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TIGSource ForumsCommunityDevLogsForeign Planet - Game 2d Action Robotic Suit
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Author Topic: Foreign Planet - Game 2d Action Robotic Suit  (Read 2740 times)
NajibSG
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« on: June 23, 2018, 05:19:46 AM »

Foreign Planet




It is an action and adventure game inspired by the beauty of games of action "Snes", which adds a touch of the typical game "sandbox", in which the player can take control of various types of mechanical assault units (robots) each It will be divided into 3 classes that will be in speed, resistance and strength.

Leave your old robotic suit in full combat when it is heavily used and change to a newer unit giving you an opportunity to be able to beat your rival, or in case you do not like the action so much you can take care
cultivate your small piece of land that you have bought with the sweat and blood of your enemies and feed your animals in it, build your own town, city and fill it with settlers to form an empire, remembering to manage your resources well, remembering is a place Inospito full of creatures that at the first carelessness will try to become breakfast.


Note: This game will be more focused on the "multiplayer" since many
of the older "snes" games that inspire me lacked the "multiplayer" option.

Screenshot








Story

A thousand years ago a cataclysm forced humanity to abandon the earth, forcing the survivors to explore the universe forming colonies. A task that was not easy since the universe was not at all generous with the colonists, to ensure the survival of the species the colony devised a plan in search of a planet where they could rebuild civilization, so they had to separate in several colonies each one looking for a new home.

A thousand years have passed since that event, fortunately our colony was successful and found a suitable planet for life, unfortunately all communication with the other colonies was lost, for decades we tried to know what happened with the other colonies if maybe they were successful like us or They had no luck.

That was until a few days ago when a beacon was found that belonged to one of the disappeared colonies, this beacon was 800 years old and still had a message, it was a sign of help with the history and location of what happened to the lost colony.

A small exploration group has been formed, the possibility of finding survivors or descendants of the colony is almost nil, a planet inospito for life, with temperature changes too sudden, and life forms hostile to humanity, but with a high abundance of useful minerals for the colony, I wonder if it is really worth going to this "foreign planet"

Robot:Serie-A015

The "Serie-A015" is the first batch of robots created in field missions, so their designs and features are harder for that type of environment. They were generally used as military robots.


Robot:Serie-B018

The "Serie-B018" is the second batch of robots created essentially for the protection of cities, so its design is softer compared to the first batch. They were generally used as police robots.


CURRENT PROGRESS

The game is done in the language "as2 (action script 2)" so in the process I noticed that it has certain limitations that prevents me from doing it as I want Sad.

So now I will have to change the programming language, my options are "C ++" or "Java", so I ask the people of this community who have more experience, what programming language should I learn focused on multiplayer gaming .

Options are "C ++" or "Java", so I've seen it seems easier to understand.


To see the progress, follow us on "Facebook" or "Devianart":

Facebook:
https://www.facebook.com/SamayGame/

Devianart:
https://najibsg.deviantart.com/
« Last Edit: July 30, 2018, 05:46:25 PM by NajibSG » Logged

farid
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« Reply #1 on: July 18, 2018, 06:39:20 AM »

This looks very interesting, it reminds me a lot of the game "Metal warrior" or "Front mission 2: Gun Hazard". Especially the "front mission" that game was missing multiplayer and would have been perfect  Cry Cry Cry
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NajibSG
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« Reply #2 on: July 25, 2018, 03:27:11 AM »

This looks very interesting, it reminds me a lot of the game "Metal warrior" or "Front mission 2: Gun Hazard". Especially the "front mission" that game was missing multiplayer and would have been perfect  Cry Cry Cry

If those games were great "snes", you could spend hours and hours playing without getting bored. what times Smiley

Test Menu Game:
A sample of how the final menu will be, it is only an advance so it is not complete.

Link:
https://www.deviantart.com/najibsg/art/Foreign-Planet-Menu-Test-756203036

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NajibSG
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« Reply #3 on: July 30, 2018, 04:25:46 AM »

Test Collision map:





It is a demonstration of how the player's collision system works within the map, the interaction with the structures that have been created as "square" or "scalene". Remembering that it is only a small example since you want to create other structures and forms.

Link:
https://www.deviantart.com/najibsg/art/FP-Collision-test-map-756990065

Player controls:

Right == D;
Left == A;
Up == W;
Down == S;

Jump == X;
Fly == E;
Crouch == C;
Run == Z;

Menu == Enter;
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NajibSG
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« Reply #4 on: August 05, 2018, 04:11:11 AM »

FP: Test vehicle:





We proceeded to test the object called vehicle, within these are 2 types of motorcycles and cars to see what is the interaction with the player.

The way to test is simple to approach and that the player detects the vehicle, then it uses the button to use the vehicle and control it.

Some of these vehicles have the option for other players can also climb, currently only a maximum of 4 people can upload to a single vehicle but later that number will be increased.


It will try to create more vehicles but that will be later (I am not so skilled drawing: /)

Link:
https://www.deviantart.com/najibsg/art/FP-Test-vehicle-757949140?ga_submit_new=10%3A1533470762

Player controls 1:            Player controls 2,3,4:

Right == D;                    Right == D;
Left == A;                      Left == A;
Up == W;                       Up == W;
Down == S;                    Down == S;

Jump == B;                    Jump == J;
Fly == E;                        Fly == K;
Crouch == C;                  Crouch == L;
Run == Z;                      Run == H;

Menu == Enter;              Menu == N;
Use == Space;                Use == M;
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NajibSG
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« Reply #5 on: August 18, 2018, 12:51:12 AM »

FP: Test Robot Move:





It created a certain amount of robot (not all) to test its operation on this small map.

The player detects a "robot" object so it can activate and control it.

Using the actions of this that are:
Skip.
Fly.
walk.
fall.
bend.
run.

At the same time the "player 2" can upload to a robot controlled by the "player 1", but this does not control it since the first player that activates the robot is the one that controls it.

Link:
https://www.deviantart.com/najibsg/art/FP-Test-Robot-move-759978125?ga_submit_new=10%3A1534581872

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NajibSG
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« Reply #6 on: August 26, 2018, 05:10:53 AM »

FP: Test Structure - Robot, cars:





It has created 2 structures, these will be in charge of the creation of the "Robotic combat suits" and the "vehicles" that the players will use.

Even not all the options that will have the menu of the structures, only the most basic is tried.

The controls are the same as always:

Link:
https://www.deviantart.com/najibsg/art/FP-Test-Structure-Robot-cars-761198238?ga_submit_new=10%3A1535288207
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NajibSG
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« Reply #7 on: September 19, 2018, 12:52:29 AM »

FP: Test shooting, weapon - human:





-The structure that generates "weapons" was created.

-Weapons once created can be used, only the player should approach them.

-The weapons will appear in the inventory on the left side once they are seized.

-When a weapon has been activated, the inventory box will glow, confirming that it is being used.

-The player can use 2 weapons at the same time.

-All the weapons that are in the inventory that have an "odd" number will be the left arm, while those that are in "even" numbers belong to the right arm.

-In case you need another weapon to use, you can "throw" the used weapon by pressing the "G" button, which will leave a space in the inventory.

-The weapon can fire if the player is mounted on a vehicle, but will not be able to grab an item while on the vehicle.

-The weapon can not be used while using a "robot", since these "robots" will have their own weapons to use later.



-The weapons for the "robots" will be created later along with their weapon-generating structure (I did not put it yet because it has an error, when I correct it I will put it)


The controls are the same as always:

Player controls 1:            

Right == D;                    
Left == A;                      
Up == W;                      
Down == S;                  

Jump == B;                  
Fly == E;                        
Crouch == C;                
Run == Z;                      

Menu == Enter;            
Use == Space;    

Inventory
button: " 1,  2, 3, 4"

Drop weapons:
button"G"

Shooting:
Mouse: "click left "

Link:
https://www.deviantart.com/najibsg/art/FP-Test-shooting-weapon-human-764605181
« Last Edit: September 19, 2018, 01:12:58 AM by NajibSG » Logged

NajibSG
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« Reply #8 on: October 31, 2018, 12:34:55 AM »

FP: Test shooting, weapon - robot:





-The structure that generates "weapons" for the robots was created (they had an error so I did not put it in the previous one).
-The weapons once generated by the structure, in order to be used the robot must approach.
-The weapons will appear in the inventory on the left side once they are seized.
-When a weapon has been activated, the inventory box will light up, confirming that it is being used.
-The player can use 2 weapons at the same time.
-All the weapons that are in the inventory that have an "odd" number will be the left arm, while those that are in "even" numbers belong to the right arm.
-In case you need another weapon to use, you can "throw" the used weapon by pressing the "G" button, which will leave a space in the inventory.
-Basically it is the same as weapons for "human".

Note: There are green structures, these generate ammunition for weapons, at the moment they are not enabled.


The controls are the same as always:

Player controls 1:            

Right == D;                    
Left == A;                      
Up == W;                      
Down == S;                  

Jump == B;                  
Fly == E;                        
Crouch == C;                
Run == Z;                      

Menu == Enter;            
Use == Space;    

Inventory
button: " 1,  2, 3, 4"

Drop weapons:
button"G"

Shooting:
Mouse: "click left "

Link:
https://www.deviantart.com/najibsg/art/FP-Test-shooting-weapon-robot-770594587
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NajibSG
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« Reply #9 on: November 06, 2018, 05:34:53 AM »

FP: Test change from player to minion





Added the option to change the main character to another player that exists.

A small basic I.A is added so that they are moving randomly and they detect the collisions in a basic way (this will be improved later)

Note: in the following the I.A should be able to detect both the mounts and the weapons, after this it will just be tested for combats with another I.A.



The controls are the same as always:

Player controls 1:            

change player == button tab

Right == D;                    
Left == A;                      
Up == W;                      
Down == S;                  

Jump == B;                  
Fly == E;                        
Crouch == C;                
Run == Z;                      

Menu == Enter;            
Use == Space;    

Inventory
button: " 1,  2, 3, 4"

Drop weapons:
button"G"

Shooting:
Mouse: "click left "

Link:
https://www.deviantart.com/najibsg/art/FP-Test-change-from-player-to-minion-771483698?ga_submit_new=10%3A1541511082
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NajibSG
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« Reply #10 on: December 27, 2018, 05:23:44 AM »

FP: Test Orden Bot





Added the "Bot Order" menu option.

The small basic I.A will obey the options of the menu as patrol, follow, etc (basic orders for the moment)

It can also detect both the different types of frames created at the moment (robot and vehicle).

Note: After testing this will proceed to focus on what the combat of an I.A with another I.A.



The controls are the same as always:

//////////////////////////////////////////////////////////////////
Player controls 1:     

Menu bot order == H     

change player == button tab

Right == D;                   
Left == A;                     
Up == W;                       
Down == S;                 

Jump == B;                   
Fly == E;                       
Crouch == C;               
Run == Z;                     

Menu == Enter;             
Use == Space;   

Inventory
button: " 1,  2, 3, 4"

Drop weapons:
button"G"

Shooting:
Mouse: "click left "

Link:
https://www.deviantart.com/najibsg/art/FP-Test-Orden-Bot-778426175
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redmassacre
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« Reply #11 on: January 01, 2019, 04:50:21 AM »

like a metroid ) you've got lots of possibilities for mechanics and narrative)
it's great you can play both for mech (robot) and usual astronaut)
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NajibSG
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« Reply #12 on: January 14, 2019, 01:35:05 AM »

like a metroid ) you've got lots of possibilities for mechanics and narrative)
it's great you can play both for mech (robot) and usual astronaut)

That is precisely the idea Smiley, adding big maps and full battles death and destruction  Cheesy Cheesy Cheesy
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NajibSG
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« Reply #13 on: February 08, 2019, 06:04:21 AM »

FP: Test Detect Enemy





The detection of enemies is tested:
*The enemy to detect the player at a distance will begin to pursue it.
*If the player moves too far the enemy will proceed to run to reach it.
*If it detects that something is preventing it from reaching the player, the enemy will proceed to skip it.
*In case it is something big like a robot the enemy will then proceed to bend down to be able to pass the obstacle.
*In case you manage to escape from the enemy, the enemy will proceed to patrol the area. until the player appears again.
*In case you pass by an ally, the enemies will pursue the closest one.

The controls are the same as always:

//////////////////////////////////////////////////////////////////

Link:
https://www.deviantart.com/najibsg/art/FP-Detect-Enemy-784716257
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NajibSG
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« Reply #14 on: March 09, 2019, 11:14:53 PM »

FP: Fixed Shoot





The firing error has been solved, previously the firing did not go to the required height and the angle was incorrect.

An error was also corrected with the weapons that remained in the air after the "bot" killed their target.

In the next one it will be adding melee weapons, since only having weapons at a distance if you get too close to the target can miss the shot.

The controls are the same as always:

//////////////////////////////////////////////////////////////////

Link:
https://www.deviantart.com/najibsg/art/FP-Fixed-Shoot-788980941
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NajibSG
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« Reply #15 on: March 19, 2019, 09:54:20 PM »

FP: Turret





It has created turrets, the goal of these is to protect areas of the player so they will attack the player or any of his team.

The wing distance that can detect the enemy is 7 tiles, each tile equals 16 pixels.

Added the option of being able to shoot as you go back, this avoids being turning at every moment to attack an enemy while escaping (which makes the enemy catch you if you turn)

The option for this button will be "F"

The controls are the same as always:

//////////////////////////////////////////////////////////////////

Link:
https://www.deviantart.com/najibsg/art/FP-Turret-790350058
« Last Edit: March 19, 2019, 10:13:17 PM by NajibSG » Logged

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« Reply #16 on: March 23, 2019, 05:33:45 PM »

FP:Test Command Bots fixed





The error that had an order affecting both the ally and the enemy has been fixed.

The "mount" command allows soldiers to use both "robots" or "vehicles".

The "Patrol" command allows the allies to walk the path without blocking, in case they find a hole in the floor it will return.
(An option will be set below which will allow you to designate exactly which zone to patrol)

The "follow" command allows your allies to follow you, but being careful not to get too far away, by going away a lot they decide whether to follow you or not.

The "halt" command allows your allies to stop depending on your will.

The "desmount" command allows you to unmount any object you are using.

At the moment the commands of "personality" have not been enabled, this will be enabled for the part of the combats.


The controls are the same as always:

//////////////////////////////////////////////////////////////////

Link:
https://www.deviantart.com/najibsg/art/FP-Test-Command-Bots-fixed-790821554
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NajibSG
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« Reply #17 on: March 27, 2019, 05:09:52 AM »

FP: Test Command Battle 01





It is enabled in the menu "order bot" option "personality".

The option "pacifist" the bot will not attack so just follow your routine.

The option "rampant" the bot will attack any nearby enemy within its routine.

This is a small test of how the bots fight with weapons at a distance, later try to add weapons from body to body, because when they are very close to the enemy firearms are useless.

It has been put a very low vitality to test their performance in battle, when you add weapons body to body will seek to increase them.


The controls are the same as always:

//////////////////////////////////////////////////////////////////

Link:
https://www.deviantart.com/najibsg/art/FP-Test-Command-Battle-01-791293156
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NajibSG
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« Reply #18 on: April 03, 2019, 03:39:06 AM »

FP: Test kick and Circular saw





The option "kick" was added.

The kick is with the "J" button.

The kick can push any object on the map, about 12 pixels from the target.

The kick causes damage to the enemy, but it is a minimum damage since it is more destined to push than to attack.

The "Circular Saw" is a melee weapon, if an enemy approaches you can hurt him.

The "Circular Saw" damage is superior to bullets, but if the enemy sees you first from a distance the bullets will kill you before reaching the enemy obviously.

For the next update you should already be adding the ship, a small one to test the ship's physics with the objects.


The controls are the same as always:

//////////////////////////////////////////////////////////////////

Link:
https://www.deviantart.com/najibsg/art/FP-Test-kick-and-Circular-saw-792266355
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NajibSG
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« Reply #19 on: April 13, 2019, 10:28:56 AM »

FP: Test Ship 01




////////////////////////////////////////////////////
FP: Test Ship 01
////////////////////////////////////////////////////
A small ship was added to the map.

The ship can be controlled with the button "Space".

When controlling the ship, it will find its propellers turned off so it can not be moved, to move it you will have to activate them this action will be done with the button "J".

To increase the speed of movement you will have to activate the motors, to do it press the button "Z".

The ship has a couple of turrets, these will automatically point to any enemy, later on you will be allowed to use them manually.

It has been allowed to throw the robots or any object inside the ship quickly, by pressing the button "G", this deactivates the internal gravity of the ship and allows it to eject the content.

For the next update you should be able to add the map itself or a larger ship.


//////////////////////////////////////////////////////////////////
Ship controls 1:  
Use == Space;

Propellers == "J";

Drop =="G";

Speed == "Z";
/////////////////////////////////////////

The controls are the same as always:

//////////////////////////////////////////////////////////////////

Link:
https://www.deviantart.com/najibsg/art/FP-Test-Ship-01-793602463
« Last Edit: April 13, 2019, 10:47:46 AM by NajibSG » Logged

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