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SpaceBeam development

SpaceBeam : How fixed level design change combat

Posted by , in SpaceBeam 29 July 2012 - - - - - - · 1,048 views

SpaceBeam : How fixed level design change combat
  • SpaceBeam : Background planets
  • Different spaceships, different behaviours

Previously, space combat was mainly in a open space environment.
I can now place fixed elements, and combat is much enjoyable and tactical.
Even if ennemies have no proper IA, you can hide behind crates and try to sneak them... promising !

You can see in the video below new features of SpaceBeam:
  • 2d HUD showing enemies
  • Different ship designs
  • Some level design blocks (fixed & moving containers)
  • Speed boosters, triggered when a ship enters a zone
  • Placeholder sounds & music.

http://www.youtube.com/watch?v=RsrbSkhLvLE


Next to come : Some deeper game design


Video Game Art (all about crates and barrels)

Posted by , in 3d 26 June 2012 - - - - - - · 1,297 views

I just want to introduce my new blog, about thinks I'd like to share about technical art-related things in videogames.

Feel free to comment content or ask for new articles Posted Image I'm always open to suggestions !


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http://video-game-art.blogspot.fr/

Here are the first 3 articles:

How to model a sphere

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http://video-game-art.blogspot.fr/2012/06/how-to-model-sphere.html

Polygon repartition on humanoid

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http://video-game-art.blogspot.fr/2012/06/polygon-repartition-on-humanoid.html

How to count vertices

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http://video-game-art.blogspot.fr/2012/06/how-to-count-vertices-in-videogames.html

Thanks for watching !


New 16x16 blocks for a better looking spaceship

Posted by , in SpaceBeam 04 June 2012 - - - - - - · 1,054 views

New 16x16 blocks for a better looking spaceship
  • SpaceBeam : Background planets
  • Different spaceships, different behaviours

Redefined blocks from 8x8 to 16x16 (thrusters & wings not updated yet).

Attached Image

Few visible progress because I'm designing and coding the fact to place blocks that are not only 1x1 square, with some smart rules so blocks like weapons to know that they can only be added near a hull, and so on (these already exist but were hardcoded).

Anyway, the ship above is 100% procedural Posted Image


SpaceBeam : With trails, you can feel projectiles !

Posted by , in SpaceBeam 08 May 2012 - - - - - - · 890 views

SpaceBeam : With trails, you can feel projectiles ! Added two different weapons : Bullets and missiles.
Bullets are short-range, high-speed. Missiles are slower, longer range, and can be "controlled" with the ship direction.
Added some particle emitters for thrusters, bullets and missiles, that give a trail feeling.

The video shows a combat between my small ship and 3 generated ennemy ships.

http://www.youtube.com/watch?v=QUJSUASR7og


Next steps ? Hud & Objectives


Background & offensive ennemies

Posted by , in SpaceBeam 23 April 2012 - - - - - - · 1,058 views

Background & offensive ennemies
  • SpaceBeam : Background planets
  • Different spaceships, different behaviours

After some reflexion on structure (I'll be back to this later), I worked on some cosmetic features:
  • Explosion effects
  • Background planet
  • Zoom in/out
  • Enemies can now fire on you

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http://www.youtube.com/watch?v=Xm-JcKOb2Uk


You can see in the video that it's really hard to survive when they are setup to be aggressive !


Destructing spaceships

Posted by , in SpaceBeam, Design 16 April 2012 - - - - - - · 1,197 views
dretruction, 2d, spaceship
Destructing spaceships
  • SpaceBeam : Background planets
  • Different spaceships, different behaviours

Structure of breaking
These last days I worked on spaceship structure. As I want it to be break nicely, I built some kind of structure from ships described in text files. The result is not perfect yet, but it works, ships can be broken firing at them ^^

Here's an image of a ship structure, built automatically starting from cockpit and kinda path-finding in the ship (I highlighted a ship in red to see arrows better).


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  • One element is only attached to a single other. This leads to quite "weak" structures, that is what I want. If you break a block all the connected parts will be "freed" from main ship.
  • Unlike Captain Forever, the ships will break down into smaller pieces (they won't be destroyed). These parts, in certain cases, will continue to live as independent ships (yes, like lizard tail : ). If a ship is broken in two parts, and each one has engines, they will try to flee (or even attack the player if they have weapons left).
Result

http://www.youtube.com/watch?v=ugDDM_VEUrg

As you can see, structure is already important. With a single shot on the side, I can easily break the big square in 2 parts, because its structure is made in "S". But after this, i shoot multiple time in the center, with nearly no effect. Fighting strategy coming Posted Image


Spaceship pixel art, bullets & ship design

Posted by , 11 April 2012 - - - - - - · 2,626 views
bullets, pixel-art, spaceship and 1 more...
Spaceship pixel art, bullets & ship design
  • You can see in the image below the first graphics for SpaceBeam. As I'm not a pixel-artist, the final result is not perfect, but it's already good to have some graphics & colors. Also, determining graphic styles helps to define target audience.
  • There are also bullets (only pushing ships, not destroying anything yet), yes waaaaar !
  • Different ships designs, like the picture, leading to different behaviours (you can see this in the video, the funny thing is the big ship pushing me at the end is completely unxpected Posted Image

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You can also check Youtube video #3 showing all this, but animated !

http://www.youtube.com/watch?v=wiKatr4TZXQ


If you have any comment or suggestion, advice or expectation about the art or the game, feel free to share it with me, as I'm totally open for feedback !


Using thrusters to move the spaceship

Posted by , 09 April 2012 - - - - - - · 929 views
physics
Using thrusters to move the spaceship Here are 2 videos showing progress manipulating a ship.

The first shows how system activates the good thrusters at the good time, depending on player inputs.
More explanation here : The physical ship
Posted Image Proto1 : Thrusters physic

The second video shows player and enemies ships. You are the "big" ship top left, and enemies are the smaller ones. They try to face you (in order to fire sometime), and stay at a reasonable distance.
To do this, they use the same commands as the player : Turn left/right, forward and backwards (they do not strafe atm). Of course, the result is quite different depending on where the thrusters are placed ! You may notice the difference between the small 6 thrusters ship & the bugger square ship with less thrusters...
Posted Image Proto2 : Ennemy ships AI

Hope you like this, I'm really excited about what this game could be in the future ^^


Start of SpaceBeam : Inspiration & ideas

Posted by , in Design 08 April 2012 - - - - - - · 1,558 views
game design, 2d, space, pixel art and 1 more...
Start of SpaceBeam : Inspiration & ideas I think I'll start a game. A 2d game. About space, ships, building your own ships & stations. Exploring unknown areas. Would like to have it asynchronous multiplayer.

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Game
Start with a small ship. Mine asteroids. Get resources. Transport. Build bigger ships. Fight with other ships. Harvest parts. Optimize your ship power supplies, weapons, thrusters, shields. Find light speed engines & move to other parts of the galaxy. Build your own base, setup defenses. Resist to alien waves. Have the best base. Test you base against real players. Go to fight other player bases. Be a hero.

Possible scenario
You have a small mining ship and work as mining asteroids. Sometimes, you get stuff, from old ships crashed on asteroids. One day, you find a transmitter, transmitting signal from what seems a big alien ship. You start looking for this ship...

Inspiration


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