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Author Topic: Project Interstellar  (Read 5408 times)

FlareFireburst

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Project Interstellar
« on: August 25, 2016, 07:40:19 pm »

This is just a basic space game where you build spaceships by placing various modules, such as cannons, shield generators, boosters, etc.
I'm making it based off of like 2-3 different games: Robocraft (I don't actually like that game, but the concept was neat), CaptainForever, and (obviously) Asteroids.



The goal (for now) is to build a neat ship and get rich from that sweet, sweet oil asteroid ore.



Building ships is all about placing different modules on a hex-grid around your ship. You can place the aforementioned cannons, boosters, and shield generators, but there are also yaw-assistants (increases turn speed), Module Hubs (allows you to branch off and place more modules), and cargo holds (increases your maximum inventory).

I plan on adding more, seeing as this is a project I kind of have to do for personal reasons.


Kind of an older gif, but still very recent.

So far, there are neutral/aggro ships with some basic "AI". Neutral ships are typically passive, unless they have cannons, which they then will return fire if shot at. Aggro ships are aggressive towards all ships, even other aggros. Neutrals have bright colored outlines and aggros have dark colored outlines.


Two aggros and one neutral (manually spawned) (kinda bad quality gif... sorry.)

There's a basic tutorial that explains the starting process at the bottom of the screen, a module shop (accessed by pressing B), a toggleable sandbox mode by pressing F3, and more. Full list of controls can be shown by pressing H.

It's only singleplayer, but I plan on adding something like a feature where you can save your ship's layout data and send it to a server where the game will randomly select ships sent there to spawn as neutrals and aggros in your game.

UPDATE: Now on GameJolt, starting with version 1.1.0!
GameJolt Page

Feedback and bug reports are highly welcome.
« Last Edit: August 27, 2016, 07:19:28 pm by FlareFireburst »
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Spazz

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Re: Project Interstellar
« Reply #1 on: August 26, 2016, 01:52:08 am »

Insta-download cause it actually looks cool (preference)
Commencing bug hunt after my 24 hour snooze cause tired af

But to be honest, the fact that it's playable from the moment the thread was made is a huge +

However from the gifs, the only thing I want to say off the bat is find another solution to represent health, that partitioned flower wheel drawn on top of your ship is not friendly

First question though, is it possible for me to spawn an entire army of aggro ships at once to have an all out war?
Running an i5, should have plenty of power, but no GPU though most recent games run pretty decently at average settings
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FlareFireburst

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Re: Project Interstellar
« Reply #2 on: August 26, 2016, 10:21:50 am »

Insta-download cause it actually looks cool (preference)
Commencing bug hunt after my 24 hour snooze cause tired af

But to be honest, the fact that it's playable from the moment the thread was made is a huge +

However from the gifs, the only thing I want to say off the bat is find another solution to represent health, that partitioned flower wheel drawn on top of your ship is not friendly

First question though, is it possible for me to spawn an entire army of aggro ships at once to have an all out war?
Running an i5, should have plenty of power, but no GPU though most recent games run pretty decently at average settings
I could simply take the healthwheel from my GG2 plugin and use that instead, with a precise amount drawn in the middle of your ship, but no text for other ships. The flower thing was mostly meant to be a placeholder at most, seeing as I just needed a way to represent health somehow.
I could possibly make a setting if I get a makeshift options menu up and running where you could change the neutral to all be aggros. I'll have to make a few more aggro ship layouts first, seeing as I only have two, a small three-gun fighter and a light battleship (the larger one of the two).

I invisioned things like huge scale battles where there are things like motherships or just huge ships that can only be fully seen when zoomed out. However, seeing as my computer is definitely something to scoff at when it comes to speed and processing, I try to make something optimized for my computer and offer a higher-quality option at any time.

Thanks for trying it out!
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Spazz

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Re: Project Interstellar
« Reply #3 on: August 26, 2016, 05:21:11 pm »

Was fun to test out, final ship build, http://puu.sh/qPy9K/cff4be265c.jpg
Have gifs but can't upload larger files for the moment

Saying this first, main menu is awesome. The visuals tracking your cursor was very interesting, lacked a Save/Load, and a Quit from in-game though

Edge of 'space' is a little odd, while left and right teleport you proportionate to your zoom, top and bottom don't. Still really neat
Also, if you zoom in, fly close to the edge and then zoom out, your screen goes a haywire

Asteroids generally get stuck on the edges and especially corners of the 'space', tough to get the ore

So far, the aggressive AI is fine for smaller ships. Fire for a length of time (moving past or not) if no destruction, fly away, cute
Is there a way to submit ship configurations for AIs?

Shield health/regeneration would be nice, sat a while in front of an aggressive AI before a shield went down, then again, small cannons

Are you accepting module ideas? Cannons are great for all around, though mines, rails, auto-turrets could change things. Harvesting could be a separate thing besides 'Shoot things to break it up'. Like a bomb to split large asteroids, and mining lasers to make it more efficient than blasters (Could go Star Citizen like where the rock heats up, too hot and boom, no ore/potential damage to ship)

Wonder how large you can make the space.. It be neat to somehow introduce 'Science' similar to Kerbal Space Program, like black holes :z4:

Whatever you have planned, so far it looks great
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FlareFireburst

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Re: Project Interstellar
« Reply #4 on: August 26, 2016, 05:41:08 pm »

Was fun to test out, final ship build, http://puu.sh/qPy9K/cff4be265c.jpg
Have gifs but can't upload larger files for the moment

Saying this first, main menu is awesome. The visuals tracking your cursor was very interesting, lacked a Save/Load, and a Quit from in-game though

Edge of 'space' is a little odd, while left and right teleport you proportionate to your zoom, top and bottom don't. Still really neat
Also, if you zoom in, fly close to the edge and then zoom out, your screen goes a haywire

Asteroids generally get stuck on the edges and especially corners of the 'space', tough to get the ore

So far, the aggressive AI is fine for smaller ships. Fire for a length of time (moving past or not) if no destruction, fly away, cute
Is there a way to submit ship configurations for AIs?

Shield health/regeneration would be nice, sat a while in front of an aggressive AI before a shield went down, then again, small cannons

Are you accepting module ideas? Cannons are great for all around, though mines, rails, auto-turrets could change things. Harvesting could be a separate thing besides 'Shoot things to break it up'. Like a bomb to split large asteroids, and mining lasers to make it more efficient than blasters (Could go Star Citizen like where the rock heats up, too hot and boom, no ore/potential damage to ship)

Wonder how large you can make the space.. It be neat to somehow introduce 'Science' similar to Kerbal Space Program, like black holes :z4:

Whatever you have planned, so far it looks great
For now, I may just make saving/loading be GameMaker's built-in save/load althought I don't really like using it unless I truly have to. In this case I may have to until I can get everything exported into text files.

The edge of space thing is a bug, as I intended it to simply wrap the player around to the other side seamlessly, but that is obviously going to be near impossible without the tiled background being weird about it. That zoom-in bug is new to me, though, so thanks for pointing it out. I just reproduced it and it's due to the fact that the view is supposed to warp to the other side when it reaches a certain X value, but since it zooms out, it changes the top-left corner of the view, which is considered the view's X value. I need to figure out a way to make the room bigger, maybe just double the room size? I don't know how badly that will affect performance, but I'll tinker with it a bit.

The asteroids are also clamped to the inside of the room, but I'll see if I can simply make them fly out of bounds and teleport elsewhere for simplicity and so it doesn't look like they just stop at the edge or change direction suddenly.

As for the AI, it's all random, so there is no consistent checks or anything. Everything just runs off about 4 different timers. One timer for toggling steering left or right, one for acceleration, one for deceleration, and one for random aiming. I may put in something like a damage checker to determine whether a ship should fly away or stay. I might make it so if the damage they've received is greater than they've given, they'll fly away after a period of time.

Shield and health regen are actually in the game as of me typing this, since I noticed it would be rather difficult to just play the game on a depleted health bar. I also added a way to increase health by simply adding more Module Hubs.

Ship layouts for AI are one of the things I'm hoping people want to make. For example, I made a few that I'm going to put in that I quickly drew up in MSPaint:


The red lines are guns, blue are boosters, and the numbers are just for me to remember what slot each module is linked to. The gray ball is the main ship and the smaller balls are hubs, also the blue diamonds are shield generators and the boxes are cargo holds.

Module ideas are definitely something I'm looking for and those you've provided are great! Thanks for the ideas and I'll see what I can do about putting them in! Thanks for the feedback!

Edit: Just found a bug where if a shield is depleted and is brought back up automatically, the game crashes due to a missing variable. I don't know if this is in the uploaded version currently or not, but I'll probably upload a new version tonight or tomorrow, possibly on GameJolt for easy updating via the GameJolt Client.
« Last Edit: August 26, 2016, 06:16:28 pm by FlareFireburst »
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Spazz

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Re: Project Interstellar
« Reply #5 on: August 26, 2016, 08:36:47 pm »

Was testing out different high stack builds when my space ship started to flex, or giving two thumbs up, take your pick

« Last Edit: August 26, 2016, 08:37:24 pm by Spazz »
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FlareFireburst

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Re: Project Interstellar
« Reply #6 on: August 26, 2016, 09:04:59 pm »

Was testing out different high stack builds when my space ship started to flex, or giving two thumbs up, take your pick


I chose flexing:
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Spazz

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Re: Project Interstellar
« Reply #7 on: August 26, 2016, 09:27:10 pm »

Was more commenting to the projectiles, lol

Noticed from having the game loaded for some time, the max zoom-in becomes very pixelated, unless there's another cause for it

Wasn't going to need any more modules than this for any AI ship build, some is still overkill, https://puu.sh/qPMZD/25041da394.jpg
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FlareFireburst

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Re: Project Interstellar
« Reply #8 on: August 26, 2016, 09:34:31 pm »

Was more commenting to the projectiles, lol

Noticed from having the game loaded for some time, the max zoom-in becomes very pixelated, unless there's another cause for it

Wasn't going to need any more modules than this for any AI ship build, some is still overkill, https://puu.sh/qPMZD/25041da394.jpg

There's a sandbox mode you can access by just pressing F3, just so you know. You don't have to fly around getting asteroid ore just to make AI ships. I'm not that cruel... :hehe:

As for the pixelated-zoom, you may have just toggled the graphics quality, which toggles between real-scale zoom (which pixelates the view) and 1x scale (makes the view scaled up and forced to be as it looks at a 1x zoom, which gives it the impression of it looking higher-res). Just press F2 to toggle the quality.

Anyways, I like the designs you have for the AI ships! I'll put them in as deemed necessary.

I might make a few different sections/"rooms" for varying difficulties and ship sizes in the future so some aggro ships are able to roam around without the player getting one-shotted right out the gate.
« Last Edit: August 26, 2016, 09:56:41 pm by FlareFireburst »
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Spazz

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Re: Project Interstellar
« Reply #9 on: August 26, 2016, 10:18:08 pm »

It's actually quite enjoyable the first couple of times to just fly around, destroying asteroids and the AI for low tier parts and credits
But since I now know there's a sandbox mode by pressing F3, I'll be sure to utterly destroy the game and my CPU

The pixelated-zoom I found is actually cause by resizing the games window, original size to fullscreen is fine but resize it after that turns the game to jpg mode and bleeds into each other. Toggling the detail complete fixes the issue

For the AI module selection, you could make a randomizer ('classes' per ship, slots then vary by % of what module are used where) so you don't have to manually add in any/all possible configs

As for the "Difficulty sections" sure that sounds great, but you might want to add a way to 'warning' about being close to that zone without the proper modules (Shield/Standard Cannon)

But uh, I noticed in my current version, my ship has infinite health, is this fixed? Kinda hard to add difficulty if players never die
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FlareFireburst

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Re: Project Interstellar
« Reply #10 on: August 26, 2016, 10:34:29 pm »

It's actually quite enjoyable the first couple of times to just fly around, destroying asteroids and the AI for low tier parts and credits
But since I now know there's a sandbox mode by pressing F3, I'll be sure to utterly destroy the game and my CPU

The pixelated-zoom I found is actually cause by resizing the games window, original size to fullscreen is fine but resize it after that turns the game to jpg mode and bleeds into each other. Toggling the detail complete fixes the issue

For the AI module selection, you could make a randomizer ('classes' per ship, slots then vary by % of what module are used where) so you don't have to manually add in any/all possible configs

As for the "Difficulty sections" sure that sounds great, but you might want to add a way to 'warning' about being close to that zone without the proper modules (Shield/Standard Cannon)

But uh, I noticed in my current version, my ship has infinite health, is this fixed? Kinda hard to add difficulty if players never die
I'll probably make sandbox mode be a separate option on the title screen so players can't cheat in the main game.

The pixelated zoom can be easily fixed by simply zooming in and out, but I'll add a check for window-size changes and set the application_surface accordingly.

I was thinking about the randomized modules thing and I think it'd be a great idea, but I may stick to manual input for a bit until I can get the system working, since my current system manually places hubs and the like.

The difficulty sections will probably be accessible by using a "world map" sort of interface, where the player warps to the new room

I'm not sure how you have infinite health, seeing as I just tested it in the same version and I was able to die...? The old health "flower" isn't precise, so the "empty" frame shows even when the player has a little big of health left. Maybe that's what you're seeing?

Edit:
If it were green, I'd call this one "The Frog".
« Last Edit: August 26, 2016, 10:47:34 pm by FlareFireburst »
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Spazz

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Re: Project Interstellar
« Reply #11 on: August 27, 2016, 12:54:19 am »

The warp thing sounds cool af

But I have Infinite Health, no matter how many times I restart the game.
Manually spawned 20 other AI, most flew off but the aggressive ones are constantly hitting me for about half an hour now
Frames took a hit though, definitely need a GPU

Edit: Here's the version I have, http://puu.sh/qPYul/6dcd49fd08.zip
« Last Edit: August 27, 2016, 12:57:18 am by Spazz »
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FlareFireburst

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Re: Project Interstellar
« Reply #12 on: August 27, 2016, 12:03:47 pm »

The warp thing sounds cool af

But I have Infinite Health, no matter how many times I restart the game.
Manually spawned 20 other AI, most flew off but the aggressive ones are constantly hitting me for about half an hour now
Frames took a hit though, definitely need a GPU

Edit: Here's the version I have, http://puu.sh/qPYul/6dcd49fd08.zip

That's really odd. I downloaded the ZIP you provided and ran the game, both extracted and not, and I was able to die fairly easily just by sitting around with no modules, except the starting Weak Cannon, getting shot at by multiple aggros...

Hopefully this next version will fix the problem once I get a couple of options set and add a couple of modules, such as the mines and possibly auto-turrets. I'm planning on making a makeshift save file that saves the game normally but also saves the player's inventory in a seperate INI file so you can load your old inventory into newer versions until I get the layout saving done.
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Spazz

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Re: Project Interstellar
« Reply #13 on: August 27, 2016, 03:00:36 pm »

Ok, so I don't have infinite health but so far, I can't seem to understand why I won't die for a long time. Eventually I'll have a health wheel and later explode, but it this is my first death so it might be only certain points take hits..? Maybe health is set really high? I don't know, will study more

Found a new design that's actually enjoyable for mid-range
(click to show/hide)

Later on you might want to add self ship collisions or whatever you want to call it, I can stack module hubs back and forth near-indefinitely for stacked Cannons (provided your frames aren't zero) http://puu.sh/qQyCn/72da443ebe.jpg
« Last Edit: August 27, 2016, 03:01:52 pm by Spazz »
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FlareFireburst

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Re: Project Interstellar
« Reply #14 on: August 27, 2016, 05:05:38 pm »

Ok, so I don't have infinite health but so far, I can't seem to understand why I won't die for a long time. Eventually I'll have a health wheel and later explode, but it this is my first death so it might be only certain points take hits..? Maybe health is set really high? I don't know, will study more

------

Later on you might want to add self ship collisions or whatever you want to call it, I can stack module hubs back and forth near-indefinitely for stacked Cannons (provided your frames aren't zero)

I might look into having Hubs be pushed by each other softly, if they come near each other, like magnets.

As for the health thing, your health is only set at 1000, weak lasers do 10 points of damage with each better cannon doing more damage... In theory, 100 weak lasers should kill you easily. The ship's hitbox in that version extends past the directly connected modules, and is a square hitbox... not sure what's going on.

Once I get mines in the game, I'l release a new version, but I'll release it on GameJolt so it's not some shady Google Drive link, y'know? :hehe:

Edit: Game is now being hosted and updated onto GameJolt, with the newest version being 1.1.0.

Summary of changes:
Code: [Select]
- Changed the health wheel to be a normal wheel that's colored.
- Added a couple more aggro ships.
- Changed the title screen to have buttons now.
- A few new animated stuffs.
- Two new modules: Mine Deployer and Auto-Turret
   - Mine Deployer: Drops mines by pressing X, manually detonates them with Z. Mines automatically explode 100px away from all neutral ships. Has a 15 second recharge before you are able to drop mines again. Mines can be shot and destroyed.
   - Auto-Turret: Automatically aims and fires at nearby neutral ships. Firing can be toggled with V.
- Shields now show how much power they have before the shield bubble drops.
   - Enemy lasers now have a change to reflect off of the shield, which can deal damage to enemies.
- Health and shields now regenerate slowly.
- Module Hubs now increase maximum health by 250 points.
- Your ship cannot wrap around the room anymore.

A few things still need to be added, such as the asteroids needing to be warped randomly once they leave the edge of the room instead of stopping at the edge.
« Last Edit: August 27, 2016, 07:26:43 pm by FlareFireburst »
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