• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
  • entries
    9
  • comments
    23
  • views
    18098

About this blog

A 2d space shooter where you salvage spaceship parts to build your own ship and space stations

Entries in this blog

peous
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.

    [media]

    [/media]



    Next to come : Some deeper game design
peous
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 smile.png I'm always open to suggestions !


vga-logo.png
http://video-game-art.blogspot.fr/

Here are the first 3 articles:

How to model a sphere



vga-mksphere5.png
http://video-game-art.blogspot.fr/2012/06/how-to-model-sphere.html

Polygon repartition on humanoid



vga-polyrepart-perso-example.png
http://video-game-art.blogspot.fr/2012/06/polygon-repartition-on-humanoid.html

How to count vertices



vga-uv-2.png
http://video-game-art.blogspot.fr/2012/06/how-to-count-vertices-in-videogames.html

Thanks for watching !
peous
Redefined blocks from 8x8 to 16x16 (thrusters & wings not updated yet).

NewGfx-NewExplosions.png

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 smile.png
peous
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.

[media]

[/media]



Next steps ? Hud & Objectives
peous
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

    proto5screen3.png



    [media]

    [/media]



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

Destructing spaceships

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).


proto4screen1b.png


  • 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

      [media]
      [/media]

      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 rolleyes.gif
peous

  • 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 smile.png

        proto3screen1b.png



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

        [media]

        [/media]



        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 !
peous
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
default.jpg 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...
default.jpg Proto2 : Ennemy ships AI

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

spacebeamtitle.png



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


spacebeaminsp.png