Space Fortress update

posted in SteelGolem
Published December 13, 2006
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i find it amusing to watch games change by screenshots put in journals. i walked backwards through HopeDagger's journal and just watched the pretty pictures lose features and graphics until it was back in its egg, and then see even the itch in his pants disappear into something else. i hope others will be half as amused with the screens i put up here about this project.



here you see i've actually got a crappy ship graphic (res/grainyAlleg/boundcircle cause it to be obscured) and i'm flying along one side of a new, bigger fortress. the new fortress is up to 1600x1200 from 400x400, and you can feel the difference as you fly around the thing. this isn't really a big leap forward in the game, but as i get more done, it starts to look and feel more like what i'm aiming to accomplish.



theres a few things going on here. the first thing that pops out is the big yellow circle. although it's disfunctional, i decided to stick a fake power core into this one. (its just colored fortress walls right now.) its sort of the goal of the game, to get to it and attack it. i suppose the game is a bit like Descent, in that regard, isn't it? [grin]

around the walls surrounding the "core" is various sized holes, and you might have noticed in the previous shot that there's now three weapons to choose from. i figured i'd just stick to HopeDagger's pattern, since it's recent and fresh in my mind.

weapon [1] is an average energy blast, doesn't break very big holes and travels/reloads at an ok rate.
weapon [2] is the rapidfire chaingun, high fire rate/speed, tiny holes.
weapon [3] is the missile projectile, super low fire rate/speed and packs a big punch.

i carved a way in with missiles from the top, and flew around the chamber and shot up the walls a bit with the other two weapons. notice that the tiny chaingun holes are into the walls a bunch, i need to fix that - push the projectiles along their travel path and check every pixel they move until they arrive where they're going.

if i were retarded enough to post a demo for this garbage, you'd notice one of the more frustrating issues with it right now: moving down one of the tight passages in the fortress shows how crappy the collision response is right now. you don't notice it so much in HopeDagger's game because you tend to not spend alot of time along the walls. i've got an idea that i'm going to try before i get the fortresses active that might do the trick.

anyways, i'll post more screens when its worth showing off again.
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Comments

Uhfgood
Looks good actually, i mean it looks like programmer art, but i mean the idea looks good. Keep up the good work!

Keith
December 14, 2006 12:46 AM
Gaiiden
Quote:
the first thing that pops out is the big yellow circle. although it's disfunctional, i decided to stick a fake power core into this one. (its just colored fortress walls right now.) its sort of the goal of the game, to get to it and attack it. i suppose the game is a bit like Descent, in that regard, isn't it?

Actually I was thinking more like the Death Star II [grin]
December 14, 2006 02:29 AM
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