{"assets":[],"author_link":"author\/superjoe\/","author_name":"superjoe","cat":"MiniLD","categories":["MiniLD"],"comments":[],"epoch":1374637740,"event":"","likes":4,"metadata":{"p_key":"80747","p_author":"superjoe","p_authorkey":"0","p_urlkey":"289864","p_title":"Pillagers! 7dRTS Game Development Journal \u2013 Day 2","p_cat":"MiniLD","p_event":"LD27","p_time":"1374637740","p_likes":"4","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1377216000","event_key":"18","event_name":"LD27"},"source_url":"2013\/07\/24\/pillagers-7drts-game-development-journal-day-2\/","text":"<p>This article is copied from <a href=\"http:\/\/andrewkelley.me\/post\/pillagers-7drts-game-dev-journal.html#day-2\">my personal blog<\/a>.<\/p>\n<p><a href=\"http:\/\/opengameart.org\/\">opengameart.org<\/a>\u00a0has been very good to me. I think this will be my new go-to game dev art supply. So far I\u2019ve found everything I\u2019ve wanted on that site, except for a meteor sprite. Maybe I\u2019ll make one and contribute back.<\/p>\n<p>Michael made a lazer sound and a ship thrusting sound, and I added the sound effects to the game. In addition to that, I made a ton of progress today:<\/p>\n<ul>\n<li>3pm \u2013 draw flags only if selected<\/li>\n<li>5pm \u2013 add another class of ship<\/li>\n<li>8pm \u2013 found out I was using\u00a0<code>t * a ^ 2 + t * v<\/code>\u00a0for acceleration instead of\u00a0<code>a ^ 2 * t + v * t<\/code>. I fixed all the math and made ships arriving at gather points nice and smooth.<\/li>\n<li>9pm \u2013 added team colors overlayed on ships<\/li>\n<li>10pm \u2013 gave the Militia ship an electric melee attack<\/li>\n<li>11pm \u2013 gave Militia ships smart attacking AI<\/li>\n<li>12am \u2013 made Ranger ships pursue targets<\/li>\n<li>2am \u2013 added TurretShip and FlagShip<\/li>\n<li>3am \u2013 added support for ships with backwards thrusters<\/li>\n<li>3am \u2013 added move &amp; engage command<\/li>\n<li>3am \u2013 improved ship selection capabilities<\/li>\n<li>5am \u2013 added title screen, credits screen, and game over screen. I made it possible to win and lose the game.<\/li>\n<li>5am \u2013 added title screen and credits screen<\/li>\n<\/ul>\n<p>Here\u2019s the title screen:<\/p>\n<p><img alt=\"\" src=\"https:\/\/s3.amazonaws.com\/superjoe\/blog-files\/pillagers-7drts-game-dev-journal\/day-2-titlescreen.png\"\/><\/p>\n<p>Here\u2019s a screenshot of a battle underway:<\/p>\n<p><img alt=\"\" src=\"https:\/\/s3.amazonaws.com\/superjoe\/blog-files\/pillagers-7drts-game-dev-journal\/day-2-screenshot.png\"\/><\/p>\n<p>Battles can get hectic and chaotic, but it is fun to watch it play out. Here\u2019s a video of me demoing a battle:<\/p>\n<p><a href=\"http:\/\/www.youtube.com\/watch?v=pnEsHqmNU2c\">YouTube Video<\/a><\/p>\n<p>Again, you can playtest this game in your browser right now using the\u00a0<a href=\"http:\/\/s3.amazonaws.com\/superjoe\/temp\/pillagers\/index.html\">same url<\/a>\u00a0as Day 1. Feel free to give me feedback or advice.<\/p>\n<p>I came up with some ideas on what bigger picture gameplay will look like which I am pretty pleased with. There will be a bunch of different classes of ships, for example:<\/p>\n<dl>\n<dt>Militia<\/dt>\n<dd>Basic cheap unit. Has short range. Agile. Actually doesn\u2019t shoot lazers, shoots a short range but powerful lightning attack out the front. It must resort to charging other ships to attack them.<\/dd>\n<dt>Ranger<\/dt>\n<dd>Short range weak lazers. Less agile. Less defense. In a level, a Militia should be able to overtake a Ranger and kill it.<\/dd>\n<dt>Artillery<\/dt>\n<dd>Slower, shoots big lazers. Slow moving, weak defense.<\/dd>\n<dt>FlagShip<\/dt>\n<dd>Does not attack. Has high defense. Moves very slowly.<\/dd>\n<dt>Turret<\/dt>\n<dd>Stationary lazer shooter.<\/dd>\n<dt>Medi<\/dt>\n<dd>Heals other ships.<\/dd>\n<\/dl>\n<p>There will be some obvious deficiencies with the ships targeting systems and AI. These can be helped with upgrades, such as:<\/p>\n<ul>\n<li>Targeting\n<ul>\n<li>Target the first enemy found (default)<\/li>\n<li>Target the closest enemy.<\/li>\n<li>Communicate with others to divide up the targets evenly.<\/li>\n<\/ul>\n<\/li>\n<li>Ranger\n<ul>\n<li>Upgrade range.<\/li>\n<li>Update bullet count to 3.<\/li>\n<li>Evasive maneuvers 1.<\/li>\n<li>Evasive maneuvers 2.<\/li>\n<li>Smarter aiming.<\/li>\n<li>Backwards thrusters.<\/li>\n<\/ul>\n<\/li>\n<li>Militia\n<ul>\n<li>Evade lazers.<\/li>\n<li>Backwards thrusters.<\/li>\n<li>Smarter aiming.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>You will start with only a flagship, and as you progress throughout the campaign, you will start to build up a convoy that gets ever bigger and more powerful. You\u2019ll need it to be bigger and more powerful to get through later levels, in fact.<\/p>\n<p>Here\u2019s what\u2019s next on the TODO list:<\/p>\n<ul>\n<li>Build simpler level 1 where you only have to navigate your flag ship around meteors.<\/li>\n<li>Give the player some cash and let them choose to build Ranger ships or Militia ships using the Flagship.<\/li>\n<li>Create level 2 where you have to destroy the enemy flagship and then fly your flagship through the created portal.<\/li>\n<\/ul>\n<p>I\u2019m at a pretty good checkpoint right now. I\u2019m calling it a night.<\/p>","time":"July 24th, 2013 3:49 am","title":"Pillagers! 7dRTS Game Development Journal \u2013 Day 2","title_was_empty":false}