Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

877067 Posts in 32845 Topics- by 24286 Members - Latest Member: himowa

May 18, 2013, 12:46:32 PM
TIGSource ForumsDeveloperFeedbackDevLogsBreaker Space - Break-Out meets Shmup
Pages: [1] 2
Print
Author Topic: Breaker Space - Break-Out meets Shmup  (Read 4163 times)
Lynx
Level 5
*****


Upstart Feline Miscreant


View Profile WWW Email
« on: March 18, 2009, 09:09:33 AM »

Well, I'd intended to wait until I had more to show, but I wanted to document that I've been working on a Breakout-Shmup mashup since before Alex Weldon mentioned the idea. Smiley  So this is what it looks like so far.



Right now I have two classes of enemy ships, frigates and destroyers.  The enemy on the right is a destroyer.  There'll be more - lots more - as I work on it.  I may allow the paddle-ship to gain special abilities that will drain its energy bar, and I probably will add power-ups that you can pick up to recharge energy (left blue bar) and life (right bar).  Energy regenerates slowly.  The enemy shoots at you though, so you can't just sit in one place and recharge.

'Make Breakout' everyone said, in order to practiceyour initial game developmentskills.  They were right!  I've learned a lot doing this so far.

It'll be a story-based shmup, so I've got to work on the characters, story, cutscenes, level editor, lots more stuff - but it will be a great way to master the art of game development.
Logged

Currently developing dot sneak - a minimalist stealth game
moi
Level 10
*****


shitposting is the new black


View Profile WWW
« Reply #1 on: March 18, 2009, 10:05:31 AM »

awesome, reminds me of Star Catle
Logged

lelebęcülo
Lynx
Level 5
*****


Upstart Feline Miscreant


View Profile WWW Email
« Reply #2 on: March 18, 2009, 10:31:50 AM »

I did give some thought to having the bricks rotate around the enemy ships.    Wink

This Unity 2.5 business is tempting, but I think I'd better finish this project before I start investigating another technology.  Currently I'm using pyglet for the basic OpenGL/Python library, rabbyt for faster sprites, and Lepton for particle effects.

Pondering special abilities...  So far I figure that you should be able to put up a shield, because when there are multiple enemy ships on the screen all firing at you, it can be pretty harrowing to try to avoid all the bullets while diving to catch the ball.  Shots impacting the shield would drain your energy, and when you're out of energy, the shield drops.  But you also need the energy to fire a new ball, if you lose the previous one.
Logged

Currently developing dot sneak - a minimalist stealth game
Lynx
Level 5
*****


Upstart Feline Miscreant


View Profile WWW Email
« Reply #3 on: March 28, 2009, 10:11:15 PM »

Nothing to show as yet.  Milestones achieved so far:

* As seen above, I have a working prototype.

* Wrote up the game script.  It'll have 14 missions, with intervening cutscenes.

* Primitive GUI for use in making the level editor.  Besides the scrollable menu and file browser I already had, I added text entry boxes and clickable buttons.

Currently working on "Squish".  This is intended to be a utility which will allow me to build starships in Google Sketchup and turn them into sprite bitmaps, plus normal maps so that I can add lighting to them.  The difficulty comes in that there seems to be no standard 3D object library for pyglet, and no standard Collada file importer, so this will be interesting.

If I didn't care about reusable code, I could just hack the levels out by hand, but the experience building an editor will be good for me.
Logged

Currently developing dot sneak - a minimalist stealth game
Lynx
Level 5
*****


Upstart Feline Miscreant


View Profile WWW Email
« Reply #4 on: April 02, 2009, 08:42:43 AM »

Bump-mapped sprite technology...  Research 95% complete!



Disclaimer: not my model, I downloaded a model from Google Warehouse, "squished" it into a sprite, and just now got it to accept positional lighting.  You can see the ship lit from above, directly overhead, and below.

This is not a polygonal model being lit!  This is a simple sprite, plus a normals texture map.

This will come in handy because I don't want to just use 'lit from directly overhead' bitmaps everywhere to avoid issues with how the lighting appears on bitmaps; by adding normals, I can have the light appear to come from any direction I like, and the sprites will be shaded.  For instance, I could have a 'megabeam' light the whole scene up from its center, making it appear extraordinarily bright.
Logged

Currently developing dot sneak - a minimalist stealth game
george
Level 7
**



View Profile Email
« Reply #5 on: April 02, 2009, 04:56:57 PM »

Cool Lynx, do you have some pointers or sites for learning about using normal maps with sprites?
Logged
Lynx
Level 5
*****


Upstart Feline Miscreant


View Profile WWW Email
« Reply #6 on: April 02, 2009, 05:12:04 PM »

This is the main article I used for this exercise.

http://www.paulsprojects.net/tutorials/simplebump/simplebump.html

I used http://code.google.com/p/pycollada/ to import the Sketchup model for a model viewer.

I modified some Pyglet sample code out there, see:
http://groups.google.com/group/pyglet-users/browse_thread/thread/727092fed912ea90?pli=1

For reference.

I then changed the model viewer to switch back and forth between display the normal texture, and displaying the normals as the color of the surfaces, i.e. each vertex had the normal at that point defined as its color, and OpenGL interpolated in between those normals to generate the color of each pixel.

I screenshotted the basic texture-mapped object and the normal-colored object to generate the texture and normals texture, and then applied Paul's bump mapping tutorial.

I'll put code up somewhere once I have things fixed up - the last 5% always takes another 100%, y'know.
Logged

Currently developing dot sneak - a minimalist stealth game
Griff
Level 0
**



View Profile WWW
« Reply #7 on: April 02, 2009, 06:09:07 PM »

Pretty cool idea!  It will be interesting to see it in action.  Can you move the "paddle" ship off of the left side of the screen?  Or is it fixed there?
Logged

Lynx
Level 5
*****


Upstart Feline Miscreant


View Profile WWW Email
« Reply #8 on: April 02, 2009, 06:34:32 PM »

At this time, it's fixed on the left side.  I may consider allowing some limited rightward movement, but I don't want to make the controls too complicated.
Logged

Currently developing dot sneak - a minimalist stealth game
jute
Level 1
*



View Profile WWW
« Reply #9 on: April 05, 2009, 05:20:40 PM »

Wouldn't "Space Out" be a better title?
Logged

Xion
Pixelhead
Level 10
******


xionight@live.com Chimera+Gryphon
View Profile WWW Email
« Reply #10 on: April 05, 2009, 09:18:44 PM »

Wouldn't "Space Out" be a better title?
I think space out would be better for a more mellow or abstract game due to its current existing meaning. Breaker Space is cool because it gives a more accurate idea of what the game is about. And also, break is a cool word.
Logged

Fuzz
Guest
« Reply #11 on: April 05, 2009, 09:26:01 PM »

This idea is great. We need more mashup games!

Mashup compo?
Logged
Lynx
Level 5
*****


Upstart Feline Miscreant


View Profile WWW Email
« Reply #12 on: April 05, 2009, 10:47:00 PM »

Well said, Xion.  I'm aiming for a space opera kind of feel.  I appreciate the interest, all, and hope that I can bring this to a reasonably complete state. Smiley

Not too much progress to report.  Untextured model of the player ship:



Not that the ship is going to go zooming around in 3D much in the actual game, but having a model will let me take snapshots of it in different perspectives, so for instance in cutscenes, I could use a textured version of this to swoosh 'out of the screen'.

'Squish', the model/image utility, is moving slowly toward being a releasable utility in its own right.
« Last Edit: April 05, 2009, 10:55:36 PM by Lynx » Logged

Currently developing dot sneak - a minimalist stealth game
Lynx
Level 5
*****


Upstart Feline Miscreant


View Profile WWW Email
« Reply #13 on: April 09, 2009, 02:42:18 PM »

Realization: pressing a button to shield yourself from enemy bullets for a short time period does not make for fun gameplay.

I looked at the recently linked 'doujin shmups' and I had to admit, they looked pretty exciting.  Then I looked at what I have so far on gameplay and concluded that just combining Breakout and a straightforward shoot-em-up wasn't enough by itself.  I need to figure out how to make the gameplay more exciting without losing the core concept - you've got a ball and paddle-ship and you're breaking up an enemy fleet with the two.

So - the shield goes.  Instead, I'll have your ship's engineer repair the hull over time.

In its place, I'm pondering a new gameplay mechanic - the Gravimetric Whip.  Basically allows you to tractor the ball if it's reasonably close, letting you capture it to launch more precisely or whip it around your ship like a mace.  I haven't worked out the details of what this does for you, but the viscerality of the idea is promising.  Maybe I need to tie a really high velocity to extra damage, so a high-speed ball goes *kapow* through a bunch of bricks, but loses velocity as it goes.

This will necessitate some ability to move the ship around the screen, otherwise you won't have room to orbit the ball or it would be off screen some of the time.

I also think I need to get more bricks and general stuff in the game that you can break.
Logged

Currently developing dot sneak - a minimalist stealth game
Inanimate
Global Moderator
Level 10
******


☆HERO OF JUSTICE!☆


View Profile
« Reply #14 on: April 09, 2009, 03:01:49 PM »

Maybe you could add power-ups, explosive bricks, the like?
Logged
Pages: [1] 2
Print
Jump to:  

Theme orange-lt created by panic