Right Message system.
 Hand Point Right Improve message system.
 Hand Point Right Better camera tracking.
 Hand Point Right Better/more varied AI.
 Hand Point Right Squad-based AI. (not as exciting as it sounds)
 Hand Point Right Score-keeping and objectives.
 Hand Point Right Victory conditions.
 Hand Point Right Actual menus.
 Hand Point Right Networking.

« Last Edit: March 12, 2011, 10:53:34 AM by Belimoth » Logged

Belimoth
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« Reply #4 on: March 10, 2011, 04:02:11 PM »

Yet again, Bones' mock-ups are one step ahead of my screen-shots. Shrug
I'll catch up though.
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Hangedman
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« Reply #5 on: March 10, 2011, 04:53:54 PM »

Looking good. I love the outlines.
Hope it has a good biblical-ish name generator.
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« Reply #6 on: March 11, 2011, 02:15:47 AM »

Demo runs on Wine (Ubuntu 10.04)  Grin no sound though  Concerned

I had an idea for an RTS suspiciously along these lines Who, Me? - it was more RTS-y but... well... Get out of my head  Epileptic
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Belimoth
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« Reply #7 on: March 12, 2011, 10:45:19 AM »

New demo! Gentleman

Scorekeeping
 Hand Point Right Each team starts with 100 reinforcements
 Hand Thumbs Down Right When a player/bot respawns that team loses 2.
 Hand Thumbs Up Left Recycled corpses add 1.
 Hand Metal Left Allegedly you win if you lower the opponents' reinforcements to zero first, but who's to say?

Classes
 Tiger Demon/Angel: Throw grenades, try to kill opposing players.
 Concerned Satyr/Hermes: Can heal and... steal life and... basically it's not all worked out yet, don't play as this class.
 Panda Troll/Saint: Picks up corpses and recycles them at the friendly base.
 Blink Observer: Not choosable yet, and not really a class, but it looks like an eye and who am I to pass up that kind of opportunity?


« Last Edit: March 12, 2011, 01:39:40 PM by Belimoth » Logged

Bones
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« Reply #8 on: March 14, 2011, 01:50:29 PM »

Demon-Imp-Troll [Human fodder] Saint-Hermes-Angel

Trying to differentiate the human fodder, from the "Saint" he used to just be an edited version of the human fodder.
« Last Edit: March 14, 2011, 03:43:01 PM by Bones » Logged

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« Reply #9 on: September 15, 2011, 01:20:46 PM »

I am beginning to work on this project again, lots of changes are taking place.

I've decided to explore alternatives to the  Concerned Healer class, since in it's current incarnation it is boring to play and hard to write AI for. It also works against the Panda Troll class in that by healing teammates you are decreasing the amount of friendly corpses that drop and not contributing directly to the amount of dropped enemy corpses.

The corpse economy is my favorite feature, so my favorite idea for a Healer replacement is a Ninja Thief class that steals corpses from the enemy base. It would have the same stats as the Healer(high stamina, low health), and stolen corpses would count more than the ones recycled by Trolls.

Goals:
Hand Point Right Staggered respawning.
Hand Point Right Actual class/team switching mechanics.
Hand Point Right Endgame scoreboard.
Hand Point Right Allowance for cooperative scoring.
Hand Point Right Actual menus.
Hand Point Right Secondary ability for Troll.
Hand Point Right Horizontally-looping levels.
Hand Point Right Different level layouts to choose from.
Hand Point Right Arrows showing offscreen players.
Hand Point Right Clouds to indicate maximum elevation.
Hand Point Right Power-ups that drop occasionally.
Hand Point Right Better sound effects.
Hand Point Right Networked play.
« Last Edit: September 20, 2011, 01:44:37 AM by Belimoth » Logged

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« Reply #10 on: September 15, 2011, 01:35:17 PM »

This is cool.
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Belimoth
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« Reply #11 on: September 17, 2011, 06:06:22 PM »

New Demo!

The  Ninja Thief's mechanics work now; You steal one corpse from the enemy base when you come in contact with it. When thrown, stolen corpses are yellow and can't be picked up by harvesters, only other thieves. Right now there is no limitation on the thief's power so you could continually steal corpses without returning them just to drain the opponent's reinforcement count. I have several ideas to fix this, I just want to see if the thief is fun to play first.

The AI thieves are terrible... actually all the AI is terrible but the thieves show it the most Shrug
That's what I'm working on next.
I have left one on each team so that you may laugh at them.

I am also thinking of deprecating the minimap now that there are those arrows.
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Belimoth
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« Reply #12 on: September 18, 2011, 11:26:33 PM »

My meddling has ruined the colors.



I just wanted to be able to change the palettes why is it bluuuue Cry
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Mikademus
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« Reply #13 on: September 19, 2011, 02:40:42 AM »

Blue is cool. Blue is the new white.
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Hangedman
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« Reply #14 on: September 19, 2011, 06:54:25 AM »

I like it.
Blue/Red reminds me more of 'Law vs Chaos' than 'Good vs Evil' which was always way more interesting
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AUST
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Belimoth
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« Reply #15 on: September 19, 2011, 08:15:44 PM »

I like it.
Blue/Red reminds me more of 'Law vs Chaos' than 'Good vs Evil' which was always way more interesting

That could work out, but I do not want them to be the color of toothpaste.
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Hangedman
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« Reply #16 on: September 19, 2011, 08:28:27 PM »

Play with the saturation a bit and make the colours more moderate?
Might make the outlines less vivid. But you can always go with bright red and blue (or whatever colours) that aren't pure ff0000 and 0000ff.

Like... try E17474 and 74C2E1, if you want a pale blue. 7474E1 if you want royal.
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AUST
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Belimoth
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« Reply #17 on: September 20, 2011, 01:41:54 AM »


                                                   Hand Point Right Thief AI and gameplay is functional.
                                                   Hand Point Right Added a simple effect to indicate when things are picked up.
                                                   Hand Point Right Added an instructions page on main menu.
                                                   Hand Point Right Scoreboard displayed at end of game and during pause.
                                                   Hand Point Right Harvester's secondary ability added.
                                                   Hand Point Right Stats tweaked.
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Belimoth
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« Reply #18 on: September 21, 2011, 10:57:16 AM »

Switching gears now from gameplay to programming.


Adding a grid for collisions is the next objective, but I don't want to have to tweak the placement and size of the grid every time I change a gameplay variable like jump height or blast radius.

That sounds like a lot of work... so instead I'm going to do even MORE work to make a grid system that tweaks itself! Cheesy Programmer Logic Cheesy

Here's the gist of the classes so far, for any curious BlitzMax people.
Code:
Type TDynamicGrid

Field cellSize:Int
Field width:Int, height:Int
Field xStart:Int, yStart:Int
Field _xy:TCell[,]

Function Create:TDynamicGrid(cell_size:Int)

Method Add(e:TEntity) 'adds an entity to the grid
Method At:TCell(x:Int, y:Int) 'returns the cell at given grid coordinates
Method GetCell:TCell(x:Float, y:Float) 'returns the cell at given screen coordinates
Method ObjectEnumerator:TDynamicGridEnum

End Type



Type TDynamicGridEnum

Method HasNext:Int()
Method NextObject:Object()

End Type



Type TCell Extends TList

Field parent:TDynamicGrid
Field x:Int, y:Int

Function Create:TCell(x:Int, y:Int)

End Type



Type TEntity 'base class for anything with a position

Field x:Float, y:Float

End Type
« Last Edit: September 21, 2011, 10:01:50 PM by Belimoth » Logged

Belimoth
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« Reply #19 on: September 21, 2011, 09:59:25 PM »

The grid system is done, but not integrated yet. It's the kind of thing I might reuse so I wrote it as a standalone system first.

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