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891262 Posts in 33534 Topics- by 24775 Members - Latest Member: PestoForce

June 19, 2013, 10:24:08 AM
TIGSource ForumsDeveloperFeedbackDevLogsAS.T.Ro (A Squad Tactics Roguelike)
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Author Topic: AS.T.Ro (A Squad Tactics Roguelike)  (Read 3091 times)
Paul Jeffries
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« on: March 12, 2012, 01:33:05 PM »



Latest screenshots:











PLAY IT HERE:
http://www.vitruality.com/ASTRo/Version1.0/launch.html

OR, DOWNLOAD IT HERE:
http://www.vitruality.com/ASTRo/Version1.0/AS.T.Ro_v1.0.zip
(Unzip and double-click 'launch.jnlp' to run.  Requires Java)


ORGINAL POST:
----------------------------------------------------------------------------------------

Hello all.

Because I wanted a fun way to teach myself Java and feeling inspired by the currently-running 7DRL competition, I've decided to make a simple roguelike.  What with my full-time job, my part-time teaching gig and the fact that I'm moving home this week I don't really have time to enter the competition itself, but because I'm interested to see how much I can get done in a short space of time I am going to time myself and see how long it takes to get something together.  Rough target is to have something playable in 48 hours of work, though based on current progress it may take a little longer than that!

So far I've got seven hours in (I actually started last wednesday) and have this:

Ensign McRedshirt chills on a desolate desert planet

So, not a lot to show for myself just yet, but I have got a lot of the behind-the-scenes framework in place - the rendering stuff, resource loading, state management and so on, so I can hopefully now get on with the actual game logic.  Once it's in an interactive state I'll start putting up playable versions here.

I'm kind of making it all up as I go along but I'm going for a slightly campy science-fiction theme.  I'm also pondering giving you control over a small squad rather than just one guy, something like a simplified Space Crusade.  Would that still technically be a roguelike?  I don't know.  And not knowing is half the battle.
« Last Edit: April 23, 2012, 03:11:52 PM by Paul Jeffries » Logged

Alex Norton
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« Reply #1 on: March 12, 2012, 04:39:04 PM »

Just on the base idea, I reckon I'd play this! Haven't seen too many sci-fi roguelikes! Keep it up!
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Malevolence: The Sword of Ahkranox
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Paul Jeffries
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« Reply #2 on: March 13, 2012, 02:48:28 PM »

10 hours total work time:

I have something playable!  Well, perhaps 'playable' is too strong a word, all you can really do is move around.  Also, rocks.



If you feel like 'playing' it you can do so in your browser by going here:

http://www.vitruality.com/Stuff/Version0.1/PlanetApplet.html

The yellow 'brackets' (placeholder art) show where you can move to in your current turn - left click on one of those squares to move there.  And then, do it again, because there's nothing else to do yet.  You may find that due to, uh, 'teleporter problems' you begin the game fused with a large chunk of rock and so unable to carry out your assigned duties.  If so, hit refresh to generate a new field of boulders.
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peous
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« Reply #3 on: March 13, 2012, 03:26:30 PM »

Demo works, and that's a good start !
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Paul Jeffries
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« Reply #4 on: March 14, 2012, 05:46:38 PM »

12 (and a half) Hours total work time:

Rudimentary combat system: check.



Updated demo version here:

http://www.vitruality.com/Stuff/Version0.2/PlanetApplet.html

You can now shoot stuff and punch stuff, and there's a (currently deactivated) robot for you to try both of those out on.  Left click to move, right click to shoot.  Move into an enemy to attack in close combat.  Actual damage isn't implemented yet, so you can smack that poor robot around all day if you want to.

I've been giving the way I want the combat system to work some thought, particularly with regard to an issue which I think tends to pop up quite often in games with both melee and ranged combat.  Specifically, how do you balance the two?

In the real world, guns are just better.  The guy who can shoot you dead from cover from half a mile away has a distinct advantage over the guy who has to run right up to you and pummel you with his fists for a couple of minutes until you lose consciousness.  In a game, however, this is a bit problematic: how do you get the player to use the nice melee combat system you spent so long programming when nobody in their right mind would realistically choose to do so?

Some games of course are fine with this (most FPSs, for example) - saving melee as either a weapon of last resort or for the occasional contrived 'oops, I lost all my weapons' set-piece.  But things like RPGs, especially those where you can create a purely melee-orientated character, have a need to balance things out a little more so that either option becomes viable.  This tends to get done by nerfing the ranged weapons down to the level of water pistols - so that melee-orientated characters can shrug off a few hits before they can get into melee range and start causing damage themselves.  But, in my opinion at least, this tends to make the ranged combat in these games a bit dull (especially where two ranged-combat-oriented characters face-off), because each shot counts for so comparatively little.

For this game I'm taking a different approach.  Considering the sci-fi setting I'm fine with most disagreements being settled by ray-gun - so ranged weapons will be generally more powerful and more useful - but I still want to give melee combat some distinct tactical uses.  As well as the more usual disadvantages to guns - requiring ammo, having a lower to-hit chance and so on, there's going to be an important mechanical advantage to melee.  As with most roguelikes, each character can only perform one action per turn - so you can either move or shoot, then the other guy gets a turn, and so on.  But, you can move a couple of spaces at a time, and if you perform a melee attack as one of those moves, it still only counts as one action.  As a bonus, anybody who has just been hit by a melee attack can't fire a ranged weapon on their next turn.

This is a really simple mechanic, but I'm hoping it will add a bit more tactical depth to a lot of common situations in the game.

For example: imagine you are low on health and just around the corner from an enemy with a great big gun.  You could step out from behind the corner to get into a suitable position to shoot him, and then wait for your next turn to actually take the shot.  But in between then and now he's going to have a chance to blast you with his mighty cannon, and you better hope he misses...

Or, you could leave your shoot-o-matic laser pistol in its holster and instead charge around the corner at full speed and rugby tackle him to the ground.  You'll have done some damage immediately and removed his ability to blow your brains out, but of course with some other issues to deal with; you have to actually beat him in hand-to-hand for starters, and then you may ultimately have left yourself more exposed to his buddy further down the corridor...



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Paul Jeffries
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« Reply #5 on: March 17, 2012, 04:20:22 PM »

17 Hours total work time:



The enemies have been attending evil alien school and have learned important life skills like how to walk around and punch and shoot people.  You also now control two characters at once (ultimtely you'll have four) , so I've set up a little 2v2 battle against a robot and a horrible space gribbly.  Here is the updated applet:

http://www.vitruality.com/Stuff/Version0.3/PlanetApplet.html
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Franklins Ghost
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« Reply #6 on: March 17, 2012, 04:49:49 PM »

Coming along nicely and reminds me of the old buck rogers game. Impressed with the speed you're progressing.
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Paul Jeffries
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« Reply #7 on: March 18, 2012, 03:18:53 AM »

Thanks FG.  I'm finding that timing myself really increases my productivity, since it forces me to set specific goals and then stick to them.  I usually spend ages worrying about the best algorithm or data structure to use but this way I just have to go with my instincts.  Also even though I've never used Java before I'm finding it a really nice language for this sort of work.

I've never played that Buck Rogers game but I may have to give it a try now for inspiration...
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Franklins Ghost
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« Reply #8 on: March 18, 2012, 04:12:03 AM »

Here's a youtube link to the game, used to love playing it back in the day.

http://www.youtube.com/watch?v=yuywH6CY0hk

Also did you make detailed plans on how you'd approach the game before starting or you've just been deciding as you're going? Like how the bad guys run around like crazy after they kill you so far  Smiley
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Paul Jeffries
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« Reply #9 on: March 26, 2012, 02:31:27 PM »

@FG: No, I'm pretty much making it up as I go along.  Deciding to do it in the first place was kind of a spur-of-the-moment type thing and then I started working on it that evening.  I do have a rough plan, but only in my head at the moment.

27 Hours Work Time:

Sorry for the radio silence recently, the aforementioned house move happened and left me without internet for a week.  But in between putting things in boxes, taking things out of boxes, waiting in for people to bring me boxes of wood, taking bits of wood out of boxes and hitting them with a mallet until they resemble furniture, accidentally stabbing myself in the leg with a pair of scissors and re-enacting the first level of every RPG ever made by killing the giant rats who seem to have set up home in the loft, I have found some time to work on the game and have made a fair bit of progress.



You now have your full complement of four characters at your disposal and so to even things up the test environment now contains four enemies to zap.  Do please have a go:

http://www.vitruality.com/Stuff/Version0.5/PlanetApplet.html

Left click still moves and melee attacks, right click uses the currently equipped item.  Left click on the icon in the top bar to open the active character's inventory.  On the inventory screen left click on an item in your inventory to equip it, right click it to drop it to the ground.  The area at the bottom of the inventory screen represents the ground at your feet - left click on an item there to pick it up.
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stef1a
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« Reply #10 on: March 26, 2012, 03:25:19 PM »

I love the concept and the graphics, and I'm wondering where they're coming from. If you made them, kudos; you're an amazing artist, in my book. Either way, it looks beautiful, and it reminds me of roguelikes I used to play in 2002-2003... I wish I could remember the name of a particular one, because your graphics are so similar to its.
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PompiPompi
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« Reply #11 on: March 26, 2012, 03:37:16 PM »

Hmm, I can't play it, it loads Java and then the game area doesn't draw anything(It shows the desktop background).
Are there any OS\Browser limitations?
I am on Windows 7, IE9 or Opera(heh).
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Paul Jeffries
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« Reply #12 on: March 26, 2012, 10:31:17 PM »

@stefa: The graphics are all mine, so: thanks! I'm glad you like them.

@PompiPompi: Hmm... now that you mention it I can't seem to get it to work online myself, even though it works OK running locally and I didn't have any problems with any of the previous versions... Thanks for letting me know - I'll have a fiddle when I get home tonight and see if I can fix it.  Probably I've touched something I shouldn't have in the compilation options...
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capn.lee
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« Reply #13 on: March 27, 2012, 12:35:19 AM »

graphics are cool and a star trek planet-exploration mechanic is perfect for a roguelike
Keeping an eye on this one
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Paul Jeffries
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« Reply #14 on: April 02, 2012, 02:51:47 PM »

Soooo... after what feels like many years of swearing and tugging out clumps of hair I finally figured out why the applet was no longer working online.  The culprit was this little chap:



This is a Boreworm, terror of alien princesses everywhere and, as it turns out, massive pain in the ass to would-be java programmers.  For it turns out that even more deadly than it's grossly befanged maw is... it's file name.

The name of the image file for this enemy is:

BoreWorm.png

The name that I had in my code was:

Boreworm.png

Now within the confines of Netbeans, java doesn't seem to give a fuck about the lack of capitalization on the W - it loads that file just fine.  But for some reason once that applet makes its way onto the internet it suddenly becomes the most important thing in the world and was causing the whole thing to hang (even though I thought I was explicitly handling the exception this should have caused)...

Anyway.  Please do me a favour and try out the now-hopefully-working applet and blast that little bastard to atoms for me:

http://www.vitruality.com/SFR/Version0.6/launch.html
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