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TIGSource ForumsCommunityDevLogsForge On - procedurally generated​ open world space combat sim
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Author Topic: Forge On - procedurally generated​ open world space combat sim  (Read 13797 times)
BeardLogic
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« on: September 10, 2016, 10:08:50 AM »


Hey guys, alright, time to resurrect this idea.  It's been a while, I've released a game now; I feel more confident tackling something of this magnitude.  

Forge On is based in the distant future, you play as a pilot/engineer sent to set up a base camp in a distant star system.  It's a 3rd person space adventure game with RPG elements.  Expect fast paced combat, resource gathering, base building and ship construction.  I have a story in mind for the game but I will save that for later.

I will be updating this as I progress.  Let me know if you can think of any cool features that you would be cool to see.

Features I hope to include:

  • Procedurally generated ship parts
  • Fast ship building interface
  • Ability to manage systems like energy, thrusters, etc
  • Procedural weapons / effects
  • AI driven development / advancement (different play each time)
  • Procedural star systems
  • Reasearch tree based on AI developed techs
  • Base Crafting (larger bases for larger ships)
  • Mining / Salvage

Demo:

http://www.indiedb.com/games/forge-on/downloads/pre-alpha-tech-demo1

Instructions:

Unzip and run 'Forge On - PATD' executable. No installation required.

I'm looking for feedback, if you are so inclined please let me know:

What do you like about the game?
What annoyed you about the game (if anything)?
Is there something you would like to see added?
Is there something you would like to see removed?
How could the game be made awesome!?

Thank you and enjoy!

*Please Note: There are a number of bugs in the demo that I have yet to fix and although I would be interested to hear about any bugs you may come across I'm far more interested in your overall impression. Thanks!

Recent Videos:






http://beardlogic.com/inproduction.html
https://twitter.com/BeardLogic
https://www.facebook.com/1431002253853688
« Last Edit: December 04, 2017, 10:06:58 AM by BeardLogic » Logged
BeardLogic
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« Reply #1 on: September 17, 2016, 09:25:10 AM »

Small update, this is my first attempt at connecting two ship parts together.  I'm working on creating the ship build system now.  Hope to have something to show you guys regarding that next week.



« Last Edit: September 24, 2016, 10:21:21 AM by BeardLogic » Logged
BeardLogic
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« Reply #2 on: September 24, 2016, 10:21:29 AM »

I've got the start of the build interface up and running, I hope you like it!

Lots left to do, but I think it's coming together nicely.



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BeardLogic
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« Reply #3 on: October 01, 2016, 11:59:55 AM »

First look (/ attempt) at the controls and how the game will play.



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BeardLogic
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« Reply #4 on: October 08, 2016, 12:37:34 PM »

More prototyping on the construction interface.



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BeardLogic
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« Reply #5 on: October 15, 2016, 04:01:53 PM »

Slower week but I was able to get some audio done to show you guys.  Check it out; let me know if you like the vibe I'm going for.



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Evgiz
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« Reply #6 on: October 16, 2016, 03:02:09 AM »

This looks really cool, good job! I can see this being very interesting once you have more parts to play around with.
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BeardLogic
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« Reply #7 on: October 16, 2016, 07:15:27 AM »

This looks really cool, good job! I can see this being very interesting once you have more parts to play around with.

Thanks Evgiz!  I would be very interested to hear your thoughts and suggestions once I have something that is somewhat playable.
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BeardLogic
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« Reply #8 on: October 22, 2016, 11:41:50 AM »

Added my first base.   Admittedly a long way to go for the base but this should give you a clear idea of what to expect.

I've also added more features to the build interface.  Starting to get interesting.



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BeardLogic
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« Reply #9 on: October 29, 2016, 08:10:21 AM »

More build features added.  What do you think of the new ship?

I'm looking for ways to store and add parts.

Also looking for ways to copy parts / details from one to another.

Any ideas?



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BeardLogic
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« Reply #10 on: November 05, 2016, 05:21:44 PM »

Playing around with flight / combat.  I'm liking the way it's working out.



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BeardLogic
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« Reply #11 on: November 12, 2016, 06:05:23 PM »

New lighting / Materials.  Plus an... interesting bug.




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BeardLogic
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« Reply #12 on: November 19, 2016, 10:37:11 AM »

Working on random part Generation, just one color at the moment but I hope to get 1000+ color / design variations.



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BeardLogic
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« Reply #13 on: November 26, 2016, 12:17:28 PM »

Still working out a couple bugs, but the random ship construction is coming along well. 

I have a collision issue.  Anyone have any ideas on how to test non-convex curved cylinders against each other quickly?  It's the connection pieces that are causing the problems.



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BeardLogic
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« Reply #14 on: December 03, 2016, 12:06:39 PM »

Most of the ship procedural construction bugs are now sorted out.  A couple collision issues yet, but very close now.  Also trying on another color variation for ships. 



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BeardLogic
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« Reply #15 on: December 10, 2016, 10:39:40 AM »

Latest combat footage.  Hope to have more to show next time as I am currently overhauling the build system for more versatility.  Keep an eye out for that one.



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BeardLogic
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« Reply #16 on: December 17, 2016, 11:36:56 AM »

Not quite done the modifications to the build system yet but I did some work to improve the scene / ships.  Check it out.

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BeardLogic
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« Reply #17 on: December 24, 2016, 10:00:09 AM »

A close up look at the new procedurally generated parts and connections  Should make for some very versatile ships.



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BeardLogic
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« Reply #18 on: December 31, 2016, 08:37:22 AM »

Added a new procedurally generated part type.  This one will likely be used more for engines.



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BeardLogic
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« Reply #19 on: January 07, 2017, 09:24:51 AM »

Alright I have the parts... now how do I fit these things together?  The new system is still in the works.  I always seem to have trouble with effective UI.  Hopefully I can make something work here.



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