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TIGSource ForumsCommunityDevLogsIn Service of Country
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Nerve Damage Games
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« on: November 28, 2017, 05:42:06 am »

Devlog #1

The Game
In Service of Country is a 2D action platformer primarily focused on local multiplayer, though we want to add online multiplayer as well. We have planned three game modes for the game
  • Capture the flag.
  • Gunplay
  • Capture the flag with GunPlay

All three modes will have different game types for example a game type could be last-man standing, first to ten or time attack.

In capture the flag 2-4 players fight for the briefcase [the flag], when a player collect the briefcase, they need to deliver it at one of the extraction points.

 

In Gunplay 2-4 players fight with guns that is spawned around the level. Players will not be spawned with a gun, but can pick them up. Each guns have different fire stats and cannot be reloaded. If ammo run out, pick up a new gun. In this mode, the game will add twin-stick control, since the players aim with the right analog stick.


The Game-play
Run, jump, dash, shoot [only gunplay and combined game mode], collect/deliver briefcase [only ctf and combined game mode] and collect power-ups to beat your competition.

Features

  • Began work on leveleditor.
  • Added four levels made by MoPed Games.
  • Added four characters made by MoPed Games.
  • Added particle effects for run, jump, wall jump, dash and briefcase.
  • Added animation to extraction points.
  • Added sound effects.
  • Added wall jumping.
    • Redesigned it to get it more balanced.
  • Added Capture the flag and gun modes.
  • Added Time, Sudden Death and Points game types.
  • Added horizontal and vertical moving platforms.
  • Began work on online multiplayer.
    • Again not gonna promise anything.
  • Added Dash ability.
  • And a bunch of other stuff.
  • Added placeholder explosions on bullet collisions.
  • Added camera shake on bullet collision.


Other news
In other news we had a team member attend Sweden Game Conference back in October, thanks to GameHub Denmark. SGC is a totally awesome place to go, if you are a smaller indie company looking for feedback on a game in development.

We got a lot of feedback, and tweaked a lot of smaller things  and did a redesign of the wall jumping system to make it feel better and give the players better control.

On a finishing note you can expect new a update biweekly - next scheduled update is Friday December 8th.

Original published on our website: https://nervedamagegames.com/blog/category/devlogs/
Follow on Facebook: https://www.facebook.com/nervedamagegames/
Follow on Twitter: https://twitter.com/PlayNDG

Nerve Damage Games

Jonas Pedersen
Co-Owner, Community &
Marketing Manager
« Last Edit: December 17, 2017, 11:58:39 pm by Nerve Damage Games » Logged
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« Reply #1 on: December 08, 2017, 06:24:36 am »

Devlog #2

Guns and deathmatch





In the last post I mentioned implementing gunplay game mode. We decided to rename gunplay to Deathmatch.

In the past weeks we have generally worked a lot on the deathmatch mode.
We implemented a gfx gun pack from this unity asset https://www.assetstore.unity3d.com/en/#!/content/43899, to help our non-artistic programmers needs.





Besides implementing the gfx, we made a simple system to give the guns the most basic behaviour, such as:
  • Ammo capacity
  • Spread value
  • Fire rate
  • Projectile speed

In relation to implementing guns, we made a simple aim. When holding a gun,
navigate using the right analog stick to aim the weapon between top and bottom in the way the character is facing.
 


Since we now have two game modes and two different ways of playing them, point or time, we need to make a selection menu of sorts. We looked a inspiration from super smash brothers and our programmer came up with this, which you might have seen if you follow us on facebook or twitter.
Use the left stick [on controller] to navigate and the "A" button to toggle any of the settings.
If both capture the flag and deathmatch is on you will play combined or as we call it normal mode.
In this mode you won't get points for shooting, but only delivering the intel. However if you have the flag, and get shot you will lose it.

 



Other News
We are working on making a demo build including one level, a couple of guns and the three game modes. We are expecting it to be ready Friday December 15th - a week from now. Hope you guys are gonna give it a try and tell us what you think. More info will follow when the demo is live.


Original published on our website:  https://nervedamagegames.com/blog/in-service-of-country-devlog-2/
Follow on Facebook: https://www.facebook.com/nervedamagegames/
Follow on Twitter: https://twitter.com/PlayNDG


Best regards,
Nerve Damage Games

Jonas Pedersen
Co-Owner, Community &
Marketing Manager
« Last Edit: December 08, 2017, 06:46:24 am by JoPed » Logged
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« Reply #2 on: December 15, 2017, 12:24:49 pm »

Demo build available




Hi everyone,
great news. We spend the last week making our game ready for a demo, because we would really love your feedback. If you read the devlog (of cause you have), you might know a little about the game already. If you haven't, fear not, you can read the Devlog #1 and #2 posts.

Just to recap, this is a 2d platformer, action multiplayer game, where you compete against friends or family.
For now you will have to play locally or against our AI in capture the flag and while you can play with keyboard, we strongly recommend that you play it with controllers. The online feature unfortunately is not ready for this demo, but will be included at a later date.


The demo includes one map and three game modes, (1) capture the flag, (2) deathmatch and (3) combined.  There will be several guns available, with an option to select which of these guns you want. We added an experimental Linux build, which you are free to use but don’t expect anything. However it worked fine on a virtual machine operating Linux.

Try beating the AI   Cheesy




Download
By clicking the link you will be redirected to Gamejolt.com or Itch.io depending on the link you click. From there you can download version 0.1.1 for either Linux or Windows.  When downloaded, please make sure to unpack the zip folder (windows build) or tar.gz (linux build) and read the readme.txt file before playing.

Edit: The demo is now only available on GameJolt and Itch.
« Last Edit: January 16, 2018, 01:12:49 am by Nerve Damage Games » Logged
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« Reply #3 on: December 19, 2017, 05:22:06 am »

We updated the demo, due to some bugs and stuff we wanted to change. The download links has been updated. Read the patch notes to check out all the changes.  Wink
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« Reply #4 on: December 20, 2017, 03:45:48 am »

Devlog #3





Hi everyone,
Last week we uploaded a demo in hopes someone would play it and give some feedback. If you haven’t done it yet, we would very much like if you try it out and fill out the feedback survey. If you tried the first demo, and hadn’t noticed, we uploaded a new version of the demo yesterday. It includes some changes and some fixes, all of which you can read in the patchnotes.txt file included in the .zip and .tar.gzip folders.

Unless game breaking bugs are reported, I'm not sure we will update the demo again in the near future. For those who played and filled out the feedback survey, thank you very much. This is much appreciated!

NB: You can still find the demo on GameJolt and Itch.

Artificial intelligence
One of the things, that have been worked on in the last couple of weeks is the AI. It is not nearly done, but works fine especially in Capture the flag. The AI is developed with fuzzy logic concept, which in short is a way of imitating human decision making.

Right now the player can select AI either in the selection menu, or in the game menu, like this:


 


Controller support
It was always the plan to have controller support, both because our primary focus is consoles, but also because we knew that keyboard controls would not give us as many options for great gameplay.

The first time around we just used Unity’s (Unity Engine) input manager, which is fine for smaller things but doesn’t really work with bigger things. We wanted to buy a tool to help us, and we actually ended up deciding in favor of InControl, however we discovered a new updated (now discontinued) github version which we use for the time being. We wanted to know how good it really was. As I remember the first thing our lead programmer said about it, was “damn this is sexy”.

If you need controller support, and use Unity you should seriously consider InControl.


Other news
This is the devlog, that would have been out Friday December 22nd, but due to the holidays we decided today was a better option. We expect to be able to give another update, Friday January 5th 2018, however keep in mind that this would only give us one week worth of updates and not two like normally.

Original post: https://nervedamagegames.com/blog/in-service-of-country-devlog-3/

We at Nerve Damage Games wish you all the best christmas and a great new year.
Happy holidays!
« Last Edit: January 16, 2018, 01:13:09 am by Nerve Damage Games » Logged
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« Reply #5 on: January 03, 2018, 04:43:04 am »

AI Gameplay video
Unfortunately we decided to cancel this weeks devlog, due to a lack of content.
Furthermore we are going to Norway skiing next week, which means we will have another one week sprint,
and therefore I cannot promise a devlog on January 19th.

However we do have a new video ready for you. See the AI battle each other in capture the flag.
I will say that there is still a long way to go with the AI before it is ready, but this is a first peak into what they can do.



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« Reply #6 on: January 19, 2018, 04:11:40 am »

Devlog #4

User interface
If you follow our social media, namely twitter, you might have seen the two teasers of our brand new UI, earlier this week. This new overhaul is due to the fact that we just got two game focused multimedia designers for a three month internship.
Among other things, they have been tasked with overhauling the entire UI, HUD, drawing game logos and redesigning the company logo. Anyway back to what’s fun, the UI.


Fig. 1 - Navigating the Main Menu


Fig. 2 - Setting up weapons and game rules


Fig. 3 - Selecting a map for the match


Fig. 4 - Selection a character and joining the game


Fig. 5 - The pause menu

Game Logo
Up till this date we still don’t got a proper logo, actually we didn’t really got any logo at all. And of cause we need that, so one of the interns began drawing some concepts and different ideas. First picture shows his different ideas, and the second shows the one we think is best. What do you guys think?

Cast your vote on Facebook or Twitter.



Fig. 6 - The logo ideas



Fig. 7 - The one we think is best


Original post: https://nervedamagegames.com/blog/in-service-of-country-devlog-4/
« Last Edit: February 02, 2018, 06:32:29 am by Nerve Damage Games » Logged
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« Reply #7 on: February 02, 2018, 06:31:31 am »

Devlog #5

Game intro
One of the things we focused on this sprint, was giving players a better understanding of the game rules.
We did this by implementing a static info image telling players how to play the chosen game mode.


Fig. 1 - Intro text for capture the flag.



Fig. 2 - Intro text for deathmatch.

Game header
We are currently working on figuring out what our game logo should be,but as you read in the last devlog, we do have some different ideas.
We just didn’t have time to pursue this yet. But it will come, as soon as possible.


Fig. 3 - Header for the game.

Company logo
This might not be game related, but nevertheless an important thing as the old logo had a couple of issues.
The new logo is less detailed meaning it can be less fragile. Also we have gotten a new super awesome header, to go with the new logo.




Fig. 4 - New company logo.



Fig. 5 - New company header.

Other news
In the last few months we have had a hard time making the company work, because most of us has work on the side, but with varying amounts of time to put in the company.  What we want is to make awesome games and to do that we need resources. Therefore we have decided to focus more on work-for-hire jobs as this will hopefully help get us get to a point where we can make awesome games. The increased focus on work-for-hire will mean that the amount of time we can use on our own projects will be decreased and therefore we have decided to change the time scale of the devlog from once every two weeks, to once every month - more specifically the last friday of a month. This is to be sure that, there is actually some features/improvements to talk about. Next devlog will be February 23th.

Original post: https://nervedamagegames.com/blog/in-service-of-country-devlog-5/
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« Reply #8 on: February 02, 2018, 05:56:37 pm »

I like the bright and colorful interface.  The art style has progressed nicely - and kudos on getting the AI to work.

One suggestion: I loved how chaotic and over-the-top the first GIF was, but the gameplay and demo videos were pretty tame by comparison.  I feel like this game's art style is best suited for huge explosions and ridiculous, unrealistic action. IMO, you should kick it up to 11 and make sure to showcase that in gameplay videos.

Also, if you could work in a simple camera effect that zooms in when players get close together, I think it would add intensity to the matches.

Overall though, I really like it.  It's charming and looks fun.  Keep it up.  Grin Hand Thumbs Up Right
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