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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 2SpriteGears [Easyname-dbb-Tocky-TriangleHead-agj-Stern-Boscan-Wyvern] [FINISHED]
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Slash - Santiago Zapata
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« on: December 05, 2009, 08:56:52 PM »

SpriteGears

SpriteGears is a space exploration, ship collection, turn based combat, game.

Download both original and bugfixed versions at Slashie.net

Latest news: Version 0.3 released, including Windows Executable




The player has a big ship and travels around the universe growing his army and collecting SpriteGears, the goal is to capture 5 spriteGears in order to  destroy the shadow creatures whom are treating the universe.

The player' big ship is his HQ, he can have many spritegears and fighter ships on his decks.

Player encounters enemies while travelling the universe, belonging to the shadow alien faction, sided with the creatures of chaos

The following modes are available:
* Travelling mode, the player travels from sector to sector, using a star map.
* Exploration mode: The player deploys some of his force (Fighter ships and spriteGear) into a sector, and explores it in a tabletop like way.
* Combat mode: Turn based strategy.
* Supply mode: Buy ships on space stations.

Some pics












/using:

Easyname
SpriteMecha and Ships

dbb
Space

tocky
Mothership

Mr TriangleHead
Square blocks

agj
Adoquin font

Craign Stern - music
Boscan - music
Wyvern - music
« Last Edit: January 23, 2010, 09:58:49 AM by Slashie » Logged

Slash - Santiago Zapata
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« Reply #1 on: December 06, 2009, 01:38:15 PM »

I has made a mockup

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KittenEater
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« Reply #2 on: December 06, 2009, 01:48:51 PM »

Oh man, this looks promising. Does Slashie attack with coins?  Durr...?
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EEEEEEEGH
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« Reply #3 on: December 06, 2009, 02:01:10 PM »

Maybe it's just me, but the floor tiles seem as visually busy the characters. Maybe you could overlay a semitransparent solid color over Easyname's tiles?
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easynam
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« Reply #4 on: December 07, 2009, 12:10:34 PM »

or use the less busy versions from the same tileset Smiley

You could probably steal some lighter green ones from this test screen I posted as well
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stevobread
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« Reply #5 on: December 07, 2009, 12:37:43 PM »

I was really excited when I saw the title of this topic. It looks like it's going to be a great game.
« Last Edit: December 22, 2009, 11:53:02 AM by stevobread » Logged
Hinchy
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« Reply #6 on: December 07, 2009, 06:12:24 PM »

<3<3<3<3

I love this. You've really put the corner pieces of my HUD to clever use. It's always awesome when you see someone use things you've made in ways you don't necessarily expect.
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Curseman
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« Reply #7 on: December 12, 2009, 09:12:15 PM »

Good luck!  I'm looking forward to playing it.
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Slash - Santiago Zapata
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« Reply #8 on: December 20, 2009, 09:31:42 PM »

Update!

My time has been scarse... December is the 5h17... and my January vacations were cancelled... Still, the dream must not die!

I have been thinking a lot about the game original idea, and changed the vision completely into something which may be bigger yet more easier to handle for the deadline...

SpriteGears (Working title)

The player has a big ship and travels around the universe collecting SpriteGears, the goal is to destroy the shadow creatures whom are treating the universe, etc.

The player' big ship is his HQ, he can have many spritegears and fighter ships on his decks.

Player encounters enemies while travelling the universe, including some alien factions sided with the creatures of chaos, or something similar.

So far, there are the following modes:
* Travelling mode, the player travels from sector to sector, using a star map. He may encounter hostile parties on his way, engaging them.
* Exploration mode: The player deploys some of his force (Fighter ships and spriteGear) into a sector, and explores it in a tabletop like way.
* Combat mode: Turn based strategy.
* Supply mode: Buy things on planets or space stations.

Design will go first, so I present some brand new mockups!









Currently using:
Easyname http://forums.tigsource.com/index.php?topic=8761.0
SpriteMecha

Arachne http://forums.tigsource.com/index.php?topic=9147.0
Faces, UI icons

dbb http://forums.tigsource.com/index.php?topic=8856.0
Space

tocky http://forums.tigsource.com/index.php?topic=8793.0
Mothership

Mr TriangleHead http://forums.tigsource.com/index.php?topic=8823.0
Square blocks

Yokomeshi http://forums.tigsource.com/index.php?topic=8962.0
Shadow Monsters

agj http://forums.tigsource.com/index.php?topic=9210.0
Adoquin font

Planning to use
Some of Craign Stern music
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saluk
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« Reply #9 on: December 21, 2009, 12:07:12 AM »

Oh man, taking a negative (lack of time), turning it into a positive, and then kicking it up a few notches! Mockups look amazing!
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oryx
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« Reply #10 on: December 21, 2009, 12:38:29 AM »

better have a cool warp effect!
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Endurion
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« Reply #11 on: December 21, 2009, 02:07:13 AM »

Now this really looks interesting. I hope you can find the time needed!
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Galaxy613
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« Reply #12 on: December 21, 2009, 06:51:40 AM »

Looking really forward to this. Smiley
« Last Edit: December 22, 2009, 07:44:34 AM by Galaxy613 » Logged

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Slash - Santiago Zapata
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« Reply #13 on: December 21, 2009, 07:17:46 PM »

Ok, I did some planning and it seems I wont make until I prioritize really well.



I also had a chat with a really good advisor, which pointed me out that I should really think how to make combat fun, else all will be wasted efforts.

I will sleep now, let's see what the pillow brings! Wink
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saluk
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« Reply #14 on: December 21, 2009, 11:06:52 PM »

Well, you can either come at it from the framework point of view, and make everything else work well - in that case I think even poor combat would be OK. Or you can come from the other angle and focus on making combat work really well, but that might not leave you as much time for the global gameplay. I know for me, I've been focusing on the core of the game for so long, I am worried about how well that core is going to expand into progression.
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Slash - Santiago Zapata
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« Reply #15 on: December 22, 2009, 08:59:14 PM »

Development has started, despite a lot of unholy happenings at work I won't bore you with Tongue

Currently going a bit under the estimate, which is nice... I may eventually succeed! Tongue




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jotapeh
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« Reply #16 on: December 22, 2009, 09:33:56 PM »

Nice, I like how organized you are. The game itself looks solid too, Good stuff!
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Slash - Santiago Zapata
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« Reply #17 on: December 24, 2009, 04:20:03 PM »

Advanced on the Zone Exploration Screen. The game will be fully mouse controlled, that means a bit of additional work on the Swing side of things Smiley

I hoped to work much more today, but had to do many Christmas things... I will be travelling tomorrow but I hope to work a bit on Saturday and Sunday, I will hopefully report back with advancements on Monday!

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Slash - Santiago Zapata
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« Reply #18 on: December 27, 2009, 07:31:11 PM »

Ok, I managed to get about 7 work hours during the trip.

Wasted a lot of time in the wrong direction first day (programming a simple AI for the ships, and a simple 2D physics thing which won’t be used after giving some more thought).

The Combat screen (and the basic combat functionality) is going well, and the zone navigation is working already. Things look positive all in all.



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Slash - Santiago Zapata
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« Reply #19 on: December 28, 2009, 07:42:08 PM »

Ships can turn around now, and a basic computer AI is almost complete (<-- takes a lot of time Tongue)



This is day 7, if this was a 7DRL challenge, I'd be screwed up already, which is a good metric for the upcoming challenge on February 2010 (I managed to get more time up to this point than I thought I would, situation may be similar on february). (I must not let the scope grow again)

This is a description of the combat system, which foundations were proposed by Mr. Jeff Lait (of POWDER fame), please discuss!

Combat System Description

    * One army agains another army of starships
    * Player controls one Army, Computer controls the enemy army. (Maybe hotseat mode in the future)
    * Each ship has a movement range and a firing range.
    * Player can move only one of their ships each turn, then goes the other player.
    * All ships fire automagically each turn as long as their enemies are in their firing range. (So the player only moves them and turns them)
    * Each ship has a shield which is damaged everytime they are hit, if shield goes below zero the ship explodes in thousands of flixels.
    * If the player loses all his ships, he loses

Following are the pending tasks, from the base planning:

    * Add Sample Ship Data
    * Finish Fire Action
    * Simple Enemy AI
    * Sample SpriteGear Data
    * Mock combat scenario generator (with SpriteGear)
    * Capture SpriteGear
    * Mock assault group generator (2 Ships alone + 1 SpriteGear)
    * Starmap generator
    * Create Expedition
    * Expedition generator
    * Sector Generator
    * Setup Assault Group
    * Ship Data
    * SpriteGear Data

I also managed to grow the to-do list with some cool things (courtesy of having left my home keys at the office). Here goes, unordered and crazy

    * Ship rotation
    * Missile and laser fire animation
    * SpriteGearAI, can summon slave ships
    * Add alien factions
    * Fighting over planets and asteroid fields
    * Add recovery to ships
    * SpriteGear capture
    * Tie battlescenario generator to section type and zone difficulty
    * Movement animations
    * Add flavour messages with portraits
    * Add expedition status screen
    * Add energy cost to ship warps
    * Add fancy ship warp animation
    * Add fancy starfield simulation parametrized by zone
    * Add mothership section tile to zone
    * Add friendly space station section tile to zone
    * Buy and sell ships and supplies at friendly space stations
    * Add quest sections, can do quests for energy to warp to other zones
    * Add a tutorial
    * Add pre battle setup (show what’s the enemy, then select a formation) [Stand Fast, Balanced Wedge, Line, Outflank, Inverse Edge] Each formation has an energy cost
    * SpriteGears have special moves which van be triggered via command, or used automatically while on crisis
    * SpriteGear are commonly weak at short range and need to be escorted
    * Show detailed ship data in a square on hover, including faction, model, direction, energy and an image.
    * SpriteGears are cau... [end of notes]

An alien from the Orice sector also pointed out some things to note:
Quote
you’ll definitely want some more dynamics later to make it more fun (like positional bonuses, shield ships, different types of ammo/shields, repairing, cloaking, etc

its just hard to tell what is your ship vs an enemy ship

[the cursor] should change or flash or let you know you are in firing range somehow

i would expect you would hit ‘lock target’ and then I would mouse over the enemy - just need to make sure the visual feedback reinforces that

Also, I'm keeping track of all this in my blog, just in case you want to bookmark me Wink

Aprox. Work Time: 18:45 (15:15+3:30)

Over the original plan:
Expected: 14:00
Invested: 14:10
Advanced: 19:00
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