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1067334 Posts in 43582 Topics- by 35620 Members - Latest Member: VirObitus

November 28, 2014, 12:27:01 PM
TIGSource ForumsFeedbackDevLogsStella-111: A Cosmic Voyage
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Author Topic: Stella-111: A Cosmic Voyage  (Read 13964 times)
eddietree
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« on: June 06, 2012, 09:10:53 PM »

This game has been reborn as:
Nova-111
« Last Edit: February 27, 2014, 12:39:35 AM by eddietree » Logged

Franklins Ghost
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« Reply #1 on: June 06, 2012, 09:45:08 PM »

Always good to see a new eddietree project and this one is sounding and looking great. Looking forward to seeing more.
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amidos2006
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« Reply #2 on: June 06, 2012, 11:24:11 PM »

Looks promising looking forward to see more details Smiley and nice art work Smiley
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kamac
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« Reply #3 on: June 07, 2012, 12:49:51 AM »

I expect shaders. Lots of shaders.

 Smiley
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eddietree
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« Reply #4 on: June 07, 2012, 01:07:34 AM »

I expect shaders. Lots of shaders.

 Smiley

oh you know it. shader all up in your grill like a BBQ
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mauz
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« Reply #5 on: June 07, 2012, 02:09:21 AM »

great vehicle design and colors!
Are you going for classic top-down or side perspective?

waiting for more!  Beer!
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Mittens
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« Reply #6 on: June 07, 2012, 02:43:14 AM »

loads of style and nice colors,

for some reason I was reminded of this game,


keep up the good work
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DustyDrake
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« Reply #7 on: June 07, 2012, 02:37:54 PM »

(Don't) Stop being so damn amazing!
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Miguelito
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« Reply #8 on: June 08, 2012, 02:09:14 AM »

Shit art, wouldn't play.

In other news, mockups are being done as we speak, and I'll get to tilesettin' tonight!
Also trying my hand at design on this one as well!

And damn, wait until I make a logo, this looks depressing!  Smiley
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Alehkhs
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...why not?

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« Reply #9 on: June 09, 2012, 05:16:27 AM »

I'm going to say that I can't wait to see where this goes. But you probably already knew that before you even started this...  Hand Any KeyCrazy
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Miguelito
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« Reply #10 on: June 09, 2012, 09:19:49 AM »

Sneak peeks!






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eddietree
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« Reply #11 on: June 14, 2012, 06:04:55 AM »

Basic enemy animation by Miguelito Smiley

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eddietree
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« Reply #12 on: June 14, 2012, 07:18:13 AM »

Also, in-game screenshot of the crew-select screen. Still work in progress!

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Franklins Ghost
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« Reply #13 on: June 14, 2012, 08:32:06 AM »

Looking nice. Is each row and specific colour of crew going to be a specialised field?
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Miguelito
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« Reply #14 on: June 14, 2012, 12:59:07 PM »

We're not yet sure if we want 1 row = 1 color. Probably not, to be honest, it's rather limiting.

But yes, every color is one "class" of scientist. Think a degree in biology, engineering, AI, economy... Smiley
And as you can see, you can load up to 10 eggheads onto your ship!

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eddietree
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« Reply #15 on: June 15, 2012, 07:37:03 AM »

Progress report:

  • Basic game rogue-like mechanics implemented
  • Procedural world generation complete
  • Animation framework complete


Things are going quite smoothly. Most of the core enemies mechanics have been implemented, but just need to add in some polish such as artwork and sounds. I will post more as they come. Meanwhile, enjoy this small slice of an in-game screenshot!



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eddietree
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« Reply #16 on: June 15, 2012, 08:06:19 AM »

and another screenie

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thebarryman
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« Reply #17 on: June 15, 2012, 10:47:02 PM »

Looks really nice, guys! Can't wait to see it in action.
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eddietree
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« Reply #18 on: June 19, 2012, 05:03:20 AM »

What I really like about roguelikes is the amount of strategy and critical thinking involved to succeed in turn-based combat. With our game, we really wanted to focus on the meaningful choices that arise when faced in a tough battle situations. The relationship between the player, enemies and the environment should be interesting, dynamic and unique for every type of encounter.

The goal of the enemy designs were to focus on positional variation. That is, each enemy should affect the environment in a way that affects the possible actions that the player can execute but still allows the player to think critically to chose the best move.
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eddietree
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« Reply #19 on: June 19, 2012, 05:07:25 AM »



Introducing the slow shooter. This enemy is unique in that its projectiles do not immediate hit its target but instead slowly moves one grid by turn. We feel that this will create dynamicism by requiring the player to evade the projectiles while traversing the alien planet.
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