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TIGSource ForumsCommunityDevLogsGoldspace (TopDown Space Crawl)
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Author Topic: Goldspace (TopDown Space Crawl)  (Read 27884 times)
Bombini
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« Reply #60 on: October 29, 2014, 11:31:17 PM »

I have the goal system working.
Here is how it works:



The relation between the items are random for every new gameplay.

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Bombini
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« Reply #61 on: October 30, 2014, 12:50:00 AM »

I did concepting the last days as you saw and i have a pretty good idea now what's left to do.
I will release a demo 2.0 with some updates like the crew member system and some more features before I will release an Alpha.

Next steps:
  • advance the star map & goal system (see concept below)
  • create system for new starting levels
DEMO 2.0:
  • write the story and embed the story pictures and text for each of the 4 characters
  • building most of the levels (i have currently 10%)
ALPHA:
  • balancing & playtesting & bug testing
  • find a final name and build a website
BETA:
  • finetuning & polish
  • translating it to German, French, Spanish
  • release ready

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Bombini
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« Reply #62 on: October 31, 2014, 02:48:13 AM »

I have the alarm system working!

  • Cameras or officers can detect you if you stay long enough in the detection range.
  • This will trigger an alarm and a countdown which will send the distress call if reaches zero.
  • The countdown can be stopped if a console is hacked or the core is destroyed before it reaches zero.



The console will be hidden much better obviously Wink
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Bombini
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« Reply #63 on: November 12, 2014, 12:54:41 AM »

There is unfortunately not so much to show this week.
I am working purely on code.

What is new:
  • Reworked start of the game. Its able to choose from different levels
  • First version of faction mood system is in the game
  • Reworked the goal system (i can play through the whole game now (with placeholder levels though)

One question for you guys:
I want to have 3 major factions in the game (and some side races which can be looted).
Which one are your faviourite ones?



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Bombini
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« Reply #64 on: November 18, 2014, 11:49:20 PM »

I will release a new DEMO in the next days.
Still need some testing but i guess latest next week.
A lot new features (basically all of the last months) with some nice meta gameplay on the starmap.
I consider this as game play demo II. Not Aplha yet because a lot content is still missing (80% of the features are in place though).

Till then...check out these infected crew members:

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James Edward Smith
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« Reply #65 on: November 19, 2014, 06:16:53 AM »

The resolution of the sprites and the text in a lot of the game being inconsistent bothers me, visually. I know that text the same res as the sprites would be hard to fit into your currently designed UI, but I don't think it's really optimal or necessary to even be using text where you have it. A little lock icon in stead of "LOCKED", a simple green checkmark instead of "BOUGHT", visual and audio queues to tell me that an alarm is deactivated rather than than literal text "YOU JUST TURNED OFF AN ALARM, GOOD WORK, PLAYER."

It's not a big criticism, but just something I think would improve the overall look of the game.
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Bombini
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« Reply #66 on: November 19, 2014, 07:34:45 AM »

Thanks for the feedback!

I agree to you comments on having icons instead of text and using sound. That is something i want to work on/polish.
I have one question to be clear (because the font in the gifs looks horrible due to resizing):

Regarding the fonts:

I am using right now one font "04b02" in the size 16 and 24. No other font to have a bit of a consistent look.



You would prefer the same resolution like the pixel itself right?
Something like this?

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James Edward Smith
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« Reply #67 on: November 19, 2014, 11:09:35 AM »

Yeah, I think it would be worth a try is all. See what you think.

I love the concept for this game btw, I was talking to a buddy of mine about a concept like this not so long ago. I really like the idea of boarding ships to loot them and then having a very organic reaction to your presence.

I think it allows for the player to have a lot of interesting choice that let them mess with the things they encounter in the game in fun ways. Like, do I sneak around and not arouse suspicion, or should I just shoot anything that moves so it can't shoot me and then destroy the core and jump away if they try to call for help.

I think it would be very interesting if lots of crazy stuff could happen. Like the ship you're robbing is a battle ship and suddenly gets attacked by an enemy battle ship. What do you do? Use the attack as a distraction and make away with loot quickly? Maybe the ship is losing the battle too badly and you're afraid the ship will be destroyed with you on it? The main cannon crew got killed by a direct hit on their gun bay, maybe you should go in there and man the cannon yourself, disable the enemy ship enough that you will have time to steal what you want to steal and then get away.

You broke onto a prison ship, recruit characters from their brigs? Make sure you don't let out the Xenophobe alien? etc.

I think there's lots of fun ideas.
« Last Edit: November 19, 2014, 11:26:55 AM by James Edward Smith » Logged

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Bombini
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« Reply #68 on: November 20, 2014, 01:54:39 AM »

Thanks for the input!
I really appreciate it.
Some thoughts:

Gameplay:

I totally share your view and that’s what excites me. I want to have a simple and fun game play which can have a lot depth depending on the behavior of the player.

I think it would be very interesting if lots of crazy stuff could happen. Like the ship you're robbing is a battle ship and suddenly gets attacked by an enemy battle ship. What do you do? Use the attack as a distraction and make away with loot quickly? Maybe the ship is losing the battle too badly and you're afraid the ship will be destroyed with you on it? The main cannon crew got killed by a direct hit on their gun bay, maybe you should go in there and man the cannon yourself, disable the enemy ship enough that you will have time to steal what you want to steal and then get away.
 

This sounds very interesting! I think its important to find the line between too complex and simple.
I was playing with the thought of being on a ship while its being attacked from another. It would have some kind of health and then its up to you what you do Wink
As you said…manning guns etc.
But first I want to get the current feature set into a more polished state.

Look&feel:

The beauty of the current look is that I can do all myself because its so simple.
The downside is that it looks very common and not everyone likes the retro look.
I am considering bringing the game in a more final state (gameplay) and hiring an artist to redo the art. This would need funding though. Maybe kickstarter.

What do you think?

Example art (i did not make those) as referance to capture possible mood:




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Bombini
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« Reply #69 on: November 27, 2014, 02:54:54 AM »

Good news everyone!
I have an advanced version of the starmap.

What is new:
  • The starmap is randomly generated every time you start a new game and stay consistent for the gameplay
  • Planets generate red dots that hunt you once the faction mood is too low
  • The ret dots attack you, damage your ship and explode



Next will be was has been mentioned by James Edward Smith.
Quick mockup:



A lot fun!



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Playaction
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« Reply #70 on: November 27, 2014, 04:43:48 AM »

This is turning out really good. I certainly don't mind the simple graphics.
I tried the demo, and by accident hit a key that turned on some sort of debug view, with borders around every object. That pretty much killed the framerate.
Other than that, I found it very enjoyable.  Hand Thumbs Up Left
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Bombini
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« Reply #71 on: November 27, 2014, 06:15:57 AM »

This is turning out really good. I certainly don't mind the simple graphics.
I tried the demo, and by accident hit a key that turned on some sort of debug view, with borders around every object. That pretty much killed the framerate.
Other than that, I found it very enjoyable.  Hand Thumbs Up Left

Thanks for the feedback!°
The demo is from July (old, simple and buggy).
I will release an updated DOWNLOAD version before x-mas with no performance issues at all.

Cheers!
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Bombini
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« Reply #72 on: December 03, 2014, 02:25:39 AM »

Small eye candy while building levels Wink

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Bombini
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« Reply #73 on: December 11, 2014, 12:43:36 AM »

I finished a PC download version and will test that version for a release next week.
All features from the last months are in and the demo is much more polished with much more content.
It is not an Alpha yet (rather gameplay demo 2.0) because i still need to finetune and extend the whole faction system which is the last big feature.

Have some impressions in between:





(the dirt tiles still look bad)

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Bombini
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« Reply #74 on: December 19, 2014, 07:12:40 AM »

Happy Christmas!

I am very proud to share a new game play demo with you:
http://mabafu.com/spacepirate/SpacePirate279.zip
Passwort for zip is "galao"

This is PC download build 0.279

What is in?
  • It contains all features and content i have been working on in the last months
  • You have 4 bigger levels which appear in a linear way with new themes and also puzzles
  • 2 Planets to visit
  • There are several random encounters that you can attack
  • You have a crew member that you can rescue and he will give you updates
  • A basic mood system which affects various parts of the game
  • Added a lot of sounds
  • A lot of polish in general

What is missing and needs work:
  • Story is missing in general
  • Mood system needs to be advanced
  • Star map, space traffic and encounter system needs to be advanced

This is not an Alpha yet.
What i plan next:

ALPHA:
  • finishing all features
  • balancing & playtesting & bug testing
  • find a final name, build a website and start PR
 
BETA:
  • finetuning & polish
  • translating it to German, French, Spanish

Btw, could someone move this thread to "Flash, Windows & Mac"?
  
Please send me your impression!
Peace!




« Last Edit: January 13, 2015, 08:40:45 AM by Bombini » Logged

Bombini
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« Reply #75 on: December 21, 2014, 12:55:01 AM »

I added some minor fixes to the new version!
Enjoy your holidays Smiley
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Bombini
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« Reply #76 on: January 07, 2015, 08:55:42 AM »

I am back from a much needed break from my notebook!
New Space Pirate updates will be popping up in the next weeks.

I implmented fullscreen (not in the last build yet) and this is the current pipeline:
  • Mood system needs to be advanced
  • Star map, space traffic and encounter system needs to be advanced

Meanwhile:
...engines can be blown up and harm the hull of the vessel : )


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Bombini
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« Reply #77 on: January 08, 2015, 08:10:24 AM »

I made a new draft for the mood bar which i prefer a lot.
Will be in soon!

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Sjonsson
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« Reply #78 on: January 08, 2015, 08:26:26 AM »

This looks really interesting, totally gonna play it some time soon and get back to you with my thoughts! Smiley

To be continued...
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Bombini
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« Reply #79 on: January 10, 2015, 05:58:43 AM »

Thanks Smiley
I will upload a new version next week btw.
You might want to wait for that.
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