Here is the game I've been working on since the beginning of April: Fangorodrim.zip (13 megs) This is a real-time strategy game inspired by Sins of a Solar Empire. I'm looking for feedback on where to go next with this. All of my original goals have been met. Its difficult to know if the game play is balanced. After 1000 games I have no idea if this is too easy or impossible to win or simply no fun to play. My perspective is shot. Notes: 1. You win by colonizing all of the sectors. 2. Should take about an hour to win.3. Freeware game made using Torque Game Builder4. Looking for feedback and bug reports.5. This is a simplistic game made by 1 programmer and 1 artist.
Please let me know if you have any questions.
Its working in-game. It was rather a pain because all of the aliens have to be animated (it was much more work to create a separate alienclass). The other aliens have 2 identical frames, so you can't notice. The Brute's animation is kind of shaky but I think it looks really cool.
edit: because of this change, old saved games are broken starting with v1.37.
finished the bars..
what is the animation speed you gave the brute? i found that it looks best at about 6-7 frames per second.
btw - i think that it takes too long for the info screens to get closed.
Wow, great work! I miss the tubes, but I can see how retracting them would be a problem.
The brute is set on 7 frames/sec. I'll let you know when v139 is ready. I'm getting serious about the Formation Editor this weekend. Probably in 140.
Hmmm, well these are too fat and too short to fit all of the icons in a line. I can try to work on lengthening the real estate I need, but the end parts will be warped a bit.
as for the fat, i will need exact pixel dimensions for the bars to make them fit properly, as for length. i made sure it will be easy for me to stretch them. basically, i seperate the top of the bar and bring it upwards (incase of the build bar), then stretch just the middle to fit accordingly.
i can do it for you, but, again, it wiill be better if i knew the exact pixel length you need.
btw, i can add tubes to the center bar.
The best pixel size to make things fit are:
build: 150 x 615
research: 840 x 150
Thanks again!
ok, i rescaled the bars. btw - set the pixels as the outer dimensions, meaning, the actual blue zone is smaller.
note that the tubes go below the bars.
Oh, love the tubes! I'll be back when I get this worked in.
v1.40 with all new interface (thanks to burningpet):
Fangorodrim.zip (13 megs)
I'm still working on the Formation Editor.
i think it looks good... we need extra opinions though.
after playing again, i notice that the spaces from the bars to the edge of the screen are abit unneccecary. i'll edit the bars and move the text parts to the their other sides...
another thing is that i think the bars are abit darker than what i painted, not that important.
lets try something here: try to erase all the texts from the build and research options, leave just the icons. i believe it will make things look much simple and less clustered. this way you could also avoid some of the icons to overlap the bars. if you agree, tell me what are the pixel dimensions required because of this change.
It's darker because the alpha is turned down a bit, not by much tho. I'll turn it up a little in the next version. I agree with getting rid of the gap, if possible.
I think removing the icon labels is worth a try, which doesn't change the build bar, but the research bar can be shortened to about 750.
Yeah, I wish we could get more opinions. I wonder now if the laser is overpowered.
funny thing is, i wanted to try the laser, but i somehow cant.... i have an american keyboard, yet, the / does nothing..
ill get working on the bars.
The laser is tech you find with Survey Research (speed boost, cruiser, laser, teleport, regeneration). If you have laser tech and the / still does nothing then that is a major problem.
done. what should i work on now?
how about introducing another set of aliens with diffrent themes? another purchesable ship?
btw - if anyone is reading this. oh please give us feedback, i think i crossed the point where its hard for me to judge the artwork because i got used to it. so i dont know if it is good, or just looks good to me.
I'll download the latest version tomorrow and play through a game.
burningpet, I think it looks great! As far as what's next, you can do what you've been doing and work on stuff that you think doesn't fit. I could use a circular Formation Editor screen otherwise it will be a plain blue circle. I like the idea of more fleet and alien variations.
I had the idea today of giving the player a choice of ships on the preferences screen at the start of the game: (1) less nimble & armored style (strafing turned off, 1 extra weapon) or (2) more nimble, less armor. Probably the current ship is type 2. What do you think?
sounds good!i will start working on the second main ship, will be interesting to convey it as a slow tank type ship.
i will also work on some other ships so the player could have more options to choose from in the editor, which i will work on its graphics as well.
about the second alien race, what kind of alien style you had in mind?
My son, Luke, had the idea of a Wraith alien that would take shots and disappear randomly.
Btw, does the laser not work even after you found the tech for it?
that is a good idea! i will begin working on a ghost like alien race, how many ships you need of them?
heres the second main ship, let me know if it fits.
i am bit shame, but i tried to get to the laser and died on sector 4 to the wraith ship....
i will try again now and see if it works. but i do remember that even when i finished the game i couldnt shoot the laser.
I like it! This is really getting exciting! This guy will have 1 engine to explain the lack of maneuverability.
Starting Health = 200
Cannon and missile launcher?
Btw, its possible to finish the game with Survey and not find the laser. I changed the name of the sector 4 alien to Juggernaut (the png file still says wraith).
did you get my PM?
missile launcher sounds really good.
i got your message, i will try to find the laser tommrow, ran out of time today.
heres the ghost ship
Oh yeah, cool! Imagine entering a sector and a mob of these come at you with their hybrid technology, fire off a round and then disappear. Then they reappear and take more shots. The laser might be the only way to defeat these guys.
v1.42 is uploaded. There are lots of changes. The most obvious is you now have a choice of ships (elf or barbarian).
Todo:
-Alien Ghost-Fleet Formation editor
the new ships plays nicely, it really does feel like steering an heavier mean bastard ship around.
got the laser going. well, against the wraith its ok, against the brute its strong, maybe even a little bit too strong, and because you still mainly get attacked by the lower tier ships after you get it, it does make it abit overpowered.
i think that the buildings has too much health. right now, once you build something, you can expect it to last the entire game, even with only one def drone guarding it.
not sure i am keen for the elf barbarian titles.. i think that other sci fi related titles should be considered.
i think that the UI reached a good place, i am thinking maybe adding some more tubes, but this is not necessary. one thing is important though - the info screens once you rollover an icon should have the title of the icon. the description isnt enough to quickly convey a new player what he is hovering.
the secotr map could contain connecting lines, so you could know which sector you can reach from each sector. also, indicate what kind of weapons and upgrades you currently have, could be done by adding really small icons to the center bar around the main ship.
the frame rate drops significally for me once the brutes are introduced. everytime one pops out with addition of regular ships around, no matter the sector, it gets really really slow. if he is byhimself the frame rate stays normal.
i will start working on a third purchasable ship, a tank ship that should withstand a kamikazi attack and live through it. a low damage high health type ship.
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i think its time to think about higher game concepts, things that will keep players coming back to the game, things that will add depth, things that will cause every exprience to be a little diffrent.
on the top of my head - enemy that expands - it build buildings and not just pops out, but moves toward you from its bases through the sectos, therefore making control of certain sectors more important. diffrent tech upgrades that cant overlap thus requiering a choice to be made, something along the lines of - homing missiles, repel shield, "slow" beam, temporal speed boost, braincontrol beam, stun grenades, temporal stealth, stealth detection. do i go the tank build, speed build, damage build, utility build.. things like that.
intorducing other rts features like trade among colonies using automated low health trade vessels that are being targeted first and that without them, the sectors does not deliver the resources, adding to this, maybe make a limit for power plants and miners for each sector, i am thinking that miners could only be built on small sparse astroids floating around the sectors, neutral aliens that can be contacted for tech or even ships, that maybe can give something along the lines of quests - ie - go kill the wraith in sector 4 before it kills his other space station and come back for a tech reward. this can be a great method of delivering a story and pupolating the universe.
make colonization not a linear path, thus making the metagame more of a risk style game. this will introduce the question of which sector should i proceed too, am i going to go straight for the enemy sectors while he is still abit weak because i really want one of his mineral rich sector, or should i expand away from him and get the chance to get a little stronger first, thus giving the enemy the chance of expanding aswell. can i flank the enemy and damage its income or do i just try to brutally advance through his sectors.. features that will raise strategic questions.
Great suggestions! I'll start chipping away at that. I think I'll remove the brute animation altogether. All it adds to the game is overhead. I assume you had no performance issues prior to adding that animation.
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