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878704 Posts in 32932 Topics- by 24342 Members - Latest Member: Renegade68

May 22, 2013, 12:42:30 PM
TIGSource ForumsDeveloperFeedbackFinishedSumerian Blood: Gilgamesh Against the Gods
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Author Topic: Sumerian Blood: Gilgamesh Against the Gods  (Read 12654 times)
PompiPompi
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« Reply #15 on: September 29, 2011, 08:48:47 AM »

In the last two days I have "ported" my network code from my old bloated base code, to my new slim and lean framework.
I have made and tested multiplayer for the startegy board. So you can now play against someone, but only the chess board is controled online. When two pieces meet on the same space, the battles occur localy. Don't worry, it won't stay like this forever, it is just WIP.
I hope to have something playable available as soon as possible, so stay tuned. Smiley
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« Reply #16 on: October 01, 2011, 08:06:42 AM »

I have just several things I need to do before I can release an alpha to the public.
There is both local multiplayer and online multiplayer.
I have played against someone in online multiplayer and it was fun, but online multiplayer has more performance\tweaking that are not needed in local multiplayer.
So here is the list of things I need to do(mmore or less):
  • Abomination shape shiftting
  • Angel light area attack
  • Area attack in online multiplayer
  • The pact sign
  • Make the controls in the strategy board work properly(hold down as oppsed to clicking)
  • Alternative attributes file
  • First step bug in online multiplayer
  • Multiplayer pulse rates from config.txt
  • Basic play tested attributes file
  • Configurable collision square
  • Two game pad support(as oppose to only one supported, I am using raw input so there is some research needed to be done)

I think that is about it. I hope there will be enough people willing to play the alpha once it's released.
By the way, I am doing the free vs paid "buissnes model", so you will be able to play the alpha version for free. Currently there is no difference between the paid and free version.
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PompiPompi
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« Reply #17 on: October 02, 2011, 09:31:05 AM »

Deving:
Well, I completed that list and more.
I have a nice playable alpha. It's pretty solid in local but there are a lot of performance issues in online that I am being aware of.
Also, I would need to refactor a portion of the code and add more abstraction.
At first I wrote the framework modules, which are bite sized modules that support Networking\Input\Graphics and are independant of each other and of the game logic.
When I started developing the online code, I couldn't get a hold of it. I just couldn't make all the different types of communications.
The reason was because the communication was mixed with the game logic, so I added an abstraction layer. That helped a lot.
I know realize I need more abstraction for my game logic, because the game logic code is still pretty ugly.

Drawing Challange and Alpha
The drawing challange is more or less complete, and those attended have won the full version.
I intend to release an early stage alpha for a limited number of people. The drawing challange winnders will have access to this alpha.
Here is the thread if you are interested: http://forums.tigsource.com/index.php?topic=21874.0
A PM with download details will be sent to the winners! :D

Fatal Wars 2 Alpha 2011.10.02
The alpha features local multiplayer and online multiplayer.
In the Config.txt file you can set the Type of game.
Type = Local for local multiplayer.
Type = Server for a server player.
Type = Client for a client player.
If you set Type to Client you need to set the ip to the server's public ip. If you need help setting up an online game with your friend, PM me.
Then there is Controls1.txt and Controls2.txt. Controls1.txt are the controls for the left side(Hukans) and Controls2.txt are the controls for the right side(The Pact).
When you play as a client you are always The Pact, so your controls are Controls2.txt.
Server gets to play Hukans.
You can look at Keys.txt for a hint of what possible keyboard keys can be set in the controls.
You can also play with(one) gamepad, and set the controls to the gamepad.
The default controls for Controls2.txt is gamepad, so look at it and change it if you need to.

After setting those things up you are ready to run the game.

How to play
The game is divided into two parts. The chess like board, and the battle areana.
In the chess like board the game is turn based. You select your piece and move it to a desired location.
When a Hukans piece lands on The Pact piece, or vice versa the two characters battle in the battle areana.
I hope this is enough for now to get started playing. I might add more later, but these are the basics.

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PompiPompi
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« Reply #18 on: October 06, 2011, 01:29:34 PM »

A new version is available to the "early adopters" drawing challange attenders. You can find it at the same place the previous version was.

I have made some progress with Fatal Wars 2, although a lot of it was refactoring, adding SFML support(optional alternative to DX9) and fixing some bugs.
I also added a lot of other little things, balancing a bit the pieces(although not extensive) and the game plays nicer. Especially online.

I have made a list of things to do, not sure it's such an accurate list but it will guide in the following days.

  • Fixing (0, 0) start bug in online mode
  • Improving Area attacks, without stalling
  • Damage persist after the battle
  • 6 different areas for 6 different colors
  • Changing colors of the "middle" squares
  • Life bonouses according to square color
  • Maybe tweaking walking speeds of pieces
  • Power points
  • Power points healing
  • Obstacles in battle area
  • x360 controller support
  • Sound FX
That's enough.

Also, take a look at an online game I played against a friend.
http://www.youtube.com/watch?v=aETH33fyTGw
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Christian Knudsen
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« Reply #19 on: October 06, 2011, 01:32:44 PM »

Do you plan on having a death animation when a character is killed? When combat ends, the jump back to the game board is pretty abrupt.
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PompiPompi
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« Reply #20 on: October 06, 2011, 01:36:11 PM »

Oh yea, heh.
I planned on making the board "persist" a few moments after one of the character dies. Which also allows a case of both characters die in battle. Just not implemented yet.
And a dying animation could be nice. I might go for something more lazy like making it poof into air or explode. Not sure. Havn'g thought about it yet.

Also, I forgot to mention that I want to work on a Meta-Server, so player could find matchs online and also so I can see how many people actually play. Tongue
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PompiPompi
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« Reply #21 on: October 13, 2011, 11:48:17 AM »

Progress has slowed down a bit, especially from lack of available testers.
I am working on a website and I could actually start selling the alpha once Desura guys set it up(it takes a while).
http://www.fatalwars.com/

Also a video of me play testing against my lovely tester. She is not so good, so it doesn't look exciting, but it shows the progress of the game.

http://www.youtube.com/watch?v=mSDygKSVrrA&feature=channel_video_title

Once the Desura alpha is set up I will send keys to the winners of the drawing competition.
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kamac
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« Reply #22 on: October 13, 2011, 11:55:13 AM »

If you need testers, i can do it ( for free ofcourse ).

Nice site  Huh? ( I don't know, but i think i could make it better. Or you just should improve the graphics. )


The progress is cool overall  Smiley. I'd love to see some BLOOM   Epileptic.
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« Reply #23 on: October 13, 2011, 12:16:02 PM »

Yea, the site is pretty plain looking, but for now it's good enough.
Also, there are those annoying google links that google sites put in the footer.
I am not sure if it is possible to remove them, but if anyone knows, please tell me how.
kamac, I would appreaciate if you could help me testing the game. Can you PM me your skype? If you have any?
And about the bloom... lol. I don't think there is going to be bloom, I thought of implementing it as a joke actually. I might do it eventually.
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« Reply #24 on: October 13, 2011, 12:47:08 PM »

I like the Snake's animation a lot.
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« Reply #25 on: October 13, 2011, 02:01:19 PM »

Yea, I like it too. XD
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« Reply #26 on: October 13, 2011, 03:38:51 PM »

Awesome man, this game reminds me of the older Heroes of Might and Magic games. Loved those.
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PompiPompi
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« Reply #27 on: October 19, 2011, 09:09:20 AM »

Thanks xoorath,

Well, the future of Fatal Wars 2 is uncertain, but it can go either way. I will talk about it later when I have more information.
I haven't been developing many new features lately, but I did work on an Android port.
I wrote about it in the IndieDB news, I think it might be interesting for you.
And of course a screenshot will come(Pics or it didn't happen?)

"I haven't been adding many new features lately, but I have done this cool thing. A port of Fatal Wars 2 to Android. The port will use the same C++ with(with JNI) from the Windows version for the logic part of the game. The thing that is different are the framework modules.
This is possible because the game logic only use the framework modules' interface and don't call anything API specific.
I am very pleased with the results.
I don't have an Android device yet, so an image from the emulator will have to do for now."

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cactus
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« Reply #28 on: October 19, 2011, 12:41:01 PM »

This looks fun and the graphics have a lot of charm.
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PompiPompi
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« Reply #29 on: October 24, 2011, 08:53:03 PM »

Thanks cactus, not a lot of people like the art work. I think.

Another playtest video, I have played online against my friend. There is a serious bug that allows players to attack after death. I should fix that.
Overall it was fun playing against my friend(I won), eventhough there was this bug and my friend didn't know he can use spells(the chat didn't work too well).
The whole gameplay is recorded in this video:

http://www.youtube.com/watch?v=TmZB66mUUrE
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