Saturday, May 05, 2007

Weapons Energized

Today I made it possible to purchase weapons at a store, and equip them in the ship equipment screen. There was a lot of under the hood work to be done to make all that possible. Now it will be rather easy to make new weapons, as long as they are the straight-flying projectile type.

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Screenshot showing different weapons

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Plasma gun art (temporary, obviously)

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Guard tower (not yet functional)

The next major step is getting the guard towers to shoot at you, and being able to bomb them. That really won't take all that long, but I don't very often get big blocks of time to work on this.

Friday, May 04, 2007

A few concept sketches

Here are some very rough, very raw concept drawings for some
airplanes/airships. Just scanned 'em in, adjusted levels slightly,
and uploaded.


"The Seagull"


"Glider"


"Big Ship"


"Big Prop"

My favorite so far is "Big Prop." Hopefully by the end of this I'll
have a couple dozen ships that I like as much as "Big Prop."

Wednesday, May 02, 2007

Watcher announcement

Watcher is the working title of my latest project. It's a 2D top-down action RPG in a steampunk-ish setting. The action part of the RPG is like a top-down free flight shooter (like a scroller, but it scrolls in both directions). If you've ever played Privateer or Elite, part of the game will be modeled after those, except it's 2D, and there's a bunch of stuff I'm adding in besides content. Without further ado, here are some current screenshots:


In flight.


One of the shops.


The ship equip screen.

As you can see, everything is rather rough around the edges and programmer-like. Almost all of the art is TGB-included stuff, so it will be replaced when I get there. The game has had about month's work, where work means about 3 times a week for an hour per time. Some of those times have been maybe 3 hour blocks. Since I currently work full time, I have to get up before my son in the morning (at about 5:30) and work on it until it's time to go to work.

The following is a list of tasks to do, and tasks that have been completed. The todo list is obviously not complete... it's the stuff that I need to work on in the near future. When the list gets down to just a few items, I will add more to it.

weapon system
different weapons
enemy buildings that shoot at you
experience points, level system
overhead map
radar (replace compass, or combine with compass)
Make enemies a little smarter
Missions (bounty hunt, cargo deliver)
make the Elite game fun!
cargo buy/sell gui update
shadows for all flying objects
overhead cloud/mist layer

create ship that flies around and shoots
create scrolling ground
create enemy ships that fly around and shoot

get money for shooting ships

store to buy upgrades (faster shots, faster ship)

bomb radius

create enemy buildings (bombable, explode)

create explosions

City built on grid

home base build factory (buy in store, build, then produces points every few seconds) (tile layer, setGridActive)

two different cities/bases with different prices (static for now)

dynamic enemy spawning (guided random encounters)

hitpoints, repair (costs money at shop)

compass to point to nearest city

enemy ship hitpoints
cargo/inventory system (data-driven would be great!)
keep shop information in a separate file, use product names as key in "dictionary" for items sold and bought (no XML, just classes)
ship equipment window (install modules, keep it simple... 3 bays, plus to install, minus to uninstall)
compass track nearest base

ship upgrade modules: firepower (eventually different guns), shields, turning radius


Now that you understand the game plan just as well as a slug understands quantum physics, I will keep you posted.

Bulwark on hold, new project

Bulwark is now on a mostly permanent hold.  As I progressed in the implementation and design, I realized that all of the art assets would just take too long.  I did make a little more progress from the last time I posted, but not much.  Someday I may go back and work on it, perhaps if I make art assets for another game that I can drop in.

Anyway, in the meantime, I got the Torque 2D engine (TGB) when it was first released and have been dabbling with it.  I've made a few dumb little things, like a laser chess variant, part of a weird mouse cursor game (that seemed cool at first, but I got bored with it), and various little test things.

My latest project is getting a lot more love... it's about a month old now, and it's coming along quite well.  The first working title was Constructor, but now I've decided to re-title it as Watcher.  That's also a working title.  So... you probably want to know what it's about, huh?  Well, the post after this will have all that info.  If it's not there yet, check back in a little bit.

Friday, July 15, 2005

Game in a Day

I've decided that in order to get back in the groove for Bulwark, I need to do something game related that is not Bulwark. So I'm joining in on the GID fun (www.gameinaday.com). The theme is ghosts, and I have an idea that could be fun. Here's the link to the design doc: (link removed)

I'll probably post updates or at least a post mortem here when it's done.