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877267 Posts in 32853 Topics- by 24294 Members - Latest Member: RopeDrink

May 19, 2013, 02:34:37 AM
TIGSource ForumsDeveloperFeedbackDevLogsOutcry
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Author Topic: Outcry  (Read 2540 times)
7Soul
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« on: February 22, 2012, 08:13:13 PM »

Outcry




Outcry is a Tower Defense that follows the restrictions of a NES game. You can build 7 types of towers, each one with a different on-hit effect to counter the enemy waves from reaching your HQ.

Features:
+ Create your strategy to counter many different enemies with different weaknesses and status.
+ Position towers and upgrade them to get the best effect combo.
+ Dialogue system enhancing the story mode.
+ Three difficulty modes and secret levels.
+ Research system: get extensive upgrades that carry over levels.
+ Achievements: you also get in-game rewards for getting these.
+ Unique monsters create a need to a variety of strategies


I've started this project 9 months ago with a mockup and slowly started programming it using Construct Classic.

The setting of Outcry is a post-apocalyptic world where mankind struggles to survive the creatures created by the holocaust. With the help of a advanced military robot AI called B.E.T.A. they developed towers capable of dealing with the wild beasts.
Your job is to protect key areas with these towers, and find out a way to return the world to its normal state.

More images, info and a download of an early alpha can be found here:
http://www.indiedb.com/games/outcry








« Last Edit: March 01, 2012, 12:06:31 PM by 7Soul » Logged

laxwolf
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« Reply #1 on: February 22, 2012, 08:46:23 PM »

Looks really cool, thanks for sharing!
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ZAHZERA
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« Reply #2 on: February 22, 2012, 09:13:20 PM »

Everything about this game looks fantastic!
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wuhu
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« Reply #3 on: February 23, 2012, 12:46:48 AM »

Woah, i remember seeing this on pixeljoint.
Totally looks like a game I would play.
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Franklins Ghost
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« Reply #4 on: February 23, 2012, 03:40:34 AM »

Great looking game.
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7Soul
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« Reply #5 on: February 23, 2012, 12:33:04 PM »

I would like some feedback on some features i'm considering adding

1. Mouse support
All TDs I've played used the mouse. Do you think this is necessary here? As I said, this game follows some NES restrictions, so I'm using only 2 buttons + directions + start.
I was thinking about adding a mouse mode, what's you guys opinion?

2. More buttons?
I believe 2 buttons only could get confusing at some point. 1~7 for tower shortcuts could be a useful addition. Also a button to speed up the game (like Defese Grid, holding F makes the game faster)
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Birdorf
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« Reply #6 on: February 23, 2012, 01:54:47 PM »

This looks great. I think a mouse would be better, because you'll have some tough design decisions with a 2-button NES setup, and if you're having extra buttons then you may as well have a mouse. I say get yourself moused-up.
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Scut Fabulous
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« Reply #7 on: February 23, 2012, 03:09:32 PM »

This looks really good.  I know it's an NES palette but the theme feels more like a Commodore 64 game which is cool.

I'd like to add one more vote for mouse and more than 2 buttons.  I think it's cool to be able to work within constraints, but unless you are actually going to sell this game in an NES cartridge you shouldn't sacrifice playability for authenticity.
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7Soul
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« Reply #8 on: February 26, 2012, 11:07:37 PM »

So, I was messing around with my game and I discovered something terrible. If I had too many towers and enemies, FPS would start dropping fast, and i'm not even talking about a huge amount of objects. A total of 40 objects (between towers and enemies) and FPS dropped from 60 to 45, worse if I was accelerating the game: 17 fps.

I was sure that was some limitation of the engine. I mean, construct is a game maker, and a really buggy one, so what could I expect?
But after some digging through the code, i found out that the built-in turret behavior was causing the fps drop because of its "aim at enemy behavior". I turned it off and created a custom aiming event,that for my surprise worked even better than the built-in option.

Guess what now? Not even by filling the screen with turrets and enemies I can get the FPS to drop under 58. Even when accelerating, the game runs as smooth as possible.
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7Soul
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« Reply #9 on: February 29, 2012, 01:25:20 PM »

Mouse is fully implemented for the gameplay, menus are still using only keyboard though

The most recent screen shot:

The new performance also allowed me to increase the "speed up" mode. There is now 1x, 2x and 3x speed options
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Scut Fabulous
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« Reply #10 on: February 29, 2012, 01:27:28 PM »

Yeah, mouse support!  Can't wait to try it out!
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7Soul
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« Reply #11 on: February 29, 2012, 10:34:12 PM »

Decided to mess around with the "behind the scenes" stuff, and downloaded visual studio to make a better database editor.
Even though I'm a complete noob to VS, I could recreate the database editor that I made on Construct in a few hours.

The creep editor is fully functional, while the level editor is all in place, just waiting for the coding

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oyog
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« Reply #12 on: March 02, 2012, 12:45:38 PM »

I don't think I've ever actually wanted to play a tower defense game till now.
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7Soul
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« Reply #13 on: March 04, 2012, 09:18:40 PM »

Remade the tech shop when adding the mouse support. Now the icons are more colorful and brighter. Also reorganized them and removed redundant techs

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sublinimal
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This game is: UNPLAYABLE


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« Reply #14 on: March 09, 2012, 10:14:23 PM »

I want to eat those graphics.
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