Game Design, Programming and running a one-man games business…

Multiple beams and turrets!

At last I’ve got around to adding laser turrets to the ships, so the beams don’t seem to blast out of just anywhere any more. I’ve also added support for multiple beam origins per weapon, and for them to be different to where the module is placed on the ship design blueprint. This leaves the blueprint looking functional, whilst allowing me to spam a few laser turrets on the bigger ships. It also means you can have a battery of lasers that all zap at once. Maybe eventually I’ll introduce minor delays or other cleverness to make them seem more independent.

There isn’t really a connection between the weapon type and the number of turrets you get with it, but it has no gameplay effect, and is purely visual. So some ships have a slot that links to multiple turrets, and placing a beam laser there will ‘spawn’ multiple turrets, whereas the same weapon on a different ship gets just one.

I don’t think it matters, there is zero connection between the two phenomena in Eve online, and it doesn’t seem to bug people. The main thing is, it looks cool, and I hope, somewhat gratuitous:

Alien races

I’m starting to get artwork for the second of four ‘fleets’ for the game. What this means is that it’s time to organize in code and data which ship belongs to which species.

Because this is a game about gratuitous space battles, I could go two ways:

1) I could devise very tongue in cheek backstories for each race, I was thinking of maybe having a race of brutal aliens who are psychologically driven to violent warfare due to the number of apostrophes in their names etc.

2) I could drop any pretence at giving a damn about backstory and call them generic names like “The Alliance” “The Rebels” “The Federation” “The Empire”. Etc.

I’m also toying with the idea of a random space race name generator which names your four races on first install, so that you have different names to them from everyone else.

Ho hum.

Deployment Interface

I’ve been redoing the deployment screen for the game today. I’m a bit unsure of how this bit should work. basically the flow of the game is this:

  1. Select Scenario
  2. Select ships to form a fleet for this battle (with limits)
  3. Deploy ships in formations and issue basic orders
  4. Run battle

The deployment screen is basically where you say “The Enterprise should get no closer than 5,000 meters to the enemy cruisers and blast away, while fighter wing 3 protects it, meanwhile bomber squad 2 will charge in and attack the enemy frigates”

So you need to do lots of fiddling. The current interface is shown below (click to enlarge)

The fleet is on the right, you drag them onto the map to position them within your deployment zone (light rectangle). eventually, approx enemy deployments will be shown on the map too. The sliders on the left is where you adjust the rules of engagement for each ship. This is all very fiddly because do I allow you to set multiple waypoints? And do I make the maps bigger so positions are more tactical? if I do, the ship icons will get horribly small on minimum res (1024×768). Do I abandon support for 1024×768? or allow this screen to zoom or scroll?

hmmmmmmmmmm

Better Shields

I spent part of yesterday and today working on the shield effects for Gratuitous Space Battles. The old effect was shit, but it was only placeholder. It was just a simple alpha blended sprite that draws over the ship, fading in and out as the ships hit like this:

There was a lot wrong with it. firstly lasers seemed to shine through it, secondly there was no feeling that the ship got hit from a certain angle, and there was generally not much pizzaz. The newer version is better but still needs work:

Now I have the incoming laser fire stopped at the right place, plus the shield itself has 2 layers, a feint all over effect, and an angled blast front image which faces the point of impact. I think it looks lots better. What I don’t have yet is any sparks or particles rippling out from the impact point. A simple particle shower is easy, but ideally the particles would ripple around the shield in a realistic spherical sense. I’m not sure how easily doable that si without doing it all in 3D, which is overkill.

Right now I’m working on spaceship breakups on explosions so I’m taking a break from the shields stuff.

Excellent iphone game

I don’t even HAVE an iphone, but I’m lucky enough to have played this:

http://www.ancient-workshop.com/

On someone else’s. It’s excellent. If you are one of those hip trendy kids with an iphone, you owe it to yourself to get it immediately. It’s probably the best new puzzle / thinking game mechanic I’ve seen in ages, and the polish and presentation is just superb.

It’s a puzzle game where you have to get a frog from point A to point B by moving his legs from one water droplet to the next. If you think it sounds straightforward it isn’t.

The guy who made it taught me how to code properly, and he really knows his stuff. Given the quality of this game and the amount of drivel currently on iphone, it’s CRIMINAL that this isn’t yet the #1 selling game on there.
Seriously, give it a go.