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TIGSource ForumsCommunityDevLogsSpace Jackals [roguelike shmup]
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vadersb
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« on: April 21, 2010, 08:11:36 AM »

Space Jackals
roguelike shmup project
(currently in development by VSBgames)

This is a game about space pirates. It's all about raiding space caravans, blowing up huge transport ships filled with valueable goods and engaging in dogfights with their protectors. It's also about upgrading your ship and packing it with new weapons and gadgets to prepare for a next battle.

The genre stated as 'roguelike shmup'. Some details on this:

Roguelike.
We're huge fans of roguelike games and so we wanted to integrate some core roguelike values (I would like to state, specially for dedicated classic roguelike fans, that it is only our opinion which values are primary in roguelikes, not necessary the most correct one.) in Space Jackals project:
1. Procedural level generation. The game will include a set of levels, with every level is generated procedurally each time you play. You'll encounter different enemies, in different formations, and other level variables (like asteroids appearence) will also be generated procedurally. The main goal is to have unique and fun battle situations each time you play.
2. Permanent death. Oh, my personal favorite! Smiley The game is planned to include 16 levels, and if player dies - that's it, campaign is over. Next time player will start from the beginning. And player will die many times - as the game is meant to be hard, again, in good old roguelike tradition. (After all - who will send a transport loaded with money in open space without decent protection, right? Wink )
3. Lots of stuff. While I'll post exact planned numbers a bit later, we plan to include a lot of enemy ship types, a good variety of secondary weapons and gadgets to upgrade your ship with. Also, different things are not just the same things with tweaked graphics, each enemy time will have its own AI nuances, and each weapon will require to use different strategy.

Shmup.
Space Jackals is a vertical shooter. There is a battle system developed, with several damage types, ships having rechargable shields, etc.
It is not a bullet hell, partly because of technical limitations (see below), but mostly by design - player's ship get killed with few shots, and we wanted to have pretty fast bullets, an important factor of overall fast game pace. While balancing is in progress our goal for it to be able to have space for both old skool shmup action and for some strategic decisions, like where and when to use your valuable secondary weapon shots and gadget charges.


Target platform:
Space Jackals is being developed on Flash (AS3) platform. The game window size is 700x500.


Development progress:
MILESTONE 0 (Procedural level generation, gameplay mechanics and difficulty level testing): 100%.
MILESTONE 1 (Act1: 5 levels with near-release quality of gameplay part, 22 enemy types, 12 asteroids types, 10 secondary weapons types, 15 gadgets, between-levels pirates lair functionality): 50% done, currently in progress.


We welcome testers to take part in Milestone1 testing when this version will be done. If you're interested - please PM me.
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vadersb
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« Reply #1 on: April 29, 2010, 08:47:45 AM »

In this update I would like to share some basic details on enemy ships. Enemies are probably one of the most important aspects of a good shmup, so let's start with it.

Generally, each level player attacks a space caravan, in hope to get lots of loot from it (or, at first, just to stay alive and grab something valuable in the process! Smiley ).

All enemies are divided into 3 general classes:

1. Pivotal Ships. These are the most important ones. Most often, they are transports, or in some cases - mini-bosses and bosses. They are important in technical sense, as they are literally pivots that are used to generate the rest of the level around them.

2. Guardians. Generally pretty powerful and tough ships, their primary purpose is to protect Pivotal Ships. Guardians often have advanced AI tactics, they are able to do such things as tactical grouping and retreating when damaged. Once guardian appeared on the screen - he won't go away, he'll need to be killed.

3. Attackers. Light and numerous ships that serve fire support service. They are easily killed (usually by 1-2 primary weapon shots), but they may be pretty dangerous when they concentrate their fire. In contrast with Guardians, Attackers usually don't have any advanced AI, they fly in waypoints-based formations. Also, in contrast to Guardians, Attackers spend limited time on the screen, and if player doesn't kill them - they will leave and never come back.

A few more details on Attackers. They are divided on two sub-classes - Ranged and Melee. Obviously, Ranged Attackers use a variety of weapons (generally, each Ranged Attacker ship type has 1 weapon), while Melee Attackers designed to deal damage by colliding with player ship. (A side note: more on this later, but the Battle System includes advanced collision damage calculation, that takes in count colliding objects' velocities and how each ship is suited for dealing melee damage, so as a result, in a similar collision player will suffer more damage from Melee Attacker, than from some other, non-melee ship).

During level generation all Attackers are distributed in squadrons, then squadrons are distributed in time. Each squadron is given a waypoints-based formation, randomly chosen from a sub-set. There are separate sub-sets for Attackers with different weapon types: guns, rockets, melee, etc. Each formation is an algorithm, designed with some weapon type in mind. We plan to include a good variety of formations, as they greatly contribute to the level generation diversity.

Ok, ok, enough text, time for some content Smiley

First, a couple of mockups showing Attacker ship models on a temp background. Models are still WIP, with temp materials.






Also, a video showing a fight with 2 Attacker squadrons. First squadron ships are armed with guns, while second squadron ships are armed with rockets. Notice how player utilizes Shotgun along with primary weapon. Actually, Shotgun, being a secondary weapon with very limited ammo is way too powerful for such weak ships as Attackers, so in actual game player will more probably use it to kill Pivotal ships and their Guardians. Also note that this particular level was generated specifically for Attackers showcase purpose, so it does not contain all the chaos of the real levels! Wink





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deathtotheweird
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« Reply #2 on: April 30, 2010, 01:14:28 PM »

Sounds interesting, sign me up for testing whenever you need it.
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vadersb
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« Reply #3 on: May 01, 2010, 10:15:38 AM »

@allen: ok, cool, I'm adding you to the testers list! Smiley
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Cocytus79
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« Reply #4 on: May 02, 2010, 01:02:18 AM »

Hey, sounds really neat. Graphics look great, very sound concept. I can't wait to see a finished product  Gentleman
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