LD27 August 23–26, 2013

day 3 focus on basics

Boarding pirates day 3

First a big thanks to all the guys that stream. even if our games are really different its great to see how you guys are doing it and I always learn something.

RTS has become a big challenge for me

worked on:
click to select unit/units
units move to location clicked with really basic pathing.
canons shoot canon balls and kill your units
enemy ai…. they randomly move and will fire at which ever of your units is closest.
instead of fog of war you only “see” what your units “see” walls block units line of sight.

not working:
I tried to make a click drag bounding box thing that didn’t work at all…
not sure if game maker was well suited for rts…

Pillagers! 7dRTS Game Development Journal – Day 3

This article is copied from my personal blog.

Today Michael gave me the first music track he composed for the game and I am impressed. I am excited to have professional sounding music for a change.

That being said, the first thing I did after inserting the music into the game was program a mute button so that I could keep listening to techno while I coded.

Michael also delivered an electric explosion sound effect that works perfectly.

I mentioned yesterday that I could not find a meteor graphic to use on opengameart.org. I actually did end up finding art that works really well by searching for “rock”.

You can see the three rock types in the current spritesheet for the game which is autogenerated by chem:

The first thing I did today was create a electrical disintegration animation, and I’m pretty pleased with the result:

I wonder if this is considered good enough to submit to opengameart.org.

After I finished that animation, I worked hard and had a productive day:

  • 3pm – Finished electrical disintegration animation and added sound effect to game.
  • 3pm – Added in Michael’s background music and made it so you can toggle it with M key.
  • 5pm – Added meteors with collision detection.
  • 5pm – Fixed “ships rotating for no reason” bug.
  • 6pm – Inserted a new Level 1 – meteor field that you have to navigate through.
  • 7pm – Created a spastic portal graphic and added it to the level.
  • 7pm – Fixed navigation bug for ships equipped with backwards thrusters.
  • 9pm – Fixed scrolling when manual overriding.
  • 11pm – Added a UI pane when ships are selected.
  • 12am – Added a mini-map.
  • 1am – Made it so you can send ships into a portal.
  • 3am – Made it so selected portal shows what’s inside it.
  • 4am – Added ability to send ships out of a portal.
  • 5am – Added announcement support.
  • 6am – Made your convoy show up on the level complete screen.
  • 6am – Added stats to the level complete screen.
  • 8am – Finished level complete screen so that you can get to the next level.

The source tree has grown quite a bit since last time I checked, up to 2,704 lines:

   49 src/bullet.js
 77 src/credits_screen.js
 43 src/flag_ship.js
 30 src/fx.js
 73 src/game.js
 34 src/game_over_screen.js
 178 src/level_complete_screen.js
 20 src/main.js
 81 src/meteor.js
 58 src/militia_ship.js
 91 src/physics_object.js
 82 src/portal.js
 60 src/ranger_ship.js
 37 src/sfx.js
 449 src/ship_ai.js
 177 src/ship.js
 7 src/ship_types.js
 57 src/squad.js
 933 src/state.js
 23 src/team.js
 105 src/title_screen.js
 35 src/turret_ship.js
 5 src/uuid.js
 2704 total

I actually feel pretty good about the code organization right now. I have only had to pause progress and refactor 2-3 times and each time it was mostly painless.

Enough of the technical stuff. Let’s see some screenshots.

Here’s one of the meteor field level you start out in:

Here’s what it looks like when you finish the level:

And here’s me giving a walkthrough of the progress made today:

https://www.youtube.com/watch?v=yL-C7-h34qM

My TODO list is getting a bit unruly. I’ve divided it into “next steps” and “nice-to-have”s:

Next steps:

  • Add text instructions in Level 1 to explain the controls and how to beat the level.
  • Make it so that you start out the next level with the same fleet that you exited with.
  • Show your cash in the UI
  • Allow you to create ships that you unlock by spending cash.
  • Insert a level between 1 and 2 with some attackers. You’ll have to build some Ranger ships to defend your Flagship.

Nice-to-haves:

  • Figure out why the game slows to a crawl when many ships are added and then deleted.
  • Experiment with speed cap on ships. (I’m reluctant to do this one – I like the idea of high-velocity dogfighting.)
  • If Ranger is in range, don’t accelerate toward target.
  • Fix the thruster sound glitchiness
  • Each command should draw something on the screen to indicate that something is commanded. (Some commands do this already.)
  • When forming a squad, don’t assume all ships have the same radius.

And now I must rest. I am exhausted.

 

Comments

Nsmurf
25. Jul 2013 · 18:23 UTC
Submit to opengameart!

As a programmer who sucks at art, I’d love to have those sprites :)

Chitin Update 4

We’ve got a map, units, and scrolling. The units even have two frames of animation!

Which you can’t see, of course, because it’s a static image.

chitin6

Now I need a map and the GUI that will allow you to make units based on your ichor.

I’m really starting to like that word “ichor”. It’s fun to say.

#7dRTS log: Day 4

25/07:
Redesigned unit system. I was starting to go down a boolean filled hole, switched to states. All problems averted. We now even have ranged combat.
More back end things that have no visual change but make a huge difference.

..later..

Umm, I got some bad news so that slowed some more stuff down.
But I still managed to get resources working in a very basic capacity.
The mouse and sidebar now work together with command issuing.
Basic layout stuff for stats and whatnot.
If I added more friendly and enemy units, you could actually have a playable game here!

Have a screenshot:

Tomorrow is the day I don’t get much time at all to work on this so…things may slow down.
Sunday may be a bit crunchy…

//Challenges
I started designing this while keeping in mind that I want to stick with an MVC model.
It sort of is one, I break it a couple of times for laziness reasons but it’s still pretty on track.
That being said, I made some terrible flaws early on.

Song of the day: Black Holy by 小松未可子

MountainKing day 4

Respawn is working and so is basic account creation.  So that means a public test is possible!

Play here!

No king yet…

Still to do:

  • unit experience
  • sound fx
  • show fighting somehow
  • improve the map
  • intelligent target selection during fighting
  • music?
  • chat?

7dRTS – Bunnies on Board

Hello !

I’m making an RTS based on Draughts and Bunnies ! The game will be playable on Windows, Mac, Linux, Web and Android !

Here’s the current web version : https://dl.dropboxusercontent.com/u/15979011/bunnies/war/index.html

gameboard

Goal :

  • Have more bunnies in purple side than purple bunnies in your side

How to play :

  • You play blue bunnies
  • You can select a one bunny at a time every 3 seconds
  • You can’t move a bunny forward

Rules :

  • Bunnies move forward by themselves
  • Bunnies fight each other if they are face to face
  • Bunnies can jump over an enemy if he’s at his diagonal

Enjoy it and please, give me feedbacks.

 

By LadybugRiders

Rogue-TS (working title) Day 1 & 2

So this is the first time I’ve ever decided to do one of these things so I’m completely new to how this all works, but hey, all part of the process I guess.

Anyway the RTS I’m making so far I’m calling Rogue-TS because it will contain random-generation as well as permadeath (both commonly found in roguelikes). Basically the idea is that this is a sidescrolling RTS where your base is mobile and is built vertically on a modular basis. It’s a bit hard to see what that might entail by the screenshot below but hopefully by tomorrow there will be enough to content to at least have a play of the game. As with the usual RTS stuff you will build units and harvest resources and whatnot. I’m thinking of adding elements like power distribution of the modules of the overall base, as well as restrictions of what ‘building’ module can go where (eg. a structure that produces attack jets can only be built at a certain height).

Basically what I want to end up happening is crazy, and wacky looking mobile tower bases. So far I have a physics system, (very) early random terrain generation, unit movement (if I spawn 10 of these bases it all works correctly), unit selection, etc. I’m a one man team, and I’m using Flash CC and Flash Develop (for all my actionscript editing needs, its WAY better than Flash’s standard script editor) and I’m hoping to learn a hell of a lot and do some neat brainstorming and prototyping during this challenge!

rtsscreenshot

 

 

Collisions and maths website that I recommend

In my adventure of trying to understand game physics and programming for this competition,  found this website. (Thanks r/gamedev)

It gets down and dirty with all things math and game programming, and explains them with great detail. I don’t understand 80% of the website, but that’s why I’m reading it. Its old, but that doesn’t make it worse or better.

Hope it helps everyone trying to learn about collision, physics, and other hard to understand stuff!

Comments

Alucard J
25. Jul 2013 · 14:45 UTC
Thanks for posting that link, I have bookmarked it to read after MiniLD =]

Cherrys To Cherrys — First Dare [UPDATE]

 

 

We have done some visual improvements and as well we developed the basic mechanics, you can hire units can battle the enemies units, the enemy has a basic AI but acceptable for it’s stage in development, it has units for attacking, for defending, and they vary on the tower’s hp.

 

Every Unit can level up and they all have stats (str,def,spd,acc) that upgrade randomly upon leveling up. Units start at Lv.0 and can reach a max Lv.5.

 

*Technical Info About Controls and Mechanics*

The selection was a pain for this is my first time doing anything close to an RTS but the controls are a bit unique, maybe a bit tricky but work when you know them well. They are still simple, you can use left click to select individual units and holding the left shift key allows multi selection. Whenever units are selected left click becomes the movement guide, at any time you can press right click to unselect your units. The units will attack opposing units within a certain radius of eachother, same with attacking the enemy tower. This allows easy protection of the base and unit self defense. The game starts in a misleading fashion that will throw off any RTS gamer. You start by collecting cherries that fall off trees into your basket. Innocent right? NO! WRONG! YOU ARE PREPARING FOR WAR! The more cherries you collect the higher advantage you have over your enemy, cherries are vital resources in war. So take that part seriously.

 

rts2-3 rts2-2 rts2-1 cherrys2

Streaming day 4 of the Zelda RTS

Live right now on http://twitch.tv/dvcolgan for your viewing pleasure.

Tags: #7DRTS

Streaming 7dRTS Stuffs!

Hey Everyone,

I’m going to be streaming Day 4 of the 7dRTS here: twitch.tv/0Creds

Hope to see you there,

– 0Creds

Day 4 of 7drts

 

rtsday4

 

So, it’s a game – a fast paced survival RTS where you harvest loot drops & build towers and tanks and stuff all under an increasing onslaught of enemy creeps…it’s in some grey area between RTS and Tower Defense, I guess. I’m going to start working on the look soon and welcome feedback on my ideas: https://www.facebook.com/media/set/?set=a.577301005642203.1073741829.393963410642631&type=1

I’m going to start streaming my Day 4 work presently (http://twitch.tv/happionlabs) – but I’m sure you’re all too busy with your own games to watch.

Some of the stuff in this thread looks awesome! I’m intimidated.

A Fair Wind – Day 3&4

I lost much of yesterday to a migraine, and what time was left to the far more insidious beast of fiddling with procedural generation parameters.

I’m now wildly behind schedule, but I do have it consistently generating landscapes that I feel pleased with. It may be a little presumptuous to say but I think it does a good job of not looking too much like generic procedural landscape. Mainly thanks to a little hydraulic erosion simulation that produces neat cliff features, and some free mixing of mountainous and rolling hills terrain. I’m also really pleased with how the colouring and shading have turned out. Other progress is in creating nice chunk of heightmap processing code and smarter vertex buffer updating to my library, but that doesn’t show up so well in screenshots. Tomorrow I’ll implement water and I promise that will look nice in [animated] screenshots.

13-07-25-a-small

I’ve developed a much better idea of where the game’s headed with its mechanics and theme, even if it is at best skirting along the borders of the People’s Republic of Real Time Strategy. Originally the concept was that the player is the spirit of the landscape guiding a settlement in its growth and war through their use of various abilities to morph the landscape and control weather (‘sup, Populous). But I think there’s probably enough games about killing people, so I’m moving the focus towards the nurturing aspects that can be found buried deep in base building RTS games. Caring for the tiny people as they scamper about: smoothing over a mountain to make way for crops here, channel a river somewhere useful, that kind of thing.

I’m a little apprehensive as the spectre of traditional game design keeps telling me the player needs a clear goal with a direction they can take towards the win state. And for there to be a win state. I shall offer up some appeasement through having abilities unlocked by completing tasks in the game. For instance having a certain amount of crops growing will unlock the ability to raise new mountains. Although what the player must do to unlock each ability will not be shown, I aim to provide good feedback on when they’re making progress towards an unlock. That should create an impetus in the player to both care for their people so the population grows (which is sure to unlock something), and to experiment with their abilities in novel ways to find how to unlock more. Kind of like achievements, but without being bullshit extrinsic rewards.

That sounds like a lot of stuff for a game that’s meant to be finished in four days’ time. So it’s not quite a real time strategy game, and it’s very unlikely to be done in seven days. But other than that 7dRTS is going great for me.

ctrl hack

We are developing a hacking RTS game.

Create bits, memory units, bombs, Trojans, carriers and much more. To defeat your opponent get you enemies spark and return it to your own base.

Best in the world

Steering Behaviors for Ruby game programming now on Github, Rubygems

I just released my Steering Behaviors package to Github, and an accompanying Gem to Rubygems. Steering Behaviors are utilized to ‘drive’ autonomous game agents in a natural manner, and include such behaviors as predictive pursuit, fleeing, arrival, and wandering. Embellishments and expansions are planned, but this is working software you can use to drive your own game’s characters. (I’m using it in my own game programming.) The Github repo includes working graphical examples. Pull requests are enthusiastically encouraged.

Day 4

Getting slightly more confident now. Got a bunch of your minions appearing on the screen and tomorrow I’ll work on making them controllable. The weeks gone too fast!! I wish I had more time.

2013-07-25-215528

What I’ve done so far:

  • Initiating a multiplayer session
  • A lobby (servers broadcast themselves so the lobby displays a list of servers)
  • Up to 8 player multiplayer
  • Random state is synchronized across all clients (I’m carefully writing it so that no floats or doubles are required… ever :P)
  • View scrolling
  • A secret feature which you’ll have to play to see (I’m rigging all the future screenshots and this one to hide it)

And left is a whole lot more. But I reckon I can get something playable by the end of tomorrow. Player movement next, then tile placement. Wish me luck!

Spooky sneaky peek!

Sneak peek of our 7DRTS game so far :)

Spooky screenshot!

Air Command Sitrep Day 3

I’ve made it to day 3. That’s officially two days longer than I’ve done any Ludum Dare style thing hosted on this site. I have the basics of a game now. The player can “Win” if enough of his bombers reach the target. Right now it’s still set to auto spawn, so it kind of plays itself.

 

BUT……

Two new mobs enter. (Side note, I never understood why people reffered to units as mobs, but it helps as a reference point now) I’m working on three new mobs, which is where the real strategy will come in.

Fighters: The player controls fighter jets. These can be spawned by pressing the GUI Icon marked build (I still need to come up with some type of cooldown, or money/resource use to prevent spamming) These mobs will only attack the enemy fighters.

Enemy Fighters: These are a second enemy of the bombers. They want to hunt them down as soon as possible

Helicopters: Great against ground targets. Absolutely imperative for taking down the turrets.

Turrets will attack the Player’s fighters as well. So far I have two new GUI buttons on the screen. When clicked they spawn the units described.

Player's jet in all its glory

Player’s jet in all its glory

REAL LIFE Incoming! 

So it will be a stretch to finish this. Despite it being ‘done’ I still want to add polish, and actually replace the art. But, starting tomorrow, I’m doing another local game jam. (Okay that’s not real life) On Wednesday, I took awesome engagement photos with my lovely Fiancee, and Monday, I’m having friends over for a BBQ. All this is exciting and fun, but this 7dayRTS challenge, may turn into the 10dayRTS Challenge. Hopefully, I can still submit something. This is  fun idea, and I definitely want to hear the community’s feedback. I already plan on expanding this post jam. PS. Does anyone know how to make Unity’s GUI less fuzzy? I’m looking for a smoother/crisp font. Any GUI elements I upload, always end up fuzzy. Thanks!

GUI build buttons functioning

GUI build buttons functioning

 

Getting Started for the day (Day 4)

Got music and some sound effects in, as well as a few more units and particle effects. Also, the AI is capable of beating me on occasion!! Anyway, here’s a quick screenshot of the aftermath of a battle I had earlier:

Screen3

Team Tartan Paint Day 4

Hi guys Faisal(Team Leader/Designer) here again to show you the progress for day 4.

Character Art

Unfortunately Jurgita was ill today so we haven’t made any progress towards the character development side.

Environment Art

Stewart has managed to finish all the tiles for the environment by creating both the home and enemy bases as well as adding some polish to some of the previous environment ones.

 

UI

Today has involved a lot of work with Stewart on the User Interfaces firstly we worked on the spawn buttons giving them each 3 different images for 3 different states; inactive, mouse is over button, button is pressed.

   blue icon rollover green icon click yellow icon click red icon click

The money icon has also been updated to a new image that also blinks every time money is added

coin static coin blink

Following this we then added icons to show the enemy health which is based on the number of commanders that they have left.

This shows the different states that the enemy health can be represented.

The enemy health works by first showing the player 3 closed doors

door closeddoor closeddoor closed

Once the player has made it to the enemy base they must choose a door in order to fight on of three commander types;  fire,water and nature.

Once a commander has been fought they will appear on the User interface to show the player which

red door boss blue door boss green door boss

Once a commander has been defeated their Health icon will change to a greyed out image.

   dead door var blue door boss green door boss

Following this Icons and buttons for the menus were updated

 

 

Finally the Menus Screens were updated and changed

Return Slide Resume Setting

pause screen instructions6

 

Audio

a friend of ours (Sean Cairns) has also kindly agreed to supply to some audio for us.

Currently we have 2 different spawn sounds in game, though he has provided us with quite a few.

 

Code

Finally Zac has been working on the code mostly on some behind the scenes coding and the formulas for attacking and damage though these have not been implemented yet.

He has also managed to plots paths for the enemies to follow towards the players base.

game screen

Day 4 prototype