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Community / DevLogs / Re: CASTELLUM - build and survive in a nuclear shelter
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on: April 23, 2015, 05:02:05 PM
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project is looking good! I still can't decide what to do with building radius effects. I REALLY like the idea of certain buildings having positive or negative effects based on their proximity to others - but I can;t think how to implement it right now..
the implementation should not be too difficult, is it a theoretical problem? what am I missing? The problem is that, currently, I have power stations created radiation and well's creating wet. Ideally I want to have wet and radiation have negative effects on some buildings, but positive effects on others. The system also needs to be scalable to include further effects which I have not thought of yet. Challenges - How to communicate via the GUI the positive and negative effects of placing a building in the effect radius of another - What effect to actually have? What positive effects does radiation have?? 
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Community / DevLogs / Re: CASTELLUM - build and survive in a nuclear shelter
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on: April 23, 2015, 02:27:55 PM
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Gah! I'm still having massive problems with my guys dropping through the floor after getting off a ladder! Time for a beer tonight I think.  On the plus side I implemented a construction phase of building, complete with exacavation animations and little welding sparks as the building is created. It's rough but really adds a super fun feeling of watching your bunker grow and develop. 
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Developer / Art / LF Giant evil rat [pixelart]
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on: April 23, 2015, 04:28:13 AM
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Hi everyone, I'm the developer of CASTELLUM (working title) - a game about building and surviving in a bunker after nuclear armageddon. DEVLOG and ALPHA download. http://gmc.yoyogames.com/index.php?s=fea55ae40251a7d81127bc4ae605f67b&showtopic=661029I really want to implement giant, radioactive rats (who doesn't right?  ) but I am not skilled enough to do the animation for a rat moving and attacking. (Although I DID do ALL of the art you see in game currently so I'm not TOTALLY rubbish) If anyone is interested in creating something unique and seeing it in a real game - please let me know. Thanks. Ross Edgar.
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Community / DevLogs / Re: CASTELLUM - build and survive in a nuclear shelter
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on: April 22, 2015, 01:22:36 PM
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Getting somewhere now - fixed a ton of bugs in the pathfinding system. Occasionally guys will float magically up or down lift shafts.. but only a little  The big change today was removing excavation as a mechanic. It was really just a pain and not fun - I like the new system better - its more intuitive to join your rooms up with corridors and lifts than it is to need to dig a tunnel FIRST then place a corridor or lift in it. I still can't decide what to do with building radius effects. I REALLY like the idea of certain buildings having positive or negative effects based on their proximity to others - but I can;t think how to implement it right now..
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Community / DevLogs / Re: CASTELLUM - build and survive in a nuclear shelter
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on: April 21, 2015, 01:25:14 PM
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Lots of work on pathfinding this week - turns out I needed to implement weighted pathfinding using the A* system - this is one of those times being solo really sucks  But the good news is that the little guys are now correctly deciding whether it iss smart to go via a ladder - or take the lift! Hooray! This is actually a good thing, as it opens up plenty of other options for new transport methods. (ever wanted to make an underground rail system just like a james bond baddie?.. me too!  ) The image below is of the utility hookup system. Basically a way to connect your power and water plants to the buildings that need them. I currently struggling whether to implement a max length to connections, or some other penalty for long distance connections. Currently we already have air fans, building effect radius and the cost of corridors and lifts affecting the distance between buildings.. I'm not sure if one more factor is too much complexity or just "not fun". We shall see.  Also been working alot on the morale system, this is not hooked up to actual behaviors yet as I want to check it's intelligently affecting global morale levels based on the variables I want. Things like quality of housing, levels or security, dead bodies in the kitchen, you know the usual stuff  
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Community / DevLogs / Re: CASTELLUM - build and survive in a nuclear shelter
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on: April 14, 2015, 07:55:31 AM
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Phew what a day! A sudden, catastrophic fire in my current game made me realise - engineers have no way of reaching other levels if the power is destroyed! So today my mission was to implement ladders! They don't look like much, but when the power goes out - they can save your life   I'm working on the morale system now. Trying to do this in a sensible way - I want morale to be a simple sliding scale, but for you also be able to clearly see what factors are affecting morale with a simple mouseover. It's no fun if you can't see why everyone has turned into cannibals!  Watch this space!
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Community / DevLogs / Re: CASTELLUM - build and survive in a nuclear shelter
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on: April 13, 2015, 07:55:52 AM
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Is it randomly generated, or are levels clearly defined? Looks amazing. Eager to play.  You build the base yourself. It's like a side-on prison architect.. or if you haven't played that think of Xcom(the new one) were you see your underground base like an "ants nest". You dig tunnels and fill them with corridors, stairs, ladders and elevators to connect power stations, underground wells, dormitories, infirmaries, libraries.. all the things people need to survive underground! Then try to stop you people all dying in various horrible ways  Looks pretty cool. Will there be an alpha test release so we can play around a bit?
Yes! As soon as I get the major bugs squashed and get the game looking sufficiently awesome 
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Community / DevLogs / Re: CASTELLUM - build and survive in a nuclear shelter
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on: April 13, 2015, 04:19:29 AM
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Updated the main post with some screenshots!
This week I am mainly concentrating on getting movement and path-finding sorted out. Elevators have been a major challenge. The "people" object needs to be able to identify what elevator node it BOARDS at, and which one it LEAVES at. PLUS the elevator itself needs to be extendable AND able to incorporate new doors at any point along it's length, which is a major headache!
Adding new AI types and behaviours has been loads of fun - this week I added the "doctor" - which unlocks when you build an infirmary. Initially the doctor is only healing injured people, and disposing of corpses.. but this will become VERY important when I implement the disease feature later on!
Now that the basics of movement, and keeping your people physically alive are working, I expect I will be implementing morale shortly, followed by criminal behavior in response to low morale. Exciting!
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Community / DevLogs / DUSTERS - "Born in dust, raised in darkness, we are Dusters"
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on: April 12, 2015, 02:58:36 AM
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In a post apocalyptic wasteland, sentient machines have taken over the earth. Humanity survives hidden in the ruins and must scavenge to survive. The survivors call themselves.. Dusters is developed in Gamemaker Studio for Windows OS. DUSTERS is inspired by XCOM, RETURN FIRE, DESERT STRIKE and COMMAND AND CONQUER. Key Features - Design your own underground base. Build Dormitories, Armouries and Research Labs.
- Gather resources and rescue personnel from the surface to expand your base.
- Battle in real time for control of the map
- Upgrade and Customise your vehicles and weaponry from scavenged resources.
- Craft new Vehicle Hull's, Weapons, Engines and Armor
SCREENSHOTS  I'd really appreciate your comments and criticism - if you think this is a bad game, or just a bad implementation of a good idea - please say so! Thanks for reading! Ross Edgar. Highland Gaming.
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Community / DevLogs / Re: Galactica TC - Orbital Traffic Control [NEW NAME NEEDED!?]
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on: February 13, 2015, 08:38:38 AM
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Updated demo up for download! Now with Single player! Thats the tutorial, freeplay and Single Player, upgrade system and level selection all working (roughly as intended). From here on it's only 1. Coding the random events (I recently added event "the oscars" - keep your ships away from the beautiful celebrities on their way to the space oscars) 2. Troubleshooting all the random bugs and little cosmetic issues needed for a commercial release (so only a few more years then  ) Your thoughts on the latest build are appreciated
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Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name
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on: February 13, 2015, 08:28:00 AM
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Trench
You're gonna have a hard time with google search placement. Trench is such a common word. I'd also go for something that denotes "deep ocean" or "under the sea" more clearly. Trench just reminds me of war. Seriously though, who is on Google searching for games? People go to Steam, GOG or their favorite review site. Naming things is hard. But for games I think there are 3 rules 1. Be relevant to your gameplay (ie: don't call your driving game "cookery") 2. Don't be dull (ie: Don't call your game "Flight Game") 3. Be easy to say without sounding like a dork (ie: Would you be happy discussing your game with your friends? Or would you feel silly? THATS how your customers will feel.) "trench" appears to cover all 3. Just my 2 cents. 
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Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name
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on: February 07, 2015, 05:55:10 AM
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Galactica is a bit generic, and it was impossible for me to know what TC stood for. I'd have called it: Space Traffic Rush Lightyear (or Lighthour?) Galaxy Route Galactic Roads Planetary Intersection Starway Just some thoughts. Thanks - some ideas I had - what do you guys think? Heliofringe Stratoloution Arcpoint Arcapsis Hardwarp Freegain Arcscope Orbitual Arcasm Warpasm Galaxiple Thrustmata Velocivoid Velocivortex Velocinewton Gravoloution Apogee Arc Astra Arc Para Point Velocity Void Galactic Glide LaGrange Lock Eon Edge Strato Sequence Terminal Curve Gravity Curve Free Orbit Void Gain High Point Strato Control Ion Control Mass Principle Newton Edge Reaction Edge Newton Break Break Orbit Sky Walk Signal Dock 'n Lock Traffic Galactic
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Community / DevLogs / Re: Galactica TC - Orbital Traffic Control [NEW NAME NEEDED!?]
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on: February 07, 2015, 05:51:00 AM
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Okay... list of possible name ideas.. god this is harder than I thought  Heliofringe Stratoloution Arcpoint Arcapsis Hardwarp Freegain Arcscope Orbitual Arcasm Warpasm Galaxiple Thrustmata Velocivoid Velocivortex Velocinewton Gravoloution Apogee Arc Astra Arc Para Point Velocity Void Galactic Glide LaGrange Lock Eon Edge Strato Sequence Terminal Curve Gravity Curve Free Orbit Void Gain High Point Strato Control Ion Control Mass Principle Newton Edge Reaction Edge Newton Break Break Orbit Sky Walk Signal Dock 'n Lock Traffic Galactic
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Community / DevLogs / Re: Galactica TC - Orbital Traffic Control [beta feedback needed!]
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on: February 05, 2015, 04:34:56 AM
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Updated!
- tutorial progress is now saved. - freeplay level ratings are now saved. - upgrade ranks and unlocks are now saved. - it is now possible to resume the game from the last level you played - getting a high rating in 3 of 4 easy freeplay levels now unlocks medium freeplay levels. - added large jumpgate, both an entrance and an exit in one slowly-rotating package. - the brake manuever (single LMB click on any ship) no longer slows ships to a halt, this made changing direction too easy. - adjusted light levels, I can see clearly now. - fixed large station spawns not getting a direction and a ship color. - providing you have vessels remaining in dock, you can now deploy vessels consecutively. Without having to hit deploy, choose destination, then hit deploy again, etc. Now you just deploy, deploy, deploy. Say THAT 6 times fast! - fixed a crash when lasers hit an asteroid - fixed an issue where you could no longer mouseover shipping if you cancelled deploying a utility vessel with RMB - fixed particle types and systems not being destroyed when changing levels (sometimes engine trails still existed when you returned to the main menu for example)
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