The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
December 05, 2024, 11:29:41 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 ... 6 7 [8] 9 Print
Author Topic: SuperMelee Clone (Beta II In-Progress)  (Read 54293 times)
Lukipela
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3620


The Ancient One


View Profile
Re: SuperMelee Clone (Beta II In-Progress)
« Reply #105 on: May 04, 2008, 07:55:58 pm »

Have you explored the possibility of 2 vs. 2 ? This might aleviate some of the problems of an independent four player melee, but I realize does nothing for the camera issues. Four players on one machine is a tough one to pull off.

This would add a lot of strategy too I suppose, much like the whole in game "Utwix and Supox vs Kohr-ah" battles.
Logged

What's up doc?
xenoclone
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 104



View Profile WWW
Re: SuperMelee Clone (Beta II In-Progress)
« Reply #106 on: May 06, 2008, 01:55:40 am »

I think tag teams are an interesting idea. I'd actually thought of that one as a solution to the 4-player problem, where you'd tag in your teammate but only 2 ships battle at once.

There's a newer version of Torque 2D that's in beta right now. It's got some major improvements to the physics and whatnot. The improvements would make networking easier in the future, amongst other things. I'm considering a rework of sorts on certain major components of the script code. So with the new engine and my desire to do a little bit o' spring cleaning, what I want to do is make sure I don't go thru the camera / gui / etc.. process again. Hence why I've brought up the discussion. Smiley

The thing with this game is it was just a "learn how to use Torque" project that ended up taking off in a big way. So it never had a proper design in place like I do for newer projects. For example, I completed a fairly sophisticated mini chess game in about 3 month's time, and I am wrapping up another board game that only took me ~6 weeks. This game can go just as "fast" if I can just decide what to do with the darn thing, lol.
Logged

Shiver
Guest


Email
Re: SuperMelee Clone (Beta II In-Progress)
« Reply #107 on: May 06, 2008, 02:20:53 am »

I think tag teams are an interesting idea. I'd actually thought of that one as a solution to the 4-player problem, where you'd tag in your teammate but only 2 ships battle at once.

Pkunk Fury flies to the opposite end of the screen. Pkunk taps out, Earthling appears in its place. Earthling slings a couple nukes at the opposing craft. Earthling taps out, Pkunk appears in its place. Repeat.
Logged
Particleman42
Frungy champion
**
Offline Offline

Gender: Male
Posts: 86



View Profile
Re: SuperMelee Clone (Beta II In-Progress)
« Reply #108 on: May 06, 2008, 04:18:51 am »

I think tag teams are an interesting idea. I'd actually thought of that one as a solution to the 4-player problem, where you'd tag in your teammate but only 2 ships battle at once.

Pkunk Fury flies to the opposite end of the screen. Pkunk taps out, Earthling appears in its place. Earthling slings a couple nukes at the opposing craft. Earthling taps out, Pkunk appears in its place. Repeat.

Well, maybe you could make tagged in ships appear in the same way as the beginning of a match. That is to say, a random position (in most cases).
Logged

"Violence is the last refuge of the incompetent" - Issac Asimov
RTyp06
*Smell* controller
****
Offline Offline

Posts: 491



View Profile
Re: SuperMelee Clone (Beta II In-Progress)
« Reply #109 on: May 07, 2008, 11:22:50 pm »

I think tag teams are an interesting idea. I'd actually thought of that one as a solution to the 4-player problem, where you'd tag in your teammate but only 2 ships battle at once.

Pkunk Fury flies to the opposite end of the screen. Pkunk taps out, Earthling appears in its place. Earthling slings a couple nukes at the opposing craft. Earthling taps out, Pkunk appears in its place. Repeat.

Well, maybe you could make tagged in ships appear in the same way as the beginning of a match. That is to say, a random position (in most cases).

Yeah I'm not too keen on a tap out system, too easy to abuse. Although much could be solved with ship balancing and perhaps a timer between taps. Tapping would bring up new issues, like healing between taps? Should they only be able to tap if energy or health  is a certain level? Should tapping cost energy or health? etc.

2 vs. 2 full on would be a blast if it could be pulled off.  Consider two star control style cameras that focus on a team ship and the enemy that is closest to that ship. Kinda simple really.

ironc note: I believe I read that Yoyo's third competition is themed "Cooperation" (last was ancient civilization just finishing up). I may have to fool around with this idea... Wink


 
Logged
Particleman42
Frungy champion
**
Offline Offline

Gender: Male
Posts: 86



View Profile
Re: SuperMelee Clone (Beta II In-Progress)
« Reply #110 on: May 08, 2008, 04:55:22 am »

ironc note: I believe I read that Yoyo's third competition is themed "Cooperation" (last was ancient civilization just finishing up). I may have to fool around with this idea... Wink

Maybe...I think Star Control is copyrighted though. Are you any good with game maker?
Logged

"Violence is the last refuge of the incompetent" - Issac Asimov
RTyp06
*Smell* controller
****
Offline Offline

Posts: 491



View Profile
Re: SuperMelee Clone (Beta II In-Progress)
« Reply #111 on: May 08, 2008, 11:54:05 pm »

ironc note: I believe I read that Yoyo's third competition is themed "Cooperation" (last was ancient civilization just finishing up). I may have to fool around with this idea... Wink

Maybe...I think Star Control is copyrighted though. Are you any good with game maker?

So so, I've been using it about a year now. Getting better, learning particles finally. I'm even making my own music files now.

Here's the link to my games. And yes, they're kinda weak but I learned alot while making them.

Link
Logged
Particleman42
Frungy champion
**
Offline Offline

Gender: Male
Posts: 86



View Profile
Re: SuperMelee Clone (Beta II In-Progress)
« Reply #112 on: May 09, 2008, 04:34:13 am »

ironc note: I believe I read that Yoyo's third competition is themed "Cooperation" (last was ancient civilization just finishing up). I may have to fool around with this idea... ;)

Maybe...I think Star Control is copyrighted though. Are you any good with game maker?

So so, I've been using it about a year now. Getting better, learning particles finally. I'm even making my own music files now.

Here's the link to my games. And yes, they're kinda weak but I learned alot while making them.

Link

I just played your missile defense game, but I didn't get past the third level...It was still good though! If I applied myself, I had some good ideas for games, but I'm too lazy...oh well :)
Logged

"Violence is the last refuge of the incompetent" - Issac Asimov
xenoclone
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 104



View Profile WWW
Re: SuperMelee Clone (Beta II In-Progress)
« Reply #113 on: June 16, 2008, 11:20:44 pm »

Hey guys, I just wanted to give a little update. I'm not dead. I've just been re-ordering my projects. I cranked out a couple games  (Xeno Sola and (Mini Chess) and got them on sale off my site. I'm gonna crank out one more "little" project (Mini Shogi), which should be done within a week or two, and then I'm going to focus on fixing up Xeno Versus and wrapping it up. Smiley
Logged

evktalo
Frungy champion
**
Offline Offline

Posts: 50



View Profile
Re: SuperMelee Clone (Beta II In-Progress)
« Reply #114 on: June 25, 2008, 12:40:39 pm »

Hey, that's great news. Congrats on getting the games out! I'll definitely check out Xeno Sola.

---Eino
Logged
xenoclone
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 104



View Profile WWW
Re: SuperMelee Clone (Beta II In-Progress)
« Reply #115 on: July 01, 2008, 05:55:28 am »

Thanks for the 'grats. Xeno Sola is starting to get a little bit of attention from indie sites. It should appear on gametunnel.com next month and on games du jour the month after that. There's been some apparent pirating going on already though.... Sad

Right now, things are starting to pick up again for Xeno Versus. We've got the art done for two more levels as well as a bit more character art. So I've decided to up my game and get the ships a little more detailed. (Power ups, as a result, probably will not affect ship appearance as much... if at all.) Old and new next to each other.

Razor


Scarab

« Last Edit: July 01, 2008, 06:01:01 am by xenoclone » Logged

xenoclone
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 104



View Profile WWW
Re: SuperMelee Clone
« Reply #116 on: November 18, 2008, 06:10:36 pm »

Wow! It's been a while. So here's what's up. As promised, I re-ordered my projects. I've released Mini Chess, Xeno Sola, and Mini Shogi since my last post. You can find them here. They were a great way to learn how the whole indie game dev process goes: creating an installer, generating activation keys, demo modes, getting reviewed, etc, etc....

So with those done, I've turned my attention back to the project. For starters, I rebooted the code from scratch with great results. It's only been about a week back on the project, but it's already got the basics in place. Here are a few pics:


I've had to make a few tough decisions in order to simplify development. Those include:
  • 9 ships
  • 3 ships per fleet
  • 2 players
  • 4 levels
  • Levels will be boxed in; but all ships will teleport
  • Only 1 resolution

On the plus side, the game will now be in 1024x768 resolution instead of 800x600. And the ships are 128x128 instead of 62x46.  Still undecided: the in-game health / energy HUD.

The next pics I'll post should have the finished HUD and some more ships.  Grin
Logged

Zzzzrrr
Zebranky food
*
Offline Offline

Posts: 19



View Profile
Re: SuperMelee Clone (Beta II In-Progress)
« Reply #117 on: November 26, 2008, 08:03:00 pm »

When are you going to make a playable release? Any plants to open source the project?

Overall I think you've created an excellent melee clone (I've tried the previous betas a few times) although I don't quite understand Japanese Anime theme... It would also be very neat if you added a tactical star map similar to SC1.

Logged
xenoclone
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 104



View Profile WWW
Re: SuperMelee Clone (Beta II In-Progress)
« Reply #118 on: December 02, 2008, 12:44:34 am »

Well if the history of this thread shows anything, it's that I'm bad with time estimates. But XVS is playable right now with the two ships. So if things go well, there might be some sort of alpha/beta/demo type thing for people to try out. The biggest things left are content and balancing. And content plug-in should go fairly quickly, since it's mostly ship art and character art that needs to be wrapped up.

Open source? Probably not. But who knows how things will go?
Logged

xenoclone
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 104



View Profile WWW
Re: SuperMelee Clone (Beta II In-Progress)
« Reply #119 on: December 30, 2008, 09:43:07 pm »

I thought I'd post a four-weeks-later update. Things are going really well. I managed to integrate in a nice fuzzy logic class into the engine, which has helped make a smooth and challenging AI -- MUCH better than the AI of old. Two ships are done and a third ship has been started. I've already integrated a number of effects, sounds, music, etc...

I made one change-up from my plan. After a bit of play-testing, the teleport didn't seem necessary for all ships. So instead each ship gets a third ability, which I've dubbed "defense." It has helped ensure the ships stay balanced. The "Scarab" (shown above) plays fairly similar to a Kohr-Ah with cloak. While the "Razor" plays a bit more like a Suppox / Thraddash hybrid with mini-ships.

Sooo.... I'm not entirely sure when I can get a playable alpha up. Maybe within a couple weeks from now?
Logged

Pages: 1 ... 6 7 [8] 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!