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TIGSource ForumsCommunityDevLogsSpace Crew - A Survival Cooperative Game [ALPHA VERSION AVAILABLE]
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Author Topic: Space Crew - A Survival Cooperative Game [ALPHA VERSION AVAILABLE]  (Read 8847 times)
NinjaCodeStudio
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« on: August 04, 2014, 02:55:37 AM »


Hi to everyone. We would like to present you Space Crew, our new video game. Space Crew is a multiplayer game with first person action and strategy for 1 to 8 players to play cooperatively. Players will be part of the crew of a spaceship in great danger.

The spaceship will suffer flaws along it’s travel and the objective of the crew is to cooperate in order to keep the ship in one piece until they reach a safe space port.

We will have several roles to choose: Engineer, medic, electrician, firefighter, repairman and even an Stowaway. This rol will establish the skills of the player and its ability to repair systems and objects.
Objective:

The game will be won if at least one player is still alive when the spaceship makes an hyperspace jump and reach a safe space port. The game will be lost if every player dies before arriving, and the game will end.

Game mechanics:

Players will face systems failures in every vital system of the spaceship, like the gravity system, oxigen, temperature, motor and fire extinguisher, and they will even have to face a plague of aliens making a nest in the electrical system!

Every crew member is able to repair any system, but efficiency and safety will be different according with the class (or role) and tool that you have at the moment. To repair a system, you should “hit” it to make the progress bar increase. If you release the repair button when the progress bar is at 60%, you will have a 60% chance of having made a successful repair and a 40% of failing your reparation attempt and having wasted your time.

The time you spend to repair each system is crucial. The player must take into account every second spent on a system, because as you are repairing something, other systems may be failing and making all your spaceship and its crew in danger.

The player will get points for repairing systems, healing mates and performing other tasks that helps the team to fulfill the objective. At the end of the game, you will be able to see how useful have been each player during the game.

With the points you earn you can buy new skins to customize your avatar. To unlock some tools you will have to get certain achievements.

Characters:

  • Engineer: It has theorical knowledge about everything, but he’s not speciallist in anything. He isn’t that bad either, he is just balanced.
  • Firefighter: Firefighting specialist. Nobody fights flames like him. He is faster and get less damage from it than anyone else. However, repairing stuff is not easy for him.
  • Repairman: He is the specialist in engines and structures of the spaceship. Repairs mechanical failures faster and better than the others, but he’s really bad repairing electrical stuff.
  • Electrician: He is the specialist in electrical systems, as control panels and central systems. He isn’t very good at mechanical repairs.
  • Medic: He is the only one who is able to heal other crew members. He can heal a limited amount of life points before having to recharge his medic equipment in the medical bay. he isn’t good repairing systems or fighting fires.
  • Stowaway: He shouldn’t be on board. He sneaked in because he needed a fast transport and he ended up in greater troubles. He isn’t good at anything, but he gets much more points than anyone else.

The Ship:

The ship would be our map. We can choose between differents ships, changing the playability of the game. It will modify too the difficulty level and the duration of the game.


The ship will be composed of different rooms. On each room we can find differents systems that we should try to keep operative as long as possible. We’ll have an information panel next to the door. Here we’ll be able to see the oxygen level and the temperature of the room among other data.

Ship’s Systems:


  • Temperature system: Keep the temperature on a healthy level. If it reach the 0% it won’t work very well. The temperature may become too low or too high for the crew. If it’s cold, we’ll be damaged, other ship’s system may freeze, stuck doors and lower the chance of fire. If it’s too warm, we’ll lost visibility, suffer dizziness and the probability of fire increases a lot.
  • Oxygen system: Generates oxygen in the ship. If the oxygen reach a low level we’ll suffer different penalizations like not being able to run.
  • Central system: Is responsible for controlling all the ship’s information. it has a great screen where we would see important information of the game like the state of the hyper jump system.
  • Doors system: It make possible the automatic closing and opening of the doors. If it breaks, the doors need to be repaired in order to open it.
  • Driving system: It gives energy to the ship. It’s needed to charge the FTL system (Jump system).
  • Gravity system: It provides of an artificial gravity to the ship. If it breaks the gravity can increase or decrease much. The player will have a lot of difficulties to move if this happen.
  • Anti fire system: It extinguish fires automatically. The system allows you seal the room and extinguish the fire pushing a button next to the door.
  • Nursing system: It regenerates the life of the members of the crew and the medic’s tool charge.
  • Defense system: It allows to defend our ship from hostile elements...like asteroids.
  • FTL system (Hyper Jump system): It makes possible the hyperspace jump to reach the safe zone.
  • Sensor system: It provides useful information about the ship’s rooms.
  • Provisioning system: it provides mysterious boxes that contain a random object or tool… or nothing.
  • Electric system: Is the responsible of providing energy to the entire ship. If it breaks a lot of system may fail or turn off the lights and leave you in the dark.


Game Modes:

In the alpha version we’ll only have available the normal mode. Our objective is reach our destiny before the destruction of our ship. In the future we’ll add other modes like the Saboteur where one player will be chosen randomly to disturb the others, but nobody knows who is he. His objective is to prevent the other players from reaching their destination. We’ll have a competitive mode called Battleship. We’ll fight against other ship, trying to destroy it before they destroy our ship.

References:

We have inspired a lot in Team Fortress and it’s cartoon style. We want the game to be funny and with a lot of humor sense, very similar to what we find in that game.

For the playability, we are trying to innovate all as we can. We haven’t found a game similar to this, so we haven’t inspired on any videogame to design Space Crew. However, there’s a table game that is a clear source of inspiration. We talk about Red November, a mythical cooperative game where our objective is maintain a submarine. We want that Space Crew have the same spirit, but with our own style and of course, more fun.

About us:

Ninja Code Studio is a video game studio from Seville. It is compound by students and graduates of Graphic Design, Computer Engineer and Arts. What began as a hobby became a serious project where everyone fight for the same goal: make a living making video games.

Space Crew is being developed with Unity 3D and Blender. We’re going to release an alpha version free for all so everyone can try the game. After we’ll have created a bigger community, we would like to commercialize the beta version and its anticipate access. We’ll try to release the game on Steam and , of course, in other platforms without DRM. More or less like Kerbal Space Program did. We don’t discard other funding options.

If you want to know more about us or our project you can visit our web site clicking here!
« Last Edit: January 21, 2015, 09:17:01 AM by NinjaCodeStudio » Logged

Thanar
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« Reply #1 on: August 05, 2014, 01:53:52 AM »

Hi!!
I'm Antonio García Ruiz, Game Designer and programmer of Space Crew. I'll be here reading your posts and I will answer any question you have about the game.

We are very excited about this game, as we think that we might have found some unique gameplay and possibly some new game mechanics that haven't been used as far as we know.

We plan on expanding the game features if it has good feedback upon release. To achieve it, we will take into account every single piece of feedback we can get before the release!

The First alpha version of the game will be available for download around October for everyone to play it. Feel free to leave here your comments, doubts or questions about the game!
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8-Bit Ape
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« Reply #2 on: August 05, 2014, 03:47:22 AM »

Concept art looks cool. I really like the space invaders 'Defense Cabinet'

How will playing solo compare to multiplayer? Is it going to be possible? Can you switch roles?

Looking forward to seeing updates!
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Thanar
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« Reply #3 on: August 05, 2014, 04:06:08 AM »

Hi!
Thank you! I'll tell our artist about your opinion =)

We have plenty of features designed to enhance gameplay, but we have priorized them, so in the alpha the game won't have the full experience we expect to reach at the end, as expected.

I'm telling it because, for the alpha, we have focused really hard in the multiplayer experience. The solo game will be just like any regular game (difficulty automatically adjust to the number of players) but with only you as a player. Multiplayer will be the core game mode for this game in the alpha stage. It will be our main game mode at any time, but we plan to include some singleplayer stuff later on the development.

About switching roles, between games, of course you can, during a game, you can't. Your role is about who your character is, we don't feel like changing from being an engineer to be an Stowaway would make any sense. Also, deeper, on game mechanics level, each class has some pasive advantages that are balanced with some disadvantages. If you could just switch, you could just choose the best class for every single action, and you wouldn't need mates at all. As a cooperative game, comunication with your mates will be an important part of the gameplay.
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NinjaCodeStudio
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« Reply #4 on: August 08, 2014, 03:52:08 AM »

We are working in a visual revamp of our concepts!
Our artists think they can make it much better and they have been working to improve the systems we already had.
Here you can see some of the new concept they have made:
Maps
Engines

And we have some new systems for our spaceships (we will publish some gifs and videos as soon as possible!)
Central computer
Sensor system

The 3D artist is working as hard as he can to complete these models and we will have them integrated into the gameplay quite soon!

We are also finishing the first version of the spaceship we showed in the first post. It's equipped with all the commodities a space traveler could wish, like a snack bar!
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« Reply #5 on: August 14, 2014, 12:44:44 AM »

Hi all Gentleman !!

My name's Angel Cayetano (aka KyTn), lead programmer of Ninja Code Studio, and Programmers Team member of the proyect Space Crew at now.

I answer all your technical & program questions of the game.

The actual state of development is around 50% complete. We are working hard to release the first alpha in September - October 2014 (we hope Hand Any Key).

I advance some lastest systems concepts:

Door functionality



FTL System (or HyperSpace Jump System)


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NinjaCodeStudio
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« Reply #6 on: September 02, 2014, 03:21:33 AM »

Hi guys! We're celebrating our moving to a new workspace and we wanted to share it with you Beer!. This new place has been granted by the University of Sevilla for an entire year to grow up as a video game studio. This is our new home:

We need to improve a little more our new workspace  Big Laff

Blanca, one of our art designers gives her aprove to our new home Grin

We take the opportunity to show you a screenshot of one entire level. As you can see, lot of textures are WIP. We'll show you some indivual screen of each room soon. By the way, this level is enterily playable Cool


And a little preview of our crew member alien race. As you can see, our designer got inspired by the Asaris, from Mass Effect. He got inspired too by toon aliens like Keef from Futurama and Roger from American Dad. We finally chose the alien without nose because it seems more friendly. What do you think?


Send us your feedback. We need it to improve ourself!
« Last Edit: September 02, 2014, 03:57:44 AM by NinjaCodeStudio » Logged

NinjaCodeStudio
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« Reply #7 on: September 06, 2014, 03:34:27 AM »

Here I let you some screenshots and gifs. Hope you like it  Wink

Fire test
Shader test
Repairing test

PS: We need a better program to record our gifs. Can anybody recommend us any? We are using ScreenToGif but the result is not the best as you can see...
« Last Edit: September 07, 2014, 12:57:53 AM by NinjaCodeStudio » Logged

NinjaCodeStudio
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« Reply #8 on: September 08, 2014, 03:46:32 AM »

Hi there! Today we've upload Space Crew's concept on Greenlight. We'll upgrade it to project when the alpha version will be launched. You can check our concept here: http://steamcommunity.com/sharedfiles/filedetails/?id=311553198

We're proud to announce that our alpha will be launched next month! We'll tell you more about it soon.
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The_Observer
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« Reply #9 on: September 08, 2014, 09:40:00 AM »

PS: We need a better program to record our gifs. Can anybody recommend us any? We are using ScreenToGif but the result is not the best as you can see...

Try LICEcap, maybe that'll help.
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« Reply #10 on: September 08, 2014, 02:16:54 PM »

Hola!

Congrats for the new office, looks cool. Its always inspiring to see people following their dreams! Btw, Sevilla is really beatiful city! I was doing my university`s exchange intern close to Sevilla. Wink

PS: We need a better program to record our gifs. Can anybody recommend us any? We are using ScreenToGif but the result is not the best as you can see...

I personally use GifCam (link: http://blog.bahraniapps.com/gifcam/), at least its simple enought for my use as I am trying to make 2d game.
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NinjaCodeStudio
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« Reply #11 on: September 11, 2014, 03:54:00 AM »

Thanks guys! We'll try both. Meanwhile, we'll try to record videos for long clips. Gifs have lot of problems in the social networks. They have to be too light weight...

We've recorded today a demonstration from the Space Crew's multiplayer. The quality suck hard. We'll try to improve it on the next vídeo. Remember that all the content is WIP  Well, hello there!



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NinjaCodeStudio
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« Reply #12 on: September 16, 2014, 02:19:19 AM »

Space Crew is closer than ever! We'll release a free alpha in October. First of all, I would like to tell you a bit more about our game. Space Crew is a cooperative game and of course, our alpha will be too. You'll be charmed by our game as soon as you realize you need your friends' help to keep you alive. Of course, you'll be able to play alone, but I have to warn you that the difficult will be higher. Who can maintain an entire spaceship alone? Too much stuff in flames...

You've probably observed that our character is not finished. We've been working hard to make a funny charismatic character. This is the result: a mix of the asaris from Mass Effect and Kif, from Futurama. Our character will have funny animations and sounds to make it as charming as posible.






BONUS PREVIEW: Here is a preview from the Space Crew’s splash. It isn’t finished but it’s shaping up well, right?


Send us your feedback! We need it to improve our game. We'll show you our new main menu and more models next week. Stay connected!
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NinjaCodeStudio
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« Reply #13 on: September 18, 2014, 02:08:15 AM »

We've recorded a video where we testing our main menu. Do you like it? We would like to add some random events on it like broken spaceships or space rubbish floating around there. We've added too a chat room in the Join menu.



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« Reply #14 on: September 18, 2014, 07:17:22 AM »

We've recorded a video where we testing our main menu. Do you like it? We would like to add some random events on it like broken spaceships or space rubbish floating around there. We've added too a chat room in the Join menu.





The Press Any Key texture looks a little blurry; might be getting scaled up too high? Any reason why some windows popup on the left and not the right (achievement and setting windows, for example)? I assume you're reserving the right space for windows directly related to starting/joining a game?

Also, get those asteroids in the background moving!  Grin Hopefully that's not just a static image.

Other than that, looks good and smooth. Matches with the theme.

Quote
Of course, you'll be able to play alone, but I have to warn you that the difficult will be higher. Who can maintain an entire spaceship alone? Too much stuff in flames...

Not sure how I feel about that. I think the better design would be to curve the difficulty based on how many players there are playing.

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NinjaCodeStudio
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« Reply #15 on: September 18, 2014, 08:10:30 AM »

@Neeko:Thanks for the advice duce. We'll give another look to this textures. You are right about the windows. We decided to put the starting/joining windows on the right and the others on the left. Designers decisions Cheesy

About the asteroids, some of them are a skybox and others are gameobjects.. We've an script to spawn asteroids every time we open de main menu. We'll give them more speed Smiley

And of course, the difficult is directly relacionated with the number of players. With more players we'll have more failures in the spaceship.Anyway, the game is being designed to play with friends. There isn't "crew" with only one person. For those reasons, playing alone will be difficult. Of course you'll be able to do it, but you'll need to be a great space-cowboy to survive!

Thanks for the feedback!
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NinjaCodeStudio
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« Reply #16 on: September 19, 2014, 01:40:43 AM »

Take a first look of our character's 3D model. It has 2322 polygons. Our artist is already working on the weights and animations. We hope to get it ready next week.

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« Reply #17 on: September 19, 2014, 05:35:09 AM »

Looks very interesting dudes!

Best of luck!
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« Reply #18 on: September 19, 2014, 05:51:04 AM »

I REALLY like this concept. I think this is a perfect setting for a co-op game.

I'm guessing you have played Guns of Icarus and GOI online? It seems like there are some similarities there that might provide good lessons to draw from, if you haven't seen those games already.

I'm also reminded of the board game Space Alert by Vlaada Chvátil. http://boardgamegeek.com/boardgame/38453/space-alert

Everyone who hasn't played that game already should stop what they are doing and go buy a copy right now. It's the best co-op boardgame I've ever played, not least because it solves the issue of having one experienced player boss the other payers around... and solves it in the most fun way possible.

Anyway, the point here is that cooperative games where you try to keep your (space)ship running as everything goes catastrophically wrong are awesome. I wish you the best of luck!
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NinjaCodeStudio
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« Reply #19 on: September 22, 2014, 03:32:58 AM »

@Low_Chance: First of all, thanks for your kind words. They really mean a lot for us. No, we haven't played GOI online but it's true that our game have lot of common mechanics with it. I think that we give more weight to teamplay than they do, but that game is a great reference for us. About Space Alert, we didn't kwnow it! We're going to check it. We love those kind of games <3 Thanks for the advice.

I take this post in order to talk about our character. Our friendly heroes belong to a (yet) unknown alien race. They will have to deal with hundreds of disasters.

We've used 3D Max to create the models. Our artist needed four days of work to make it. This is the result.


The model has been made "plane to plane". He hasn't used any basic figure to work over it. As you can see, the character has a very long body. The extremities would move in a similar way to Bender from Futurama, as if he had no joints. For the feet, our strong reference is Marvin the Martian, the famous character from Looney Tunes. And for the head, we were inspired by the Asaris from Mass Effect, the mythical trilogy from Bioware.


Our character's model has around 2300 polygons. Is more or less the recommended number for a main detailed character (not in AAA). We haven't proved yet his efficiency on the game. Anyway, we think that we won't have much problems with it.

The anatomy model that our artist used is from a biped with four fingers. It has joints in fingers, wrists, elbows, shoulders, hip, column, neck and of course, legs.


Finally, we want to talk you about our hero’s main tool. It’s called CW-3000. This useful tool is composed by a crescent wrench, welding gun, hammer, a touch screen where you could modify any feature and a WiFi reciever, all in one! This tool is for our protagonists like the crowbar for Gordon Freeman or a light saber for a jedi knight. Without it, they wouldn’t be able to survive the dangers from outer space...or your own ship.


Next week we’ll have finished the animations. We’ll upload a video to show you how he moves.

Don’t forget to give us your feedback to improve our game all as we can Wink
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