Gilvado

LD15

Assault on Cavern Station

Command a group of space marines as they attack Cavern Station, recently taken over by the alien hordes. Fight through (hopefully) endless procedurally generated levels of the massive Cavern Station, becoming more and more awesome as time passes (also dying.)

It’ll look something like this (ish):

aocs

With any luck the game will be a diablo-esque game of endless killing, where you command a squad instead of one person.

Comments

29. Aug 2009 · 04:08 UTC
Wow, that’s my exact colour scheme from my concept art, except the we’re using the colours for opposite things. Dark denotes a burrowed out shaft in mine. Cool!

Assault on Cavern Station + Swarms

Was the theme swarms? No? It was caverns? Apparently I thought it was swarms…

I’m trying to make my space marines move and fight together as squads, and decided to use a few flocking algorithms. Now my space marines are swarms that don’t move like space marines. I’m thinking I might arbitrarily decide they’re flying drones, but at this point I’m not sure. If I’m lucky, I’ll at least implement cover so that you can make your swarm take cover. But right now I’m thinking my theme score is gonna be pretty low…

Still, work is progressing. Going to add some progression elements soon.

aocslatest

Comments

Almost
29. Aug 2009 · 15:40 UTC
Bats, with ray guns, in a cave! it could work.
29. Aug 2009 · 16:12 UTC
What the flock, hey I’m using assault on as well but yours is nearly working hmmm!

Heartsmile, Master of Jellybeans + youtube video

My pony is Master of Jellybeans. What’s yours?

Assault on Cavern Station

The cover is working, but not tuned, in that video. Black is walls, orange is cover. If a swarm member is within 100 pixels of the point where his beam intersects the cover, then he automatically fires through it. Otherwise his bullet has a 75 percent chance of stopping. Now I need to make A.I. that will actually cause my swarm members to run behind cover.

Comments

SpaceManiac
29. Aug 2009 · 16:50 UTC
Partysnuggle, Herald of Peace

Core game almost complete.

The core game is almost complete — now I just need to make my dudes fit into ‘slots’ in the cover, so there won’t be enough cover for everyone all the time.  Then, it’s time to add some fun! Two squads, random enemy squads that move around and attack you (they’ll be really dumb…), exp, abilities, etc. I think this is going to be the most complete game I’ve ever submitted to LD :).

Demonstrating Cover Behaviour

Gameplay Video of game so far

Here’s a video of my game so far.

Gameplay Footage

I only need to implement enemy A.I. for the enemy squads to move around en mass and try and fight you. Once that’s done, it’s time for progression (skill tree, experience, levels), missions, graphics, sounds, and gameplay.

Try out my alpha – kill some squares.

space bar to switch which swarm you’re controlling, click to tell them where to move, wasd to pan camera

swarms automatically try and take cover behind cover that is touching the rectangle

75 percent chance that cover stops a bullet, unless swarm member is touching said cover

http://www.swfcabin.com/open/1251600370

Comments

laremere
30. Aug 2009 · 01:30 UTC
Works well, though in one case my guys wouldn’t take cover, and overall I would win quickly….

Graphics + sound upgrade, play latest build:

Same instructions as last time:

space bar to switch which swarm you’re controlling, click to tell them where to move, wasd to pan camera

swarms automatically try and take cover behind cover that is touching the rectangle

75 per…cent chance that cover stops a bullet, unless swarm member is touching said cover

http://www.swfcabin.com/open/1251614687

Going to bed (again)

Gonna sleep for 5 hours, get up, and finish my game.

Right now I still need leveling options, and actual levels, and a menu system, then I should be done. Oh, and music, but probably there isn’t gonna be music…

I made huge-ass dudes that can’t take cover. They’re neato:

The big dudes are *very* powerful. Also they can't take cover!

The big dudes are *very* powerful. Also they can't take cover!

Timelapse!

31 hours in 5 minutes ^__^.

Tags: timelapse

The Killbots of Cavern Station — postcompo suggestions wanted

So I intend to flesh out Killbots over the next week and then see if I can get a sponsorship for it. Current ideas include:

Your two squads are composed of different types of dudes: one fast squad, one powerful squad (assault and fire team).

Choose from one of 3 different heroes to accompany each squad (3 fast heroes, 3 powerful heroes)

Heroes get exp and levels, allowing you to get skills with special abilities

Spend money to upgrade your squads (more in-depth than currently)

Several levels, still partially randomly generated, including attack missions, defense missions, etc.

Cover is destroyable, and buildable (with engineers).

That’s about it — any other suggestions? I want to make the best game I can over the next week :).

Comments

31. Aug 2009 · 18:44 UTC
Yes!
Gilvado
31. Aug 2009 · 20:24 UTC
😛 I think I might structure the xp/characters a bit like Ogre Battle on the snes. You start with *only* your two heroes, then buy additional dudes, who you can upgrade along branching paths.
01. Sep 2009 · 00:08 UTC
I’d be careful about overcomplicating the game. Too much stats and stuff might affect its charm as a fun little tactical thing. Stun or smoke grenades might be fun.

LD16

Participating, as usual

Gonna be using as3/flixel/some of my own collision detection code.

Write up and mock ups of Deep Field

So this LD I’ve decided I’m going for the smallest scope I can possibly get away with, to try to make an actually complete game. My game is going to be (like many others I assume) a space exploration game. You’ll fly around a small cluster of solar systems, asteroid fields, nebula, etc, collecting resources as you explore. Collecting resources will be accomplished through a series of minigames that run when you encounter each different type of object. I’m using the mock up for my old idea for Mini-LD6, which I never ended up making, for the fuel collecting minigame. To collect fuel, you collect plasma from a star. I haven’t come up with the other minigames yet, but I have to hit the hay. Gonna be up bright and early tomorrow for coding :).

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Plasma collecting minigame Plasma collecting minigame Map Map

Updated Design for Deep Field

Deep Field

Ok, so lets go with something a bit more complex than I was thinking last night. Because I had a brainwave. Oasis + Weird Worlds! Colonize your star cluster while exploring. Build a civilization in 15 minutes.

Major actions: Colonize solar systems, explore and collect artifacts or scientific knowledge. Almost every action gives points and also improves your abilities. You have a limited amount of time. Might make so that there are different size clusters, but probably it’ll just be set at a number of turns that will make the game last ~ 15 minutes. The game makes you more powerful on an exponential curve. Definitely a lot of luck involved. Wonder if I should add leaderboards…

Major components:

Exploration screen – On this screen the player uses the mouse to designate new star systems for his ship to travel to. This is also the screen where he decides to activate actions like colonizing a star system, exploring, or harvesting resources.

Exploring: Will allow you to collect alien artifacts, catalogue scientific advances, etc. These will all give points, and some may also improve your ships’ capabilities.

Harvesting Resources: Play a minigame where you fly your ship into a dangerous situation. Resources are used to colonize systems.

Colonizing: Colonize a solar system. It will grow over time, trade with neighbors, and research. Trade/Growth give points, research improves your ship’s abilities.

Minigames: (Minigames will be VERY fast. Like Wario Ware fast. 20 seconds as an absolute maximum.)

Sun Diver – In the sun diver minigame, the player uses the mouse to control his ship as it collects plasma from the sun. This minigame will give you energy.

Mining Asteroids – In this minigame, the player uses the mouse to control his ship to move to specific asteroids in an asteroid field and harvest them. Gives minerals.

Mining Gas Giants – In this minigame, the player controls his ship as it drops down to a gas giant and shoots a pipe into it to suck up gasses. Gives gas.

Colonize – In this minigame, the player controls his ship as it lands on the planet and drops off the colonization materials.

Losing minigames will waste time and resources, but will never kill you or anything.

Building your civilization.

Star systems are colonized by spending a certain amount of resources, depending on what type of system it is. Each will require energy, gas, and minerals, but different ones will require different amounts.

Once a system is colonized, it starts generating points. If systems are close enough together, they’ll connect with trade routes. Trade routes increase point generation. Systems will also research, which will increase your ships’ abilities.

Stuff to do:

– Get new version of flixel running (maybe it was a bad idea to go with a new version…)

– Make exploration screen. Make ship that can be moved around by clicking on stuff with mouse. Build basic events that it can run when you reach places.

– Build progression for civilization a la star systems that grow and trade.

– Build sun diver minigame.

– Build asteroid harvester minigame.

– Build gas giant harvester minigame.

– Hook in upgradeable stuff – speed, strength, etc.

– Come up with research and artifacts that improve your ships’ abilities.

– Graphics whenever you need them, unless you use square placeholders. NEVER actually draw something with the purpose of being placeholder. It’ll stay.

– Sound

– Music if you have time. Prolly not though.

Simple tech demo for my game

So my game isn’t playable yet, at all. There isn’t too much left until basic gameplay appears however, as much of the underlying stuff for colonizing systems has already been implemented, you just can’t activate the abilities yet. I need to make that pop up menu actually be able to do stuff, and then add a ton of gui stuff, and then the first playable version will be done. Currently, I’m not sure if I’ll be able to finish exploring for artifacts, researching new technologies, and the sun diver minigame. All are pretty freaking important, so it’s likely my game will end up being… not a game.

http://www.swfcabin.com/open/1260721774

Well, this is the towel being thrown in.

I have maybe 6 more hours required before it’ll be worth playing, so towel being thrown in. Time to chillax, methinks.

LD17

I’m up, once again.

Flash/flixel. Sfxr. Gimp.

Want to make something more complete this time.