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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


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

Posted Image


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 - - - - - - · 1,196 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).


Posted Image

  • 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