Space Pirate

MadManAdam

  • Posts: 371
I basically use 3 elements: Fire, Anything which should burn (furniture), Burned tile

How it works:
  • Furniture is checking if there is fire in any direction
  • The checking furniture will turn orange and start burning (fire is an own actor) after x seconds if there is a fire on an adjacent tile
  • The burning furniture will be killed after x seconds creating another passive actor (burned tile) to get rid of code and stuff
How is the furniture checking if there is a fire in any direction?  Are you using a collision sensor for that?  Thanks again so much.

xTage

  • Posts: 47
thanks Bombini. Seens to be complicated but ill try. xD

Bombini

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  • Posts: 891
I basically use 3 elements: Fire, Anything which should burn (furniture), Burned tile

How it works:
  • Furniture is checking if there is fire in any direction
  • The checking furniture will turn orange and start burning (fire is an own actor) after x seconds if there is a fire on an adjacent tile
  • The burning furniture will be killed after x seconds creating another passive actor (burned tile) to get rid of code and stuff
How is the furniture checking if there is a fire in any direction?  Are you using a collision sensor for that?  Thanks again so much.

I check if there is a fire actor:



Obviously i check each tile wich is adjacent. You get the picture.
Its killing performance on flash though. PC/Mac download is okay.
I use a similar system for the digging and i am also working on a freeze over mechanic.


MadManAdam

  • Posts: 371
Gotcha.  Thanks for the screen shot of the code.  Makes much more sense now! :)  I'm working on a game (in it's infancy) and already I'm thinking about having the PC/Mac as the target.  The things I want to do will be too intensive for Flash I believe.   I'll stop asking questions for now!

Bombini

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  • Posts: 891
Status:
I started working on the star map simulation.
The star map should feel alive and react to a certain degree on the actions of the player.

The plan:
  • The star map needs to be different every time you start a new game
  • The star system should react on the players actions
  • There will be a different meta goal (to win the game) every time you start a new game

Details:

Star map & Fractions:
There are fractions in the game as you might know.
I currently have humans, aliens, ice creatures and robots. I plan to embed more.
Each of these fractions will have one or more home planets as well as a value how much they don’t like you. Let’s say 0 is “neutral” and 60 would be “we hate you a lot”.

The value will be decreased every time you raid a ship of one fraction depending on the difficulty of the encounter. 
Attack 5 ships in a row (each – 10) and you are in trouble (-50). The encounters will have more enemies the lower the value but the home planets will also start to spawn ships that will hunt you.  Each fraction will have one color.

Now…what do you do? Either you don’t care and kill everything insight or you lower the level again.
How do you do that? Either by not attacking more (the value will go slowly down every x turn) or you attack the home planet making it difficult to send hunters towards you.

Will it be fun? I am going to find out soon!
Should there be interaction between the fractions?
Might be too much.

Goals:
Every new game start will give you a specific goal. Find x artifacts, kill x specific persons, find x specific coordinates….the game will end once you found the final one. They will all use the same system.
Some ships (treasure and reward grind) travel on routes while scripted and important encounters won’t move and will disappear once solved.



« Last Edit: September 24, 2014, 12:10:16 am by Bombini »

Hectate

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A suggestion; perhaps there is a way for you to raid a ship and not take the hit to your faction score (or maybe not all of it). I can imagine that if there were some way you could keep word of you being involved from reaching the faction that would be a favored "secondary objective" by the players.

1. Disable communications when attacking (purchase a jammer module? destroy their transmitters?)
2. Prevent the enemies from triggering a distress signal when boarding.
3. Stealth attack modules.
4. Complete ship destruction (it went into the Space Bermuda Triangle!)
:
:
Patience is a Virtue,
But Haste is my Life.
Proud member of the League of Idiotic Stencylers; doing things in Stencyl that probably shouldn't be done.

Bombini

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  • Posts: 891
A suggestion; perhaps there is a way for you to raid a ship and not take the hit to your faction score (or maybe not all of it). I can imagine that if there were some way you could keep word of you being involved from reaching the faction that would be a favored "secondary objective" by the players.

1. Disable communications when attacking (purchase a jammer module? destroy their transmitters?)
2. Prevent the enemies from triggering a distress signal when boarding.
3. Stealth attack modules.
4. Complete ship destruction (it went into the Space Bermuda Triangle!)


Mister Hectate!
I like this idea :)

I was thinking in that direction and i am happy that you see it that way. It allows a different playstyle.
What i already have: Dectection mode for enemies, triggering a local alarm and security cameras.
This is a good basis.

Lets take a look:

  • Disable communications: I would embed a transmitter/communication terminal which can be destroyed - No signal gets out if destroyed. there could be multiple terminals though...maybe
  • Prevent distress signal: I guess i would link that to to the transmitter
  • Stealth attack modules: I could give the player a stealth suit and link that to enemies and cameras. Not sure if its too powerful though or how it would work in detail. I might do that but its more complex
  • Complete ship destruction: I already have that option. The tiles start to disappear if you kill the reactor. I guess it could send a distress signal until the transmitter is destroyed

I would keep the local alarm (triggering more enemies and making levels a bit more hostile) that i have and start a counter if there is a transmitter onboard. The fraction value will be changed if this counter reaches zero. (This should be visible at the transmitter.

Sounds good to me!
Anyone else liking these ideas?

Bombini

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  • Posts: 891
I think it's important to show in the interface how much a fraction likes/dislikes you.
GTA 2 had something similar for the gangs.

Would you prefer the GTA2 style or the one with the smileys?

Right now it doenst make sense to show "positive" because you cant do jobs for a fraction.
I could link it though to "attack Fraction A" increases value for Fraction B.
That would be very close to the Pirates from Sid Meier.



« Last Edit: September 26, 2014, 12:46:09 am by Bombini »

Bombini

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  • Posts: 891
I realized that i have first to build the system which allows several characters and stories to play before i go deeper into the starmap system. The game is now checking which character the player unlocked and modifies the game accordingly (I am basically placing a lot of empty container actors which check for attributes):

  • Different goals and levels
  • Different character
  • Different starmap generation

I have a rough version running but need to test and debug because i have to change all "actor type" behaviours to group methods.



MadManAdam

  • Posts: 371
Sounds like a good time… not!  The coding that is.  Your game is shaping up very nicely!  For the post above I kinda like the smileys.  Just a cleaner looking UI.

Bombini

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Sounds like a good time… not!  The coding that is.  Your game is shaping up very nicely!  For the post above I kinda like the smileys.  Just a cleaner looking UI.

Thanks!
It's more painful than moving to Stencyl 3 ;)

MadManAdam

  • Posts: 371
I can only imagine!  Have fun with that!

Bombini

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  • Posts: 891
Puh...got it all working. The game supports now various characters and acts accordingly.

First draft of the select screen is below. This screen appears when you start a new game.
New characters will be unlocked through finishing the previous one.
I am working right now on the UI and the system that you get a different gameplay when choosing the same character over and over again (in case you like it).






« Last Edit: October 13, 2014, 07:26:27 am by Bombini »

cincos300

  • Posts: 19
That is a good game. Would you like to join "Infinity Systems"? We are currently working on an AI behavior and a 3D system.
Contac me please.
Founder and CEO of Infinity Systems

Bombini

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  • Posts: 891
That is a good game. Would you like to join "Infinity Systems"? We are currently working on an AI behavior and a 3D system.
Contac me please.

I saw your post on "ask a question".
You definately need to explain what you are talking about and show something when tring to recruit people ;)