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1411420 Posts in 69363 Topics- by 58416 Members - Latest Member: timothy feriandy

April 17, 2024, 11:11:51 PM

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TIGSource ForumsCommunityDevLogs‌ ‍ ‎‌ ‍ ‎‌ ‍ ‎‌ ‍ ‍ ‎‌ ‍ ▼‎‌ ‎T E R R I T O R Y ‍ ‍ ‎‌ ‍ ‎‌ ‍ ‎‌ ‍ ‎‌ ‍ ‌‎
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Author Topic: ‌ ‍ ‎‌ ‍ ‎‌ ‍ ‎‌ ‍ ‍ ‎‌ ‍ ▼‎‌ ‎T E R R I T O R Y ‍ ‍ ‎‌ ‍ ‎‌ ‍ ‎‌ ‍ ‎‌ ‍ ‌‎  (Read 15628 times)
Mittens
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« on: April 01, 2015, 09:47:54 PM »

What is Territory?
Territory is an online slow-time strategy game played from an action game perspective. Initially players start as lone colonists, but after forming bonds through surviving the adverse conditions of the alien world, players can form factions and enter global politics. Factions strive to recruit trustworthy survivors into a structured and formidable army. Factions can engage in diplomacy, forming alliances or declaring wars to advance their agenda.
Once the planet is under the control of a single faction, that faction is awarded ownership of that planet and the game restarts on a new, uncolonized planet. Players can watch the bounds of each faction change day by day and scheme together to shift the balance of power in their favor.

It's like Risk meets Tribes

Key Gameplay Features!
-Spherical worlds and gravitational fields
-Jet-packs
-Various AI Lifeforms to fight
-Faction Diplomacy and Politics
-Procedural / manual weapon handling
-Physics based bullets/projectiles
-Fighter Jets, Humvees, Carrier Ships and other vehicles
-Base Building[/b]


Stuff I'm still working on
Mech vehicle
Automatic Rifle
Rocket Launcher
Space vehicle (doesn't require atmosphere for engines)
Steam friends integration
HTML5 Web interface for managing resources while game character is "sleeping" on world
Computer terminal Hacking mini-game
In-game wiki/help












« Last Edit: September 18, 2015, 05:12:39 AM by Mittens » Logged

Mittens
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« Reply #1 on: April 01, 2015, 09:50:02 PM »

Today I finished modeling a pistol. it will be nice to have another weapon to compliment the bolt action rifle
« Last Edit: August 18, 2015, 05:02:41 PM by Mittens » Logged

Mittens
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« Reply #2 on: April 07, 2015, 05:49:36 AM »

Here's a demo of some of my work on the vehicles of Territory



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« Reply #3 on: April 07, 2015, 06:19:44 AM »

Hey Mittens, the game looks cool and I like how the main character moves. On the other hand the physics of the car you jump in at the start of the video would be more suited for something like hovercraft as it drifts a lot and doesn't seem to be too controlable.

I like that you go for more planets, it sounds cool.

Also think about editing the first post. Add screenshots of the game and the main character. I clicked on the video only to see if this game was just about a gun on a rock but was pleasantly surprised.

Keep it up!
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thekill473
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« Reply #4 on: April 07, 2015, 04:17:21 PM »

Looking awesome so far, the character controller looks tight.
Please tell me you can fly the giant fighter carrier.
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Mittens
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« Reply #5 on: April 07, 2015, 04:47:29 PM »

Looking awesome so far, the character controller looks tight.
Please tell me you can fly the giant fighter carrier.

I am still coding that as we speak, but yes you can fly it, video soon.

PS: It's not an interstellar vehicle however, it's confined to a maximum altitude above the planet it was built on. I am planning on other vehicles which will be purposed for leaving the planet to land on others
« Last Edit: April 07, 2015, 04:53:09 PM by Mittens » Logged

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« Reply #6 on: April 07, 2015, 06:04:34 PM »

Can't wait to give it a try. I've always wanted a game like this.
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Mittens
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« Reply #7 on: April 08, 2015, 04:01:51 AM »

Here's proof the carriers can be controlled
Also shows
-Vehicle damage/health


-Land skiing (sorry, only had flat ground to demo it on for now)

!!IT'S 2015!!
-Carrier interior






Enjoy Smiley
« Last Edit: April 08, 2015, 04:42:14 AM by Mittens » Logged

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« Reply #8 on: April 08, 2015, 04:33:39 AM »

Wow, very cool! I like the fact that the carrier controls are very different from the third-person car driving mechanic; definitely separates it and gives it a clear feeling of operating something much larger.
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« Reply #9 on: April 08, 2015, 10:47:03 AM »

oh wow, suuuper impressive start. Seems like quite the ambitious project, good luck!
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Mittens
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« Reply #10 on: April 08, 2015, 03:27:40 PM »

oh wow, suuuper impressive start. Seems like quite the ambitious project, good luck!

I guess it's pretty ambitious, but it's mostly just the gameplay code I need to get through, then I'm going to try and work out a quick/proceedural way of decorating the planet and having terrain.
I'm planning for a pretty cartoony artstyle which should make adding art to all this code relatively fast
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« Reply #11 on: April 08, 2015, 03:57:59 PM »

Carrier looks awesome, love the control scheme for it. Can imagine it taking multiple people to operate it properly.
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Mittens
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« Reply #12 on: April 08, 2015, 06:51:22 PM »

I made internal doors to the carrier.

I also added a reactor room with a bunch of buttons which should make things pretty interesting later on



« Last Edit: April 08, 2015, 06:57:11 PM by Mittens » Logged

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« Reply #13 on: April 10, 2015, 11:29:04 PM »

Added hovering fighter jet type vehicles






« Last Edit: April 11, 2015, 01:05:10 AM by Mittens » Logged

thekill473
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« Reply #14 on: April 12, 2015, 05:55:45 PM »

Looking cool. It would be nice if the fighters functioned similar to the jets in saints row 3. That way you can choose between control/weapon accuracy and movement speed. Plus the way it transforms looks and feels awesome.
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« Reply #15 on: April 12, 2015, 07:11:17 PM »

Looks like anime + Halo + Mass Effect. I'll look into this more later so I can actually say something constructive.
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Mittens
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« Reply #16 on: May 08, 2015, 11:41:45 PM »

I've picked this up again recently
-Made fighter jets work over network properly
-Re-factored weapon system so that weapons can be interchangable instead of fixed on the one rifle weapon.
-Added wall building gun
-Added semi-auto pistol
-Made pickups/inventory infrastructure so players can find items on the ground, kick them around or pick them up to add them to inventory.
-Made a system for attaching picked up weapons to the outside of the player model so everyone can see what yo packin'



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Mittens
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« Reply #17 on: May 09, 2015, 02:35:42 AM »

so frustrating having such a large scoped game, I really want to be able to put out some kind of a demo/pre-alpha but even to just have a slice of the full game make sense as a coherant package requires loads more infrastructure, systems and features.

big games are hard
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Mittens
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« Reply #18 on: May 11, 2015, 10:19:51 PM »





I made some basic base building today


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Mittens
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« Reply #19 on: May 12, 2015, 04:50:14 PM »

Why does nobody care about my work? If the next person to ignore this thread could comment on why they are ignoring it that would be really helpful
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