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TIGSource ForumsCommunityDevLogs[Grand Strategy: Spacewar] (4X) & "Mercenaries"
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Author Topic: [Grand Strategy: Spacewar] (4X) & "Mercenaries"  (Read 14639 times)
Orymus
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« Reply #40 on: October 18, 2013, 07:54:19 AM »

Just started building the "racial descriptions" for in-game selection:






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Orymus
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« Reply #41 on: October 20, 2013, 08:35:07 AM »

Devlog # 8

Did some more work on the Combat Playback system...












DONE
  • Added a new ship
  • Added a new weapon type
  • Added weapon damage variance (some weapons are better than others now!)
  • Implemented 'helm-centric' movement (ships will arc during movement)
  • Fixed an issue that caused ships to fire further than their firing range would allow
  • Fixed a bunch of quirks with the current ship AI
  • Fixed some of the Helm irregularities
TODO
  • Define a better AI for target acquisition (weakest in range first?)
  • Implement Combat Timer (end of fight)
  • Implement Reinforcement Zone (start of fight)
  • Connect to the backend and 'get' the data structure from it
  • Create a real 'explosion' when ships die

« Last Edit: October 20, 2013, 11:55:01 AM by Orymus » Logged
Orymus
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« Reply #42 on: October 25, 2013, 07:23:53 AM »

DevLog #9

More work on the Combat Playback logic, mainly targetting, and weapon systems.





The most striking additions are that ships get to fire with multiple weapons, and that these weapons each have their own AI.
In the video, you can see that long-range missiles are preying on the "weakest" enemies, whereas the smaller guns are fighting off enemies that are close by (and therefore potential threats).

It will be easy to evolve from there and have weapons behave differently.


DONE
  • Refactored the "weapons" components. Now ships can easily have different weapons.
  • Refactored Ship Movement direction. This fixed a number of small issues / quirks.
  • Refactored "targetting" (Weapon Attack). Each weapon now makes its own decisions. This allows weapons to fire at different targets based on different criterias. Currently, weapons fire at the Weakest (lowest HP) target that's in range (within MaxRange of the weapon).
TODO
  • Implement Combat Timer (end of fight)
  • Implement Reinforcement Zone (start of fight)
  • Connect to the backend and 'get' the data structure from it
  • Create a real 'explosion' when ships die
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Orymus
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« Reply #43 on: October 27, 2013, 09:31:51 AM »

Small addendum here!



  • Changed Background
  • Increased canvas size to 1600*900
  • Tweaked gauge colors (to account for player ownership)
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ananasblau
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« Reply #44 on: October 27, 2013, 09:57:00 AM »

I don't see it mentioned here but do you know Pax Britannica by any chance? Extremely simple game and fun for an hour with more than one player.
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Orymus
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« Reply #45 on: October 27, 2013, 11:11:35 AM »

Just tried it (thanks to your link).
Unlike my game though, there is some form of player control involved.
Grand Strategy: Space War is fully automated in that regard.

With that said, though I don't like to discuss the far future, you'd have the right instinct to link to this, as most of the codebase is generated in such a way it will be reusable to make a game based on

(an old DOS-era favorite of mine).

Some sort of spin-off... but for now, this would be late 2015 at best. I'd rather focus on the 4X game at hand!
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SterlingDee
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« Reply #46 on: October 28, 2013, 11:45:47 AM »

Hopefully that gives you hope on what's to come next!

Yes, I think I understand the direction your game is going better now. I've never played this type of 4X are there any other comparable games (I think you mentioned DOS games?).
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Orymus
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« Reply #47 on: October 28, 2013, 12:02:39 PM »

As far as finite resources are concerned, you can find similar gameplay in VGA Planets 3.0, an old DOS game. Since this was pay-by-email though, you'd have a hard time trying to get it running with an opponent unless you configure a freeware AI program (though they exist).
I'd recommend looking up Nu Planets, which is a modern clone of the game.

For the combat (playback) system, its based on a number of references, but is mostly original work (the mechanics, layout and logic). It's not that distant from an automated version of SolarWinds: The Escape, though in a drastically different game.

Hopefully there aren't games exactly like what we're doing. We want for the game to look inspired by DOS (retro) titles, all the while leveraging modern UI and usability advancements.

We're shooting for playtests later this year, during which we'll have a number of interested people testing the gameplay mechanics. If you're available then, why not take a peek and see for yourself how it plays out?
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Orymus
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« Reply #48 on: October 28, 2013, 01:23:32 PM »

Questionning myself on the gauge colors to use.

Current thinking:

Friendly Ships Life: Green
Enemy Ships Life: Red
All Ships Weapon Cooldown: Blue

Sounds 'bout right?
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Orymus
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« Reply #49 on: November 04, 2013, 08:37:59 PM »

Devlog # 10

Some serious work on the combat playback prototype.
I've been focusing mostly on feedbacks/UI implementation for the time being.





There are three different approaches listed there. If you guys have any preference as to what should/shouldn't be displayed, let me know!

New Stuff:
  • Added Red Masks (the ship turns to red as it takes damage)
  • Added Shields (the shield fades as it takes damage)
  • Ships now have proper AI and pathfinding (which only shows with large amounts of ships)
  • Ships now explode
  • Projectiles now cause small explosions
  • Added the top Score gauge to indicate how well the player is faring
  • Modified movement patterns to smooth out transitions (acceleration and deceleration)
  • Logic now fully compatible with components (Life from Hull, Speed from Engine) just like weapons.
  • Ships can now miss if their weapon don't have the 'heatseeking' property and their opponent is moving (the bullet will be fired at a precise x,y coordinate, and if it doesn't collide with the target before then, it will simply detonate at this coord).

Yannick has been stuck with planetary management for the most part. No significant advancement there.
« Last Edit: November 04, 2013, 08:43:51 PM by Orymus » Logged
Orymus
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« Reply #50 on: November 05, 2013, 05:53:28 AM »

New animated .gif!
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Orymus
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« Reply #51 on: November 12, 2013, 07:42:46 AM »

Devlog #11

New Video!

I grew tired of working on feedbacks for a bit, and decided to test my codebase to see how long it would take to implement a new feature. Turns out it took only 3 hours.

I give you: FIGHTERS!

  • Ships can now be the host of a HangarComponent (which works like Engines, Weapons, Shields, etc)
  • Hangars have a maximum capacity (in the ship) and a "command" capacity (how many fighters can be launched at any given point).
  • Ships with a hangar component will launch fighters as long as their "command" capacity is not reached, and will launch more if any is destroyed.
  • Refactored the way ships acquired their targets. Both Ships and Fighters can engage one another, with one KEY difference. Only weapons with the "heatSeeker" ability will attempt to engage fighters, and only if the shot velocity is higher than the fighter's speed.
  • Fighters will die if their "mothership" is destroyed.
  • Added placeholder UI elements


Cheers!

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Orymus
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« Reply #52 on: December 06, 2013, 10:06:55 AM »

Just to let you know we aren't dead!

My development computer was victim of an electrical problem and is still undergoing repairs as we speak now.
With that said, we're targetting a development spree over the christmas break, so stay tuned for hopefully heavy progress in January!
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Orymus
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« Reply #53 on: June 17, 2014, 11:28:09 AM »

Currently looking to partner up with a developer that is familiar with DartLang / StageXL or is willing to learn.
It is a simple language Smiley
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Orymus
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« Reply #54 on: June 26, 2014, 06:01:39 PM »

Look who's back?

and with fresh videos!









Ok ok, there's some explaining to do.

First: Grand Strategy: Space War is not dead. It is still very much alive
but
Second: We've made a spinoff game! GS:SW - Mercenaries!

When we've decided to clear progress on the combat simulator, I had a feeling that there was something we could yet do with this prototype. I've taken upon myself to change it into an actual minigame that is unrelated to the actual project. It's more arcade-ish.

In terms of gaming, it is pretty much at the other very end of the spectrum however. 4X games take a lot of time and thought. Space shooters are more reflex-based. I find it interesting that we can spinoff the series in these two different directions without breaking anything.

This is obviously just a side project, but I thought you might want to see what I've been up to with that!

As far as the original Grand Strategy: Spacewar is concerned, Yannick and I are resuming work this summer and making some serious progress. We should make a few posts on here throughout the year.

Stay tuned Smiley
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Orymus
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« Reply #55 on: July 03, 2014, 05:07:10 PM »


This is the new placeholder TitleScreen for "MERCENARIES"!!

And it's coming along amazingly well...
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Orymus
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« Reply #56 on: July 17, 2014, 07:57:45 PM »






We've nailed the game flow for the Arena mode!
Players can now swap gear in/out of their inventory slots and play with a custom build!
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Orymus
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« Reply #57 on: November 17, 2014, 02:21:48 PM »

Unity... !

Turns out we'll be switching techs very soon, stay tuned Wink
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Orymus
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« Reply #58 on: October 16, 2015, 05:11:27 AM »

Unity!

Well it seems we've resurrected this project in Unity!
Managed to get a lot done in very little time, will show more in a bit!
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Hypnotron
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« Reply #59 on: March 27, 2016, 10:35:31 PM »

Looking forward to next post.  I've recently made the switch to Unity myself.
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