Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411588 Posts in 69386 Topics- by 58443 Members - Latest Member: Mansreign

May 06, 2024, 12:06:25 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogs@ttack: The Last Flight of the Rogue
Pages: [1]
Print
Author Topic: @ttack: The Last Flight of the Rogue  (Read 1037 times)
Fallsburg
Level 10
*****


Fear the CircleCat


View Profile
« on: March 26, 2012, 03:06:51 AM »

@ttack: The Last Flight of the Rogue



@ttack is a hybrid Shmup Roguelike being developed by Matt Fister and I (Adam Summerville).

Inspiration:

Roguelikes --
Brogue, Dungeon Crawl Stone Soup

Hybrid Roguelikes --
Spelunky

Shmups --
Radiant Silvergun, Einhander, Bangai-O, Jamestown


After being inspired by what Gabriel has done with The Archer, i.e. posting once a day, Matt and I are going to attempt to do the same as a way of holding ourselves accountable and keeping up extrinsic motivation. 
Logged
Fallsburg
Level 10
*****


Fear the CircleCat


View Profile
« Reply #1 on: March 26, 2012, 05:00:02 AM »

Figured I should probably say a little bit more about what we are planning with the game.

Synopsis: Earth is under attack.  As part of a last ditch effort, an experimental fighter based on alien technology is constructed to go deep behind enemy lines and destroy their home planet, Yendor.  You will hop from system to system, strike at the enemy supply lines, upgrade your ship, and hopefully destroy the alien menace.

The roguelike aspects will include:
- Procedural generation
- Permadeath
- A hunger mechanic
- Hidden information (you will not know what a good number of items can do until you test them)
- Items will have many uses and interactions will be key

The roguelike aspects will NOT include:
- Leveling (I don't think that leveling and shmups go together)
- Stats (Items will differ only in form and function, not in minute stat differences)

The Shmup aspects will include:
- Lots of bullets
- Lots of killing
- Lots of explosions



I'm going to use this space as part log of what has been done, part list of what needs to be done, and part research notebook where I put things that I find interesting/might be useful.



Things that have been done:
- Basic procedural terrain and enemy placement
- Physics/Collision system
- Extensible/Scriptable bullet system
- Basic reactor/item framework


Things that need to be done:
Enemies
--AI system
---Basic FSM system
---FSM system with flocking/steering
---Planner based goal oriented system
Weapons
--Bullet weapon implementations
---Machine Gun
---Spread Gun
---Flamethrower
---Homing Missiles
---Bombs
--Exotic Weapons
---Beam Weapons
---Gravity based weaponry
---Blade Weapons
---Shields
----Absorb Bullets
----Reflect Bullets
---Screen Clearing bombs
----"Potions" usable on yourself or as bomb
---Einhander-esque Claw
---Electronic Attack based weaponry (confusion, obfuscation, stealth, etc.)
Design
--Puzzle Rooms (a la Brogue)
--Asteroid Fields
--Space Stations
--Specialty Planets
---Water Planet
---Forest Planet
---City Planet
---Volcano Planet
---Ice Planet
Graphical Fun
--Large Scale particle system
--?Maybe?
---Lighting System
---Shadow System
---Wave dynamics
---Fluid Flow
« Last Edit: March 26, 2012, 01:49:43 PM by Fallsburg » Logged
SuperGork
Level 0
**



View Profile WWW
« Reply #2 on: March 26, 2012, 04:37:59 PM »

Hey everybody. I'm Matt, the other dev Fallsburg mentioned above.

Today I spent some time setting up turrets. These are a low hanging fruit at this point, since we have guns and bullets working, and they don't require much of the AI work that's still in progress (and we can always plug in some sensors or whatever). They also let us show off some of the wackier bullet patterns we can easily create since we've implemented a system that is inspired by BulletML.

Anyway, the first part of adding turrets is done. This is pretty mundane, but they have an XML entry, a sprite, and are now plugged into our deficient enemy factory system that will eventually become the way we setup enemies with items, physics, and other attributes.

They don't have guns yet, and they don't shoot yet, so those are the obvious next steps. From there, the power goal on this will be working on networking them somehow with sensors which should allow some possibilities for stealth.

Logged
Fallsburg
Level 10
*****


Fear the CircleCat


View Profile
« Reply #3 on: March 26, 2012, 05:09:09 PM »

Day 1 -- 3/26/12
-- Put finishing touches on clouds
-- Created FiringSolution and MovementType classes to assist in enemy AI decoupling of action from logic.
Logged
Franklin's Ghost
Level 10
*****



View Profile WWW
« Reply #4 on: March 26, 2012, 05:41:32 PM »

Game is sounding interesting and like the visuals  Smiley
Logged

Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic