Shadow Space

PressXtoNotDie

  • Posts: 94
Scroll down to my last post to see my current progress

Hi all, i am in the current process of developing my game, and i would like to post here my progress by progress, and upload as i make big changes.

I am mainly going for feedback for my A.I. at the moment (Which is all ive done really) and i would like to know what you think of it, what should be changed etc. etc.

The final product will be a top down sandbox space game (With a story of course)
The link is here:

ALL OF THE SPRITES AND EVERYTHING IS MY OWN. SO PLEASE DO NOT RE USE OR STEAL. THANK YOU.

http://www.stencyl.com/game/play/12412

I would like you to stay still and not move around the ship at first, to get a good idea what the enemy space ships will do when you dont move at all. Then fly around and see what they do.
Press 2 to change scene to A.I. VS A.I. Try to follow them around with your ship when they go off screen, to get an idea what will happen if it is just AI vs AI
You can not die at the moment, and you can not shoot at the moment

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CONTROLS:
W key = thrust in the direction you are facing
A key - turn left
D key = turn right
S key = go back wards

C Key = Brake, to stop your ship in place. Hold this down.
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Press the 1 key will change the scene to A.I. VS you.
Press the 2 key will change the scene to A.I. VS A.I. test
Press the 3 key will chance the scene to a stress test.

« Last Edit: May 04, 2012, 05:10:44 am by PressXtoNotDie »

Crossland88

  • Posts: 44
I like the way the ships move it looks very nice how did you accomplish the space like gliding motion?
Making questionable quality games since HyperCard

Hectate

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  • Posts: 4643
Nice little AI demo there, but they do seem to bump into each other a bit.

I like the way the ships move it looks very nice how did you accomplish the space like gliding motion?
If I had to guess, just zero friction and only apply force (gradually) in the direction being faced. Your motion won't stop unless the brake is applied or you apply force in the opposite direction. Classy.
:
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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.

PressXtoNotDie

  • Posts: 94
Thanks guys =) i was impressed myself with what i've done =P
Has anyone tried the stress test? (Press the 3 key, then press the ~ key to show FPS) Post your FPS so i can get a general idea if too many ships doing too many things on and off screen is ok or not.

Also, are the stars overkill? is there too many?

Nice little AI demo there, but they do seem to bump into each other a bit.

Im not sure what to do about the bumping into each other thing, if i make them not collidable with each other, they all clump together in the same spot. Any good ideas how i could fix this?

I like the way the ships move it looks very nice how did you accomplish the space like gliding motion?
If I had to guess, just zero friction and only apply force (gradually) in the direction being faced. Your motion won't stop unless the brake is applied or you apply force in the opposite direction. Classy.

yeah that's basically the right idea, once you figure that out, the rest is easy to create.

PressXtoNotDie

  • Posts: 94
In The Works:

The current Map system, containing the sectors and factions (With many more to come)



Warp gates, which connects Sectors, and allows travel between them.



Action Packed Combat, With customisable ships and weapons.


PressXtoNotDie

  • Posts: 94
Unfortunately it has been a long long time since I've gave any updates about this game. Real life has gotten in the way, and I have had no time at all to even properly get on the Internet/Computer these past months.

Whether or not I decide to continue this project, is a hard one. I really want to continue it, but since all this time has past without touching it, I have lost motivation for it. I have started a new project for another game, I may go back to this from time to time so as to not burn out and lose motivation for my other project, as I did with this.

I'm not sure if anyone was even interested in this at all, but let me know what you think. If i had people pushing me and saying they would like to see this game finished, i may just get motivation back and fully continue it.

Xietao

  • Posts: 725
Was really the secret to change mode other scenes using "cross-fast-fade"?
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Hectate

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  • Posts: 4643
Back to the discussion about enemy AI doing a lot of bumping into eachother - there's some interesting AI concepts around what's called "Flocking" (as in a flock of birds) that can handle at least that. Obviously the more AI you add to enemies the greater the overhead on the CPU.
:
:
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.

PressXtoNotDie

  • Posts: 94
Was really the secret to change mode other scenes using "cross-fast-fade"?

Uhh, are you asking whether I used cross fast fade? or are you asking why is it so fast a transition?

Back to the discussion about enemy AI doing a lot of bumping into eachother - there's some interesting AI concepts around what's called "Flocking" (as in a flock of birds) that can handle at least that. Obviously the more AI you add to enemies the greater the overhead on the CPU.

That does seem like a good idea, a quick google search has showed me it looks quite complicated, although programming a very basic one might not be THAT hard.

Alternatively i could have the ships try to avoid each other and turn the other way/turn to avoid when they get a certain distance. The only problem is that if many ships are close together, they will still bump into each other.

When flying away, and when they chase your ship, is perfectly fine, it looks ok, it sort of looks like they form a formation, and if i do what i said above, they would all spread far apart, losing the illusion of formation....

Ergh... AI is so hard haha