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Imma Nouncin Mah Game!

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http://maackey.us/scorched.html -- Try it out here!

This is a project for my undergraduate thesis (the process of game development -- or something like that), next semester is the second half of the course when it needs to be "done" done. I started working on it seriously late October (Oct. 19 I got my first circle drawn on a canvas ever! yay!) I've still got a lot to do ahead of me, and figured I'd let y'all see it in its current state (and give feedback!) before I press on with trying to publish it & perhaps get some money off it.

List of known bugs:
- lasers pass through everything (will eventually be a feature when I get more weapons)
- "Disabled" player/ai option doesn't work yet
- planet trails don't fade out on death (had to refactor some code and it broke)

planned features: (no telling how long it'll take to implement them though)
- gravity
- more weapons! (I have a few ideas already, but feel encouraged to leave your own ideas)
- hazardous environment (meteors, ion storms, alien spaceships)
- active & passive utility items (shields, detectors, ballistic predictors)
- super awesome AI
- better support for tablets/phones

If you don't mind, please take a little time and answer some helpful questions:

Q1. On a scale of 1-10 how awesome is this game?

Q2. What would you most like to see implemented?

Q3. What is the most glaring flaw?

Q4. How long did you play?

Q5. Is this something you'd tell your friends/family about?

Q6. Have you ever played turn based artillery games before? How does this compare?

Q7. How well does the game run? and on what system?

Q8. (to you Mr. Code Specialist) What horrible nub mistakes have I made hacking away in javascript?

Q9. Any other questions/comments?
+0 / -0

12 years ago
Ok, before playing I opened up a notepad document and just typed things as I thought of them.

Thoughts before even playing:

Tutorial Menu should not be in sentence mode. Should look more like
[P] = Pause
Keys should be bindable
Even though you say how to exit to menu at any time, it isn't very clear on the tutorial page. I spent a good 30 seconds trying to get back to main menu after clicking tutorial.
Maybe more than white text on black background.

Gamplay attempt #1
I have no idea what I'm doing. Seriously. I can't tell what my clicking does.
Make it more obvious which team belongs where.
There needs to be a step-by-step tutorial.

Gameplay attempt #2
Ok, turns length is dicated by the circle that disappears on the edge? I think?
Maybe the whitespace in the corners could change colors to let you know whose turn it is. The action is kinda fast paced and hard to tell what is going on.
Maybe a chatlog that would explain the turn of events? "Alpha hits Beta for 20 damage"
Animation for damage being taken.

Personal thoughts:

I think the game should be a bit slower. Make it more of a thinking game.
It should have a simple tutorial. Even just a series of "Powerpoint Slides" with text and arrows pointing at stuff would be fine.
Interesting concept. Not very fun to play yet. This is expected for a pre-alpha game.
Powerups/spells might add a better tactical theme to the game. I just shoot the easiest target right now.

Congrats on getting the game running! I am willing to provide more feedback as it evolves.



+0 / -0


12 years ago
Yeah, tutorial is a stop-gap measure atm.
I'll add key rebinding to the list :)

Sorry if the game is too fast paced. I haven't added global options yet (probably should do that asap, before better ai...) but options like volume, game speed, etc. will be there. After playing it over and over I get tired of waiting for the AI :P the default was 1s but I guess I accidentally sped it up before uploading.

animation for hit damage is on the list already :)

the web browser's console has the information who is shooting who etc. but I use it for debugging so there is quite a lot of extra information that clutters everything up. Eventually I plan on adding warcries (text floating above the planets) and game info in the corners. Bottom right would be your health/sheilds/aim/power, bottom left would be weapon selection, ammo count, current active weapon/effects, top right would be "high-tech computery-text" which show a log of events, top left would have... something. dunno yet. Probably info about whichever planet you are hovering over. The difficulty with that stuff is the scaling -- fitting it inside the corners nicely.

follow up questions:
"Make it more obvious which team belongs where." I'm not sure I understand this. Teams don't have a pre-determined position. Is it hard to determine who's on what team? Planets need more teamcolor?

I slowed the bots down a bit, does this help with the speed issues?



+0 / -0

12 years ago
>Make it more obvious which team belongs where.

Err, sorry, I was typing and talking at the same time. Not sure what I meant.

The speed is much better. I actually felt like I knew what I was doing this time around. Can't wait to see more.
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12 years ago
Q1. 5. Being forgiving for it's current pre-alpha status, but I can see some potential.

Q2. Some sort of team/planet select menu for pre-game

Q3. No indication of power, weapon, or any other shot settings.

Q4. 5 minutes

Q5. When it is more developed, it could be interesting as a multiplayer game with friends

Q6. Worms (1,2,3D,4), Hedgewars (basically same as Worms with more quirky settings), Old VGA DOS cannons games whose names I forget. The constantly moving targets do provide an extra challenge for aiming, but the inability to move oneself is odd

Q7. Perfectly, i7-2600k with Google Chrome 23.0.1271.97m
+0 / -0
Q1. For the idea, i'd give an 6-8 (depending on what you are going to do with it).

Q2. More weapons, upgrades, levels... I see the beginning of a campaign, which is good.

Q3. Mostly getting into it. I see 2 green planets, but i can shoot from only one. That is extremely confusing at first (until after the game you find out it is a team, you were playing with a bot). If "your" planet had some sort of indication that you control it, things would be fine.

Q4. Quickplay 4 times (for now). Tried to start campaign 3 times, but i can just click on the planet to change texture (apparently size is random each time i enter campaign?). Anyways, i wasn't able to get it running.

Q5. I rarely recommend anything to family/friends, and especially not browser games. So no, but that shouldn't influence you.

Q6. That tanks browser flash thing i guess... Was loads of fun. Buying weapons and using them cleverly (and skillfully, the wind was a great factor in that game!) against friends (on the same computer) was generally fun. But ofcourse fast-paced games can't really work that way. Oh yeah, and worms ofcourse.

Q7. I suppose the numbers at the top right are fps? Well it shows high numbers, but the sound is kinda stuttering and the game sometimes, too. Nothing major, but you do notice it.

Just played another time, lasers go through the sun? Hm. Oh, and the game ended when my mate was alive (and would've killed the last enemy) but somehow the game declared that blue won...

Q8. Will have a look at that later.

Q9. Tutorial sucks atm. If you go to tutorial before playing you don't even know what the game's about, and if you do after playing you may learn new stuff (i can play with keyboard? I can change power of shots? What's increment etc. all about?), but it didn't help you play. So yeah, gotta fix that.

Edit: Thinking about it, gravity would make this awesome!
+0 / -0
i cant even get it work

edit:got working but i dont understand anythink wahts happening there
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12 years ago
Hmm... apparently the options on the campaign screen are not intuitive enough :x

CArankAdminShadowfury333: there is a team/planet selection (not with quick start atm. just "campaign") Click the little sliders that are below each planet to change the planet's name, size, ai level(human player is highest setting), and team selection. Shot/power/weapon display is in the works :) just not finished atm :(

@MauranKilom: q3: I will add some popup text showing who's turn and if they are ai/player then. q4: Did you try clicking on the sliders underneath the planets? Or did they not work as expected? There should be a big pink button at the bottom that says "Start Campaign" (all it really does is start up the level with the settings you defined on that screen)
quote:
Just played another time, lasers go through the sun? Hm. Oh, and the game ended when my mate was alive (and would've killed the last enemy) but somehow the game declared that blue won...

Yep lasers are a known issue. Did you change any settings with the planets or were they default (green: you, ai, blue: ai, ai, purple: ai, ai) ? I'll look into it.
+0 / -0
I couldn't change anything (you can change your team?). Campaign was literally nothing but a sun on the left and a clickable planet. Nothing else.

Edit: Whooo, clicked some more and found a field for planet name and somehow the campaign started. But this is all i see:
http://prntscr.com/nkaqb

Now i got the campaign to start with one custom named planet. However, i could now control 2 planets, but not the one i named! I arranged it so that "my" planet survived, and it said game over, team blah (really don't remember) won and esc for main menu (is that default for win?). But in the campaign screen i could now click on the right side and it gave me a completely black screen. I could post a screenshot but it would be all black, so...
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12 years ago
strange... It should look like this:

Is there any error in the console? (in chrome right click -> inspect element -> console)
+0 / -0

12 years ago
quote:
--
[08:23:45.146] SyntaxError: An invalid or illegal string was specified @ http://maackey.us/scripts/game.js:949

I'm using Firefox (17.0.1).
+0 / -0
Skasi
12 years ago
I have the same problem as my arch enemy. Firefox 18.0
+0 / -0

12 years ago
Roflmao.
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12 years ago
Dude! Nice!

Minimum changes needed? It is made way better if you AT LEAST control both the planets on your team, if not 3 planets vs 3 AI's. This adds way more agency. Adding more core interactions is important: More skill, more decisions.

The slow rotation of the planets that changes what you can shoot at and your line of fire is a bit erratic given the variable turn lengths. Have each turn progress (say) 2 seconds. A projectile is fired, it flies for 2 seconds, then pauses for the next turn, another projectile is fired, 2 seconds, etc. This means multiple projectiles, and the ability to see things unfold and plan for them. Allow projectile collision, so you can shoot down a projectile in transit, or have a space station, moon, armor plate, dyson semisphere or something that allows you to orient it a direction to reduce damage from projectiles coming that way (this makes orbital slingshotting (Or right now, bouncing off the wall) even more important).

Making the game progress in segments this way allows you to plan carefully for the turn when your orbit with the enemy is in close approach, or when you can line them all up in 1 laser blast, etc.

Gravity would improve it. The core of scorch was ballistic flight paths to get over obstacles and hit your target. Even having elliptical flight paths would be a good start.
http://dan-ball.jp/en/javagame/planet/

Obstacles you have to slingshot around is even better.
+0 / -0


12 years ago
Sorry for the delay. I fixed the stupid Firefox bug. The game should now be fully functional in at least Chrome and FF. You should now also be able to properly see that team/player/ai settings are already fully functional.

AUrankAdminSaktoth: yeah that is a good idea. I thought about something similar ages ago but couldn't figure out how to do it at the time (technical implementation). I think I have an idea but my next big task is gravity.
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12 years ago
After puttin' my thinking cap on I solved a problem which has stumped me for weeks (and ended up quite elegantly simple). Gravity from planets and sun now works for projectiles.

Programming the AI is going to be a mess, but I'm happy that now you can slingshot rockets around the sun and hit yourself :)

I also added a bit more to the UI so it'll show your shot power/angle, which weapon is selected etc. Not remotely done yet, but it at least shows basic info.
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>Programming the AI is going to be a mess, but I'm happy that now you can slingshot rockets around the sun and hit yourself :)

Ah, the Three Body Problem. No analytic approach will work, so you're gonna have to program your AI to look N-sim-time ahead, or come up with some other clever solution. Sounds like a fun problem to tackle.

Good luck.
+0 / -0

12 years ago
You could make it realtime with a reload time (or energy/mana) if you control just one planet. Then you get projectiles everywhere.
+0 / -0
You could also make the planets move a bit slower. If there's gravity all over the place, it's already hard enough to hit somebody...

Although after playing a bit, it rather seems to me you should make the missiles slower rather than the planets... Hm.
+0 / -0
Skasi
[color=FF2DC5][b]Reminds me of M.A.R.S.. Their AI seems to handle physics quite well.

P.S.: I can't make the link pink! :[[/b][/color]
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