Jump to content
Sign in to follow this  
  • entries
    8
  • comments
    6
  • views
    577

Day 2 - Much idea, many simple, such efficient

Sign in to follow this  
josehzz

672 views

So I managed to get an idea worth doing. Think of alien invaders but instead of shooting aliens, you shoot castles as an alien!

I got most of the design covered (still has some stuff to work on) and a nice proof/prototype of the new idea.

TvRJyye.gif

The circle is the player who shots to the gray area(castle) and the green square is an enemy shooting at you.

Still a long way to go!

Sign in to follow this  


4 Comments


Recommended Comments

Like it, a nice twist. From the way the enemy projectiles act I take that they are arrows?

Really impressed at how quickly you got the fundamentals done.

Share this comment


Link to comment

Pretty cool idea!  i like the idea of playing the reverse of dodging the ground targets instead of being the gunner on the ground.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By OConquestGame
      Hello there!
      I’m the creator and producer of an upcoming visual novel / video game. 
      My team and I are looking for artists (character and background), writers (experienced in writing relatable characters and witty dialogue), and programmers (familiar with unity and creating mini games). 
      Our team is a group of close friends looking to break the mold of the traditional visual novel and create something new and positive. This game will be highly promoted and be a great portfolio piece. Rates are negotiable!
      If you are interested please contact/message us today! OConQuestGame@gmail.com
    • By Gas Lantern Games
      Hello!

      I have spent the last year and a half developing a game in my spare time in Unity! I am releasing it soon on Steam. Ant Empire is a strategic remake of some older games. It is influenced by games such as Ant Empire and Civilization.

      I am currently doing a kickstarter to help fund an AI before launch.

      I have attached some images (tried some gifs but they were too large) to show the current stage of Ant Empire, which is nearly completed.







    • By MarkNefedov
      So, initially I was planning to create a base class, and some inherited classes like weapon/armour/etc, and each class will have an enum that specifies its type, and everything was going ok until I hit "usable items".
      I ended up with creating UsableItem class, and tons of inherited classes, like Drink/Apple/SuperApple/MagickPotato/Potion/Landmine/(whatever that player can use) each with unique behaviour. I planned to store items in the SQLite database, but I discovered that there are not many ways of creating variables(pointers) with type determined at runtime (that preferably get their stats/model/icon/etc from DB). So, I think that I need to use some variation of the Factory pattern, but I have no idea how I should implement it for this particular case (giant switch/case 😂 ).
      It would be really nice if you guys can give me some advice on how I should manage this kind of problem or maybe how I should redesign the inventory.
      Inventory storage is an array of pointers. I'm working with CryEngine V, so RTTI can't be used.
      Example code:
      namespace Inventory { enum ItemType { Static, Building, Usable, Weapon, Armour }; class InventoryItem { public: virtual ~InventoryItem() = default; virtual ItemType GetType() = 0; virtual string GetName() = 0; virtual string GetIcon() = 0; virtual void Destroy() { //TODO: Notify inventory storage delete this; } }; class UsableItem : public InventoryItem { public: struct Usage { int Index; string Use_Name; }; virtual CryMT::vector<Usage> GetUsages() = 0; virtual void UseItem(int usage) = 0; }; class TestItem : public UsableItem { int Counter =0; ItemType GetType() override { return ItemType::Usable; } string GetName() override { return "TestItem"; } string GetIcon() override { return "NULL"; } CryMT::vector<Usage> GetUsages() override { CryMT::vector<Usage> Usages; Usages.push_back(Usage{1, "Dec"}); Usages.push_back(Usage{2,"Inc"}); Usages.push_back(Usage{3,"Show"}); return Usages; } void UseItem(int usage) override { CryMT::vector<Usage> uses = GetUsages(); switch (usage) { case 0: for (int i =0; i<uses.size(); i++) { CryLog(uses[i].Use_Name); } break; case 1: Counter--; CryLog("Dec"); CryLog("%d", Counter); break; case 2: Counter++; CryLog("Inc"); CryLog("%d", Counter); break; case 3: CryLog("%d", Counter); break; default: CryLog("WRONG INDEX"); break; } } }; }  
    • By Effekseer
      Effekseer Project develops "Effekseer," which is visual software for creating open source games; on September 13,
      I released "Effekseer 1.4," which is the latest major version release. 
      Effekseer is a tool to create various visual effects used in games and others.
      With Effekseer, you can easily create various visual effects such as explosion, light emission, and particle simply by specifying different parameters.
      Effekseer's effect creation tool works on Windows and macOS.
      The created visual effects can be viewed on Windows, macOS, Linux, iOS, Android and other environments with DirectX, OpenGL and so on.
      In addition, there are plugins / libraries for game engines such as Unity and UnrealEngine4 to view visual effects.
      Effekseer 1.4 is an updated version of Effekseer 1.3 released in November 2017.
      This update contains the following changes:
      The renewal of UI. Support the tool for macOS. Addition of a function to read FBX with animation. Addition of parameters to protect collied effects and objects. Addition of parameters for easier control of the effects. In addtion I improve plugins/libraries for Unity, UnrealEngine4 and Cocos2d-x.
      Besides that, more than 40 new sample effects have been added and many bugs have been fixed.
      Effekseer 1.4 is available on the project website.
      The license for the software is the MIT license.
      Effekseer 
      http://effekseer.github.io/

      Github
      https://github.com/effekseer/Effekseer
      
      Sample Effects.
      Tool Demo
       

      View full story
    • By Effekseer
      Effekseer Project develops "Effekseer," which is visual software for creating open source games; on September 13,
      I released "Effekseer 1.4," which is the latest major version release. 
      Effekseer is a tool to create various visual effects used in games and others.
      With Effekseer, you can easily create various visual effects such as explosion, light emission, and particle simply by specifying different parameters.
      Effekseer's effect creation tool works on Windows and macOS.
      The created visual effects can be viewed on Windows, macOS, Linux, iOS, Android and other environments with DirectX, OpenGL and so on.
      In addition, there are plugins / libraries for game engines such as Unity and UnrealEngine4 to view visual effects.
      Effekseer 1.4 is an updated version of Effekseer 1.3 released in November 2017.
      This update contains the following changes:
      The renewal of UI. Support the tool for macOS. Addition of a function to read FBX with animation. Addition of parameters to protect collied effects and objects. Addition of parameters for easier control of the effects. In addtion I improve plugins/libraries for Unity, UnrealEngine4 and Cocos2d-x.
      Besides that, more than 40 new sample effects have been added and many bugs have been fixed.
      Effekseer 1.4 is available on the project website.
      The license for the software is the MIT license.
      Effekseer 
      http://effekseer.github.io/

      Github
      https://github.com/effekseer/Effekseer
      
      Sample Effects.
      Tool Demo
       
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!