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TIGSource ForumsCommunityDevLogsSpace Cabrón (previously Back to Earth)
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Author Topic: Space Cabrón (previously Back to Earth)  (Read 15549 times)
Gueib
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« on: February 09, 2014, 07:42:05 PM »

UPDATE: Decided to change the game's title as well as its theme.

Space Cabrón is a procedurally generated shmup that revolves around two main mechanics: Reflecting bullets and hacking enemies to grow your personal robot chicken drone army.

Fight the genetically modified nazi chickens and cleanse outer space of evil.
« Last Edit: September 01, 2015, 02:19:10 PM by Gaeb » Logged
Pezomi
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« Reply #1 on: February 09, 2014, 09:54:40 PM »

Looking good, how long have you worked on it to get to the current state?
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Gueib
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« Reply #2 on: February 10, 2014, 06:47:50 AM »

About a week. I only work on it in my spare time, though.  Sad
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Gueib
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« Reply #3 on: February 10, 2014, 11:40:30 AM »

Here's a gif showing the first upgrades added to the game.


Arms - the way you shoot, damage, projectile size; (left arm != right arm)
Head - the speed you can hack enemies (haven't shown this one here yet);
Body - speed, amount of time your shield can stay enabled, shield cooldown;

And there's one kind of extra upgrade that will not replate any parts of the robot, but will add to it. I'm thinking rocket launchers, stuff like that.
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mason
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« Reply #4 on: February 10, 2014, 11:43:04 AM »

sweet. the idea reminds me of robotrek (even though the game is probably nothing like it)
great snes game tho
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Gueib
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« Reply #5 on: February 10, 2014, 11:56:18 AM »

Thanks a lot.

Never really played Robotrek, but the upgrade system seems similar to the one I'm trying to achieve. Except apparently in Robotrek you also invent stuff.
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Tom Horse
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« Reply #6 on: February 10, 2014, 12:02:45 PM »

Wow, I've just watched the gif and I like the artstyle
Good luck man, the idea of your game is really cool :3
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« Reply #7 on: February 10, 2014, 01:29:23 PM »

This guy will win the IGF one day. You heard it from me first.
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Gueib
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« Reply #8 on: February 10, 2014, 05:29:52 PM »

Wow, I've just watched the gif and I like the artstyle
Good luck man, the idea of your game is really cool :3

Thanks a lot, dude!

This guy will win the IGF one day. You heard it from me first.

Oh, stop it you~~~

Here's a gif about "hacking". The little pink square is the drone. I'm thinking they should be upgradeable in some way, I'm still deciding.


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Gueib
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« Reply #9 on: February 11, 2014, 09:41:26 AM »

Resistant enemies:



They only receive damage from reflected projectiles. Reflecting projectiles, as of now, are possible through activating your shield moments earlier of being hit. It's a fairly simple system so far, giving the player a 400ms window after the shield's activation.

If your shield hits a projectile within 400 milliseconds of it being activated, the projectile is reflected.

(Ignore the lack of player hitboxes).
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Gueib
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« Reply #10 on: February 11, 2014, 02:25:58 PM »

Seriously thinking about toying with networking and implement multiplayer co-op. It's a bit of a stretch, but there's people telling me it's not that hard to do it in Unity. I'll make it a goal.

Finished the wave generation system. Basically, the game is now procedurally generated based on progress.

I've also finished drone damage, they destroy enemy bullets on which they collide, but take damage. Visually they have two states: Normal and damaged;

Damaged means your current drone has less than or 30% health.
They take about 10 hits to be destroyed, but I might make it vary, I have to test it before.

Nothing visual unfortunately.  Sad
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DarthBenedict
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« Reply #11 on: February 11, 2014, 02:36:24 PM »

Looks fun.
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Gueib
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« Reply #12 on: February 11, 2014, 02:55:10 PM »

Looks fun.

Thanks, man! That means a lot. I really enjoy your game.
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Gueib
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« Reply #13 on: February 12, 2014, 10:23:39 AM »

Made some text showing the shield's cooldown.


...And also made some improvements on enemy generation, but I have no way of really showing it.  Sad
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Gueib
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« Reply #14 on: February 12, 2014, 05:47:08 PM »

Made a new enemy! He has these two shooting patterns. I'll wrap my head around giving him a face later.
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lean
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« Reply #15 on: February 12, 2014, 07:43:32 PM »

hey! it looks really interesting. the hacking sounds like a nice mechanic.
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Gueib
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« Reply #16 on: February 13, 2014, 10:05:13 AM »

hey! it looks really interesting. the hacking sounds like a nice mechanic.

Thanks a lot! I'm thinking of ways of expanding it, probably make it possible to control the direction you're going to send waves, I don't really know. The problem with this is that the game would get incredibly hard to play on the keyboard.

//////

Made some lazy explosions. I'll change them when I can, I was just getting tired of the bullets just disappearing. Probably will do the same with enemies dying.
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Gueib
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« Reply #17 on: February 13, 2014, 08:27:07 PM »

Same lazy explosions on enemies dying.


Also did some minor adjustments on enemy generation. Been mostly toying around with some ideas.
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Gueib
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« Reply #18 on: February 14, 2014, 09:38:01 AM »

Here's an idea: The amount of drones you have, is actually your amount of lives.
Thinking of making a little positronic brain moving to the closest drone and then the drone becoming the robot.

The gif is just to show how it will happen in a very basic way, if I decide to ever go with this idea.
Instead of the robot just blinking, there would be a reconstruction animation.


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Gueib
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« Reply #19 on: February 18, 2014, 06:05:46 PM »

Drones! Their appearance is kinda silly.


Aaaand... death! This strange little thing is supposed to be a tiny positronic brain! It always lerps to the closest drone.
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