The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
December 09, 2024, 12:06:44 pm
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  Starbase Café (Moderator: Death 999)
| | |-+  SuperMelee Clone (Beta II In-Progress)
« previous next »
Pages: 1 2 [3] 4 5 ... 9 Print
Author Topic: SuperMelee Clone (Beta II In-Progress)  (Read 54312 times)
Zeep-Eeep
Enlightened
*****
Offline Offline

Gender: Male
Posts: 917


Good Grief


View Profile WWW
Re: I'm Creating a SuperMelee Clone
« Reply #30 on: March 14, 2007, 09:28:41 pm »

Drag? I thought it was an auto-stabilizing feature!
Logged

What sound does a penguin make?
Gaeamil
Frungy champion
**
Offline Offline

Gender: Male
Posts: 58


Dragon of the Zeep-Zeep clan


View Profile WWW
Re: I'm Creating a SuperMelee Clone
« Reply #31 on: April 26, 2007, 09:02:37 am »

I love the fact that there's not necessarily a planet.  My typical tactic is looping the map all the time, and that's hard to do when there's a planet in the way.  Can't wait to see it done!
Logged

Quote from: Valaggar
I tend to swallow some worlds at times.
Censored
Enlightened
*****
Offline Offline

Gender: Male
Posts: 627


Somewhere, between the sacred silence and sleep.


View Profile
Re: I'm Creating a SuperMelee Clone
« Reply #32 on: April 26, 2007, 01:54:20 pm »

idea: have refuelling / healing / armoury stations in the melee space.

if you have more than 2 players playing then it is useful (won't be a one-camping other-annoyed scenario; or, you could add some penalty for using a station, say two seconds of inactivity, or make the stations have HP so they can explode in great force).

and it'd be pretty cool I think, would make the game more interesting.

extending this idea, you could add some kind of key outposts that (in cooperative play) teams should capture in order to get these or other benefits. capture-the-flag style is always popular.

« Last Edit: April 26, 2007, 01:56:17 pm by Censored » Logged

"You boldly enter our space! Approach this Dreadnought as though it were a recreation base and then play the dumb hominid?
Who do you take us for, Captain... Spathi!?"
xenoclone
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 104



View Profile WWW
Re: I'm Creating a SuperMelee Clone
« Reply #33 on: May 02, 2007, 08:44:22 am »

Thanks for the comments, Gaeamil. I hope to have a decent variety of levels when done. Smiley

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. Smiley
Logged

Censored
Enlightened
*****
Offline Offline

Gender: Male
Posts: 627


Somewhere, between the sacred silence and sleep.


View Profile
Re: I'm Creating a SuperMelee Clone
« Reply #34 on: May 02, 2007, 11:38:16 am »

Good luck then!
Logged

"You boldly enter our space! Approach this Dreadnought as though it were a recreation base and then play the dumb hominid?
Who do you take us for, Captain... Spathi!?"
Valaggar
Guest


Email
Re: I'm Creating a SuperMelee Clone
« Reply #35 on: May 02, 2007, 02:41:50 pm »

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.
Logged
xenoclone
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 104



View Profile WWW
Re: I'm Creating a SuperMelee Clone
« Reply #36 on: May 04, 2007, 09:21:56 am »

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. Cheesy
Logged

Elerium
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 272



View Profile
Re: I'm Creating a SuperMelee Clone
« Reply #37 on: May 04, 2007, 11:41:31 am »

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?
Logged
xenoclone
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 104



View Profile WWW
Re: I'm Creating a SuperMelee Clone
« Reply #38 on: May 08, 2007, 11:35:08 pm »

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?

Not sure what you mean here. Like a single-player adventure mode? The game probably won't be much more than a fancy melee with some backstory, unless that alone isn't appealing to casual games publishers. I certainly won't have anything in-depth like SC2, at least not in the first version.

The story will be something along the lines of a civilization shattered into 7 competing civilizations, with a couple of alien races thrown in there for fun. That's the idea in the back of my head, at least. I haven't fleshed it out completely.
Logged

Valaggar
Guest


Email
Re: I'm Creating a SuperMelee Clone
« Reply #39 on: May 09, 2007, 02:31:28 pm »

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.
Logged
xenoclone
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 104



View Profile WWW
Re: I'm Creating a SuperMelee Clone
« Reply #40 on: May 09, 2007, 08:03:16 pm »

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.

Ohh.. Sorry, misread what he wrote a little bit. I don't know about this yet. I'd like to but I'm really wary of feature creep. This started out as a small project that ballooned into something bigger/cooler. But if I keep letting it balloon, I may never get done! I've actually been narrowing the scope in some spots, with the goal of eventual downloadable content.

I'll post screenshots/video of the new melee setup screen when its done.
Logged

xenoclone
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 104



View Profile WWW
Re: I'm Creating a SuperMelee Clone
« Reply #41 on: June 28, 2007, 10:11:42 pm »

New youtube video here: http://www.youtube.com/watch?v=OQJncaba7jc

New blog on garage games here: http://www.garagegames.com/blogs/68928/13159

Thoughts/comments as always appreciated. Smiley
Logged

Amiga_Nut
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 208



View Profile
Re: I'm Creating a SuperMelee Clone
« Reply #42 on: June 30, 2007, 02:57:50 pm »

Nice work!  Smiley
Logged

I keep my old Amiga on a flash-drive. Tongue

xenoclone
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 104



View Profile WWW
Re: I'm Creating a SuperMelee Clone
« Reply #43 on: July 25, 2007, 08:43:26 pm »

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. Smiley
Logged

AngusThermopyle
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 304


A paranoid android.


View Profile
Re: I'm Creating a SuperMelee Clone
« Reply #44 on: July 25, 2007, 09:39:47 pm »

This looks really promising! I sure would be interested in trying a beta version.
Logged
Pages: 1 2 [3] 4 5 ... 9 Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!