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TIGSource ForumsCommunityDevLogsRobo Steam - build and brawl
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Mush.
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« on: January 04, 2011, 12:03:07 AM »

I've begun a new project.

Overview
The game is based around building around a steam-powered robot and using your creation to fight enemies, save the world, etc.

Your robot has a pump that pushes steam to its extremities. The pressure of steam at a given position in the robot's body is determined by the distance to the pump (as you gain experience you can upgrade the pump to provide more pressure). Gadgets such as guns and jet packs can be placed on to the robot's body. The effectiveness of these gadgets is affected by the steam pressure. For example, guns placed at low pressure areas will have decreased range and jet packs will have a shorter thrust duration.

The player must increase the size of his robot in order to fit more equipment, which is where the strategy comes into play. If you lengthen your arms to facilitate more guns, for example, you are simultaneously decreasing the pressure that reaches those guns.

The game will be a side-scrolling platformer.

Graphics
The graphical style is still being decided. Part of me wants to make the game without any sprites or backgrounds, but I know this will give me a lot of problems. Player animation will need to be controlled procedurally, which is a bitch.
(All current graphics are placeholders.)

Progress
The 'build mode' is nearly complete and I've just begun the 'procedural' running animation.

Building and Running (@ :24)



Different shaped robots:


« Last Edit: January 30, 2011, 02:59:44 AM by Mush. » Logged
James Edward Smith
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« Reply #1 on: January 04, 2011, 12:06:39 PM »

I love the idea man.

Sort of reminds me a little of an idea I had to do a tower defense game where you had some towers that were fueled by or created steam, other ones that were fueled by or created electricity, etc etc. And then you had other buildings that worked as transfer devices, like say a generator that turned steam into electricity, or an electric boiler that turned electricity back into steam, etc etc.

So you could have say 4-5 TYPES of power in the game (steam, electricity, blah and blah) and then you could shift how much of each you had in your overall system to make certain towers work better at different times depending on what was attacking you and where.

Anyway, I bring it up because maybe your robots could work sort of like that, combined energy systems that power different sorts of weapons, tools, etc.
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Mush.
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« Reply #2 on: January 05, 2011, 12:57:34 AM »

Today, I worked on converting the build to the player's graphic.





Next, I'll work on the player's collisions and physics.
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Melly
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« Reply #3 on: January 09, 2011, 04:35:14 PM »

Interesting premise. I'll be interested in seeing more progress.
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Mush.
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« Reply #4 on: January 11, 2011, 07:18:00 PM »

I've spent the last 5 days developing a running animation "formula" for procedural generation.

It's a lot smoother now and uses a lot less memory  Smiley



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Mush.
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« Reply #5 on: January 16, 2011, 02:53:50 AM »

Demo video:



Done:
-basic enemy ai
-platforming physics / collisions
-damage / crit hits
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Mush.
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« Reply #6 on: January 16, 2011, 06:13:47 PM »



Demo video:



Done:
-4 basic enemy types
-implementation of animation (glitchy, WIP)

Next:
-more enemies   Hand Fork LeftLips Sealed Hand Knife Right
-flamethrower  Evil
-rockets Cheesy
-jetpack  Well, hello there!
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Mush.
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« Reply #7 on: January 17, 2011, 07:15:16 PM »

I made some concept art for the starting area (I may use it in game if it turns out okay):



(Ignore the scientist)
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NFour
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« Reply #8 on: January 18, 2011, 07:01:45 PM »

This looks promising
a very interesting and fun concept Smiley
I have major problems just animating a normal walk cycle, how you managed to do it so smoothly with only a keyboard is unbelievable XD
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Mush.
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« Reply #9 on: January 30, 2011, 02:57:36 AM »







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Raku
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« Reply #10 on: January 30, 2011, 03:15:28 AM »

Wow, I'm loving those clouds of yours
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ANtY
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« Reply #11 on: January 30, 2011, 04:35:37 AM »

That clouds... perspective...  Shocked
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