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Topic: SuperMelee Clone (Beta II In-Progress) (Read 54163 times)
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xenoclone
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Thanks for the comments, Gaeamil. I hope to have a decent variety of levels when done.
Censored: I do have powerups in the game, which has an element of that refueling/healing aspect you mentioned. It's possible I could do a level with stations. I'll have to think about it. The levels are still a bit up in the air but I definitely want to have a distinct strategy for each one.
I'm still slowly working on this one. Right now I'm revising the ship select GUI to make it a little faster/easier. Then I'm going to re-focus on the AI, tweak the gameplay, and hopefully get some late alpha / early beta testing going.
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Valaggar
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BTW, are the ship designs interesting enough? Not just the generic missile/laser/cannon, I mean. Lots of things can be implemented. Of course, I'd like to see something a-la-Fjorn Inquisitor, or the ViDi Virus. And, in my opinion, it would be best to have only 16 facings (a-la-Star Control) or at least have not perfectly accurate weapons.
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xenoclone
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BTW, are the ship designs interesting enough? Not just the generic missile/laser/cannon, I mean. Lots of things can be implemented. Of course, I'd like to see something a-la- Fjorn Inquisitor, or the ViDi Virus. And, in my opinion, it would be best to have only 16 facings (a-la-Star Control) or at least have not perfectly accurate weapons. Haha. Well that's a loaded question! I will say that right now, no, the ships are not distinct enough yet. There will be a lot of tweaks in that department for sure. My initial goal was to put in a similar set of abilities as SC2 ships for an initial base of weapons. And that's in there for the most part. along with some original stuff. But in terms of handling, weaponry, sound, etc... that all needs more work.
As I've been reworking ship-selection, however, I've been putting code in place that should allow for downloadable ships. Eventually, that kind of built-in functionality could lead to people making their own custom ships, much like people made their own units for Total Annihilation. At least that's the goal... there are definitely some hurdles there. But dang it'd be cool to see custom ships running in my game.
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Elerium
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Any sort of strategical stuff in the game as well? SC1 excelled in that it had some thinking element to it, perhaps just some basic resource and tactics management, a basic story, couple of aliens?
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Valaggar
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He refers to a "campaign map", like in Star Control 1: maneuvering (turn-based, though it can be real-time too) with your ships on a 3D (or eventually 2D) map, mining/colonizing planets (for resources and crew), building ships, that sort of stuff.
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Amiga_Nut
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Nice work!
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xenoclone
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I thought some might find this pic interesting (click for big):
Two things it's meant to show:
1- Ships can be "previewed" before being selected. So basically a player can watch how the ship moves, what it shoots, etc... before ever playing with it. Almost done, though as you can see occasionally ships fly away from view in their preview windows.
2- Multiple gamepads will be auto-detected and supported. As such, the appropriate icon will appear and the correct button mapping will be auto-loaded. This helps players know which controller is associated with what color, as well as make the controls consistent across several brands of gamepad.
Melee setup is almost done. It's very possible that I'll do an open-beta with perhaps a single level and a locked number of usable ships if all goes well. Because I'd like to get some feedback on the gameplay soon.
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AngusThermopyle
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A paranoid android.
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This looks really promising! I sure would be interested in trying a beta version.
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