Fractal Softworks Forum

Other => Discussions => Topic started by: Verrius on April 16, 2013, 08:07:44 AM

Title: Mobile Space Strategy/Exploration Game. UI/Retreat (Video 5/4)
Post by: Verrius on April 16, 2013, 08:07:44 AM
Most Recent Video (http://www.youtube.com/watch?v=nvwYevthOPc)


Older videos:
Spoiler
First Video (http://youtu.be/AsRb-dm4hhQ)
Second Video (http://youtu.be/-QY2uqrrL-M)
Third Video (http://youtu.be/4k4FCR02Fvo)
Fourth Video (http://youtu.be/SEC3lLx4glU)
[close]

The combat system has been settled as a strategic system, thanks for the feedback everyone.
Working on refining some things before focusing on the map layer.

Gonna be keeping a journal of the progress with some videos for you guys, for those of you who are interested. Feel free to Please leave feedback.
Title: Re: Top-down exploration/combat game, for a touch screen.
Post by: Sproginator on April 16, 2013, 08:09:51 AM
Urm, I like the way Beat Hazard Ultra does it, You can move your joysticks easily just by dragging your finger, It's very well done
Title: Re: Top-down exploration/combat game, for a touch screen.
Post by: Axiege on April 16, 2013, 08:11:13 AM
Good touch screen games need to be designed around the control scheme. You can't really have a great game that is making due with the controls. The best way to do it though would be buttons/sticks on the screen if you're going for that type of game, but a strictly strategic one where you're just directing the ships would easier to putt off well imo
Title: Re: Top-down exploration/combat game, for a touch screen.
Post by: Verrius on April 16, 2013, 08:18:25 AM
Right now I'm pretty much in two minds, between the strategy and the twin stick shooter.

I was thinking, in either case, that the combat and "world map" would need to be separate, like Starsector, purely because of the limitations of screen size and hardware.

In the case of the shooter, you would control your ship alongside AI controlled allies. The camera would focus on you, and there would be two virtual sticks to control you in an arcade style.

In the case of the strategy, I've had a couple ideas. One way, would be to have ships set into fleets, and they move together as a fleet. You control their movement, but they acquire targets on their own. The other is touching and moving ships individually, although I can imagine it would be rather dicey. In the former idea, ships are very small. In the latter, they are much larger.
Title: Re: Top-down exploration/combat game, for a touch screen.
Post by: Sproginator on April 16, 2013, 08:25:18 AM
IPad game or? :D
Title: Re: Top-down exploration/combat game, for a touch screen.
Post by: Verrius on April 16, 2013, 08:34:37 AM
It would have to be Android, as I don't have an iAnything :p
Probably just a dollar game if anything.   I just need to do something

I would do PC, but I'm not sure how the best way to do that would be, I want to make a quick playing game for those short moments of boredom, while still being a fun space game.
Title: Re: Top-down exploration/combat game, for a touch screen.
Post by: Sproginator on April 16, 2013, 08:35:52 AM
*** android XD, Apple FTW ;P

(Waits for Android fanboys)
Title: Re: Top-down exploration/combat game, for a touch screen.
Post by: hadesian on April 16, 2013, 08:40:48 AM
Honestly touch screens are so limited in control schemes that you'll basically have to spend a lot of your computing power to run background stuff that performs otherwise manual tasks - it's why, for one, a lot of phone games are very much press this button and a lot happens and for two why most games that aren't really social come out on tablets instead, since they have far more screen space and therefore work better with more advanced controls. I find using virtual sticks horrible honestly, though there are some control methods I like, one is the gyroscopic tilt function, that always works well in my opinion (you can use this for rotation) and tap this now tap that. You have to basically make it so that the person doesn't have to hold something down or so and you fix screen size as a problem etc.
Title: Re: Top-down exploration/combat game, for a touch screen.
Post by: Verrius on April 16, 2013, 09:05:50 AM
Xareh pretty much sums up all of the problems. I too hate virtual sticks. Tilt is alright, but I'd much prefer a controller.

The screen size is also a huge deal. I could go tablet, but I'd much like to try a phone game. I did some thinking, and I think I've decided what I'd like to try. I might whip together a video if anything comes of it.

I start a lot of projects on my own that never amount to much of anything, primarily because I get other ideas and try to do something different. The good thing is I learn a lot quickly, but I never finish any projects. By talking about it, hopefully I'll gather more motivation :p.
Title: Re: Top-down exploration/combat game, for a touch screen.
Post by: Wyvern on April 16, 2013, 09:47:57 AM
The best control scheme I've seen for this sort of thing had the player avatar (vehicle, whatever) simply follow where the player touched on the screen, automatically attacking or taking other basic actions as appropriate to where it was, with a small sidebar with buttons for special actions.
Title: Re: Top-down exploration/combat game, for a touch screen.
Post by: Gothars on April 16, 2013, 10:41:46 AM
The best control scheme I've seen for this sort of thing had the player avatar (vehicle, whatever) simply follow where the player touched on the screen, automatically attacking or taking other basic actions as appropriate to where it was, with a small sidebar with buttons for special actions.

That would always be my preffered control method for tablets, too.
Title: Re: Top-down exploration/combat game, for a touch screen.
Post by: Sproginator on April 16, 2013, 10:51:00 AM
The best control scheme I've seen for this sort of thing had the player avatar (vehicle, whatever) simply follow where the player touched on the screen, automatically attacking or taking other basic actions as appropriate to where it was, with a small sidebar with buttons for special actions.

That would always be my preffered control method for tablets, too.

Agreed :D
Title: Re: Top-down exploration/combat game, for a touch screen.
Post by: Cycerin on April 16, 2013, 07:31:25 PM
Space Miner: Space Ore Bust did 2d space games for touchscreen well. That game rules.
Title: Re: Top-down exploration/combat game, for a touch screen.
Post by: Verrius on April 16, 2013, 07:40:51 PM
I've got a video processing that will display what my current idea for combat is, I'd like some feedback if at all possible!

Some notes:
* I wouldn't even call this an "alpha." I whipped this up TODAY, mostly to see what people would think about it.
* This is purely a combat system, there would be exploration involved. Eerily like the way Starsector works.
* The graphics are programmer art. I could do okay-ish sprites, like Shadow Order, but I would get tired and probably give up.
* It's built to be easily adapted for other platforms. I want something to play on the go however, so I will be focusing on the phone.

How it would work:
* Once you engage, you can deploy a certain number of ships. Yours are on bottom, theirs are on top.
* It is grid based, to make it easy to select the ships and locations with your fat fingers.
* The ships use their weapons automatically. Weapons would have different traits and paths. These Light Machine Guns only shoot in one direction, but picture dumb missiles being launched from the sides of the ship, and shooting straight upwards after floating off to the side of the ship, weapons facing different directions, homing missiles, point defense, ships dedicated to blocking shots, etc. etc.
* Fleet size will probably be rather limited to encourage fast battles. It is a PHONE game after all. Probably have multiple fleets though.
* I want ships to also have special abilities and whatnot. Probably have some RPG elements in there, like customizing the ships in some way.
Title: Re: Top-down exploration/combat game, for a touch screen.
Post by: Sproginator on April 16, 2013, 07:43:41 PM
Sounds like fun!
Title: Re: Top-down exploration/combat game, for a touch screen.
Post by: Verrius on April 16, 2013, 08:20:50 PM
Video (http://youtu.be/AsRb-dm4hhQ)

One thing worth mentioning, as you may notice by the existence of a mouse cursor, yes this was taken in Windows. It's actually rather easy to switch around. The game is being DESIGNED for the phone though.

If I go through with it.
Title: Re: Top-down exploration/combat game, for a touch screen. (Video)
Post by: Sproginator on April 16, 2013, 08:29:04 PM
Looks cool,

I'd like to be kept up to date on this game as it progresses, you should include the following:

Multiple ship types
Multiple Weapons
A wave mode
Title: Re: Top-down exploration/combat game, for a touch screen. (Video)
Post by: Verrius on April 16, 2013, 08:36:03 PM
Definitely! The wave mode would also be an easy thing to add, something I should keep in mind.

There will be multiple ship types. Weapons will be tied to the ship for simplicity sake, but there will be ways to modify and customize their effects. Some thoughts:

These ships use basic Light Machine Guns with an "Anti-Shield" property default. You might be able to modify them so they're "Anti-Hull" or "EMP" instead. Weapons will probably also have damage falloff, so perhaps making them more effective at a longer range, or making them hit harder as a result of being weaker at a longer range.

Another ship type I have the graphic for, but haven't put in, is a missile launching ship. It would launch dumbfire missiles that drift to the side and hit the lanes next to it instead of directly in front. Has much much lower rate of fire, but also hits harder with an "Anti-Hull" default property. Perhaps you could modify it to grant tracking capabilities at the cost of it's bonus hull damage, etc. etc.
Title: Re: Top-down exploration/combat game, for a touch screen. (Video)
Post by: Axiege on April 16, 2013, 08:49:47 PM
This looks really cool. I'd like to see the ability to fire in different directions though, so you don't have to be taking fire to be shooting the enemy.
Title: Re: Top-down exploration/combat game, for a touch screen. (Video)
Post by: Sproginator on April 16, 2013, 09:00:39 PM
Agreed with Axiege, and sounds epic! Missiles would be epic too
Title: Re: Top-down exploration/combat game, for a touch screen. (Video)
Post by: Verrius on April 16, 2013, 09:17:03 PM
Simple enough. I'll get on that tomorrow, hopefully keeping you all updated. I appreciate the feedback, any other thoughts let me know :)
Title: Re: Top-down exploration/combat game, for a touch screen. (Video)
Post by: Sproginator on April 16, 2013, 09:24:16 PM
I really would love for someone to make an IOS imitation of Starsector, Alex and co, if you don't invest in this, I swear I'll cry :)
Title: Re: Top-down exploration/combat game, for a touch screen. (More Video)
Post by: Verrius on April 18, 2013, 08:40:32 PM
Another lil video here. (http://www.youtube.com/watch?v=-QY2uqrrL-M)
Don't know how many I'll do how often, but they will end up on that channel. Maybe I'll make it pretty and start doing real videos weekly or something.

I've started thinking about ways to handle the Galaxy Map. I might start working on that soon, starting with just these 4 ships.

I really would love for someone to make an IOS imitation of Starsector, Alex and co, if you don't invest in this, I swear I'll cry :)
I'd kill for a mobile/tablet version of Starsector, although the game in and of itself in it's current form probably wouldn't work too well. As for my own little project, it's far smaller scope than what Alex and team have running.
Title: Re: Top-down exploration/combat game, for a touch screen. (More Video)
Post by: Sproginator on April 19, 2013, 01:57:45 AM
Big tip, red on black causes eye strain if not handled well, so ALWAYS ensure that your graphics don't cause problems or it puts people off, and can you perhaps increase the brightness of the bullets since it's rather hard to see imo
Title: Re: Top-down exploration/combat game, for a touch screen. (More Video)
Post by: Verrius on April 19, 2013, 04:30:10 AM
These are really temporary graphics. I know I need to focus on one thing at a time though.

However, it's worth mentioning that the color for all the graphics you see are done by the engine. So I can recolor them via an options menu.
Title: Re: Top-down exploration/combat game, for a touch screen. (More Video)
Post by: Sproginator on April 19, 2013, 04:58:50 AM
Ah okay, Very interesting :D
Title: Re: Mobile Space Strategy/Exploration Game. Hey look, progress. (Video)
Post by: Verrius on April 26, 2013, 02:41:32 PM
Been working on it all week, made some progress as outlined here. (http://youtu.be/4k4FCR02Fvo)

There are a few things I'd like to mention though.

The campaign map thing looks and feels an awful lot like Starsector. Mentioning this because... Well, you all know the game :p. I think I might change that, but I don't know what could possibly work better. The touch controls work fairly well with it.

Also, something I didn't mention in the video, the formation of the ships you see in the world map fleet matters. There are three "columns" of ships, one for each button. The first in each column is deployed automatically at the start of the fight, while the rest of the ships need to wait a set time (same time as it takes to move the ship), and you must deploy or retreat the ships in order. You'll be able to arrange the ships as you please.

The reason for this is primarily to make deployment smoother. Rather than bringing up a large menu of your ships, you only have 3 to choose from based on your formation, reducing clutter as well as making it a tactical decision.

Currently only 5 ships may be deployed on either side, at any given time. This will probably be more or less depending on how much larger a fleet is compared to the other, with the lowest being 3, and the highest being 7. Still no more than 10 ships at a time.
Title: Re: Mobile Space Strategy/Exploration Game. Hey look, progress. (Video)
Post by: Sproginator on April 26, 2013, 02:45:11 PM
Sound cool, like space invaders meets chess xD
Title: Re: Mobile Space Strategy/Exploration Game. Hey look, progress. (Video)
Post by: sarducardun on April 27, 2013, 04:20:16 AM
I am loving the look of this.
Title: Re: Mobile Space Strategy/Exploration Game. Yay for particles! (Video 4/29)
Post by: Verrius on April 29, 2013, 08:22:32 PM
Haha, thanks guys. New video showing off some new graphical effects. (http://youtu.be/SEC3lLx4glU)

EDIT: Longest it's ever taken to process a video this small to HD. Oh well.
Title: Re: Mobile Space Strategy/Exploration Game. Yay for particles! (Video 4/29)
Post by: Axiege on April 29, 2013, 09:30:44 PM
Wow you've made a lot of progress since the last time I took a look at this project. It's looking really cool :D

I would love to see a pause button when you're in combat so you can take your time to consider your actions.

Also, the overworld flying-rectangle formation looks a little awkward in my opinion.

Really looking forward to seeing how this turns out!
Title: Re: Mobile Space Strategy/Exploration Game. Yay for particles! (Video 4/29)
Post by: Sproginator on April 29, 2013, 11:30:35 PM
Very nice, movement trails, shield effects hehe. This is goin rather well mate, keeping up!
Title: Re: Mobile Space Strategy/Exploration Game. UI/Retreat (Video 5/4)
Post by: Verrius on May 04, 2013, 06:53:11 PM
More stuff.

As for the boxy-campaign map movements, I've been thinking about changing the look of the campaign map altogether.

I'm thinking possibly using more of a radar look to it. Other ships will be represented mostly by blips, and points of interest will be lit up for easy touching.
Still have a few more things I'd like to do with the combat though.
Title: Re: Mobile Space Strategy/Exploration Game. UI/Retreat (Video 5/4)
Post by: Sproginator on May 06, 2013, 03:10:41 PM
Very nice so far, will this be for iOS too?
Title: Re: Mobile Space Strategy/Exploration Game. UI/Retreat (Video 5/4)
Post by: Verrius on May 06, 2013, 03:43:03 PM
I would like to, but it'd be difficult to pull of without having an iOS device myself.
Title: Re: Mobile Space Strategy/Exploration Game. UI/Retreat (Video 5/4)
Post by: Sproginator on May 06, 2013, 04:57:27 PM
I would like to, but it'd be difficult to pull of without having an iOS device myself.
Drat, I'd hope for that so I can enjoy it :P
Title: Re: Mobile Space Strategy/Exploration Game. UI/Retreat (Video 5/4)
Post by: Verrius on May 06, 2013, 08:03:11 PM
If the Android version actually goes anywhere I might consider it. There are several costs I'd have to deal with though. I use Game Maker: Studio, so I'd need to shell out $99 for the module (I should probably learn to use Unity, but that would take time. Been using GM for almost 7 years now I think?)

It'd be best to also own an iPhone/iPad, but I could probably make do with having somebody who owns one test it. I actually test/record the game on Windows because constant testing on my phone is a pain.

From what I understand, publishing to iOS is much more expensive than Android as well.