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Author Topic: Project Interstellar  (Read 6817 times)

FlareFireburst

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Re: Project Interstellar
« Reply #30 on: August 31, 2016, 05:10:34 pm »

I'm kind of split decision on whether I should make individual shops that are all around space or if I should just make the parts instantly be in your possession. The shops could make the game be slower, since the game progresses way too fast in my opinion. Upon starting a new game, you can just buy a few lasers and boosters, break like 7 big asteroids and already have two hubs and a metric fuckton of lasers and boosters.

Individual shop is a great idea, it'll rid the brain dead ways of pressing B for both selling and buying. Giving parts to the player should be part of 'quests/missions/favors' later on if that becomes a thing, especially if you're thinking of adding unique parts.

As for how players should start, the default of a single small cannon is still much appreciated, but you could spawn a handful of asteroids and a low tier shop of small cannons/engines/storage to start them off where the player starts for a nice slow introduction. That or a tutorial mode (skip-able/with the above) that requests you to achieve things before the next log is displayed so the player doesn't just run off with only the small cannon and dies to a random encounter (I've had spawned a few times on an angry NPC with multiple small cannons before, I'd hate to spawn on one of my creations)

Oh, will Power become a thing? Like needing generators to have a larger pool of energy to not run out during warp or extensive gun battles?

If and when phasing through asteroids stops being a thing, that will shake all grounds of how to fly in this version of 'space'

Would you mind if I attempt a pseudo copy in Unreal for the experience? It's got Blueprints that make it very friendly while still being hella complex

Edit: Oh I forgot to ask, v1.1.1 has multiple coloured ores. Are you going to make a variety of ore types as well?

I might make the player start out at a shop, as if they're a new pilot or something, where they are given a free weak cannon from the shopkeeper and they can go break some asteroids and sell them to the shopkeeper as the first sort of quest.

As for the generators and such, I'll think about something along the lines of that. It might be neat, but the downside is that if a player runs out of power during a gunfight, they're essentially a sitting duck. I'll think of some way to incorporate power and generators somehow.

I was actually thinking comically about having players die in a glorious explosion if they hit an asteroid fast enough, as a way to remind the player that "Hey, they're on the same 2D plane as you."

I don't mind the pseudo-copy thing at all, since this is mostly a school project that I wanted to expand upon.

Multi-colored ores were only an aesthetic thing, but I was considering at one point adding fast-moving comets, stars, and/or dwarf planets that you can mine the resources from, for things like a crystalline-like matter from comets, gas from stars, and misc. other resources from dwarf planets.

Edit: I got tooltips to be added, as well as a scrolling mechanic to the shop so that I can add modules without them running off the screen. The tooltips show information like the module's current health, stats like damage and speed, and most show the keys needed to use/interact with the module.
(click to show/hide)
« Last Edit: August 31, 2016, 09:28:40 pm by FlareFireburst »
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FlareFireburst

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Re: Project Interstellar
« Reply #31 on: September 24, 2016, 04:25:49 pm »

Alright, it's been a while since an update was made so I pushed version 1.2.0 out.

Screenshots of some new stuff:
(click to show/hide)

Changelog:
Code: [Select]
    Changelog 1.2.0

    + Added 2 new modules.
        + Added Missile Silo.
            + Missiles target nearest ship and home in on them.
            + If no target is within 1000 pixels, missile will simply fly forward.
            + Silos reload after a few seconds, missiles detonate if no target is hit within 3 seconds of being launched.
        + Added Miner Drone (Hangar).
            + Drone flies towards nearest asteroid and fires a constant beam at it, breaking up the  asteroid.
            + Drones are deployed/commanded to return by right-clicking on the Hangar.
            + Drones can be targeted by aggro ships.
            + Drones collect Asteroid Ore, automatically adding them to your inventory.
    + Changed Game Maker splash screen to animated custom splash screen, which can be skipped with ENTER.
    + Added option to change neutral ship aggro-mode from some ships being aggro to all ships being aggro.
    + Added Options menu ingame, accessible via pressing ESC or clicking on the gear icon.
    + Removed some hotkeys that are now usable via Options menu.
    + Options menu now allows the player to exit to the title menu.
    + Added tooltips.
        + Tooltips display information on modules, including health, stats, and keys to use.
        + When the mouse is hovered over a module, tooltip is displayed next to the mouse cursor.

Not much in terms of huge changes, but I'm trying to focus a little more on getting some necessary things out of the way, like gamepad support, which is nearly complete.
(If a gamepad is plugged in/connected while the game is open, the ship will be roughly controlled using the left analog stick, although it isn't complete. Forgot to take that out before release.)

Download, as always, is on the GameJolt page in the first post.
« Last Edit: October 10, 2016, 04:11:44 pm by FlareFireburst »
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FlareFireburst

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Re: Project Interstellar
« Reply #32 on: October 10, 2016, 04:09:44 pm »

Collection of stuff I've put onto my Twitter and stuff, figured I should dump it here too if anyone's interested.
(click to show/hide)
Update hopefully coming around Halloween.
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Spazz

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Re: Project Interstellar
« Reply #33 on: October 10, 2016, 10:39:57 pm »

Very nice, will check out when I have time
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FlareFireburst

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Re: Project Interstellar
« Reply #34 on: October 24, 2016, 09:21:42 pm »

Alright, mates, new version is finally out on the GameJolt page.
Mostly a bit of a e s t h e t i c stuff but some new additions that make the game a little more focused on exploration and luck by adding planets that act as module shops and having those shops all sell different items at different costs.



Code: [Select]
Changelog ===
v1.3

- Player now begins in center of the galaxy, rather than at point 1000x, 1000y.
- Player health is now shown in the top left corner of the screen.
- Added planets.
- Planets have randomized names and statuses.
- Status determines the ability to be used as an item shop.
- Planets are parallaxed, just as backgrounds are.
- Minimap locates planets.
- Edited tutorial to explain planets and shops.
- Added various nebulae in background to add more color to the background.
- Added soundtrack.
- Ambient music plays during normal gameplay.
- Double BPM track crossfades when near full speed or while in potential combat/danger.
- 9 songs added: 4 ambient tracks, 4 combat tracks, and title screen track.
- Added native gamepad/joystick support.
- Gamepad use must be enabled in options menu to use.
- Analog sticks can be swapped ingame.
- POV Hat/D-Pad and right stick control where to place modules.
- Buttons can be mapped at any time.
- Not implemented, but planned: Player-defined button names for easy reference.
- Two control styles; Original control: press forward to speed up, down to slow down. Tilt control: Tilt stick forward to move at a speed depending on how far as you move the stick forward.
- Changed options menu.
- Menu text is now centered.
- All options now saved to an INI file in the "AppData" folder under "AppData\SpaceGame\config.ini".
- Added new particle effects.
- Explosion particles, replacing most previously animated explosion sprites.
- Hit sparks, appear when a ship or module is hit with a laser.
- Item sparks, appear when collecting an item.
- Laser sparks, appear when a laser disappears.
- Camera now shakes when moving near full speed.
- Redesigned title screen.
- Removed "warp-speed" background and replaced with subtly-animated background.
- Moved logo to right, also now animated.
- Changed credit line and now shows composer of music.
- Added particle system to title screen for "supernova"/"galaxy" area.
- Added social media buttons to bottom of screen.
- Added version and copyright text to bottom of screen.
- Pressing F12 on title will toggle making the title elements invisible, allowing you to see the background fully.
- Application surface now updates every second, allowing for window resizing without needing to zoom afterwards to remove distortion.
- Changed splash screen.
- Splash screen now shorter and shows updated logo and colors.
- Redesigned shop menu.
- Shop menu now only accessible when near planets.
- Shops now only offer up to a maximum of 10 different items for sale.
- Only the items that the planet sells can be sold back to them for credits.
- Shops sell randomly different items per planet.
- Changed starting inventory loadout.
- Player is now given 2 weak cannons and 2 slow boosters instead of only 1 weak cannon.
- Change made to allow the player to find planets faster in the beginning of the game.
- Added warning when nearing galaxy borders.
- Text appears at bottom of the screen, explaining the border.
- A red border is visible at the border.
- Edges of the screen flicker red when near the border lines.
- Added "Generate New Galaxy" option
- This option generates a new randomized galaxy, allowing for new planets and enemies to be discovered.
- This option do not delete your current ship layout.
- You cannot return to a previously generated galaxy.
- Changed inventory list to be more compact.

Download as usual is on the GameJolt page in the first post.

Besides that, interestingly enough, Coza is apparently making a GG2/Gmod game.
His shapeshifting game seems to still linger under the Related Games thumbnails under my game.

To be honest, from one small dev to another, I don't honestly think he'll get very far. I was in the same position he was not too long ago, making objectively bad games and making them seem like AAA-titles by doing the whole "we made this game blah blah blah I'm a company" stuff. No sour feelings towards him, but he just needs some guidance.
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Re: Project Interstellar
« Reply #35 on: October 24, 2016, 10:04:25 pm »

Give the poor man some guidance then.
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FlareFireburst

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Re: Project Interstellar
« Reply #36 on: October 24, 2016, 11:49:04 pm »

Give the poor man some guidance then.
I feel that if I even comment on his little devlog thing about how "Hey man, you might want to try something a little smaller, since you seem like pretty new to the development scene", he'd just tell me to piss off, since he might be holding a grudge from when I shared his little GG2 "ripoff" thing to the forums and he shut the game down.

In short, I'm probably the absolute last guy he wants guidance from.
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Re: Project Interstellar
« Reply #37 on: October 24, 2016, 11:53:50 pm »

He might have changed. Give me him a sec-third chance. Also you assume too much. Just because he acted like a retarded one time doesn't mean he'll do it again. Well except Not_Ted_Cruz, that guy is one hell of a shitposter.
« Last Edit: October 24, 2016, 11:56:19 pm by Swaggyi »
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Coza

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Re: Project Interstellar
« Reply #38 on: December 25, 2016, 07:25:59 pm »

Alright, mates, new version is finally out on the GameJolt page.
Mostly a bit of a e s t h e t i c stuff but some new additions that make the game a little more focused on exploration and luck by adding planets that act as module shops and having those shops all sell different items at different costs.



Code: [Select]
Changelog ===
v1.3

- Player now begins in center of the galaxy, rather than at point 1000x, 1000y.
- Player health is now shown in the top left corner of the screen.
- Added planets.
- Planets have randomized names and statuses.
- Status determines the ability to be used as an item shop.
- Planets are parallaxed, just as backgrounds are.
- Minimap locates planets.
- Edited tutorial to explain planets and shops.
- Added various nebulae in background to add more color to the background.
- Added soundtrack.
- Ambient music plays during normal gameplay.
- Double BPM track crossfades when near full speed or while in potential combat/danger.
- 9 songs added: 4 ambient tracks, 4 combat tracks, and title screen track.
- Added native gamepad/joystick support.
- Gamepad use must be enabled in options menu to use.
- Analog sticks can be swapped ingame.
- POV Hat/D-Pad and right stick control where to place modules.
- Buttons can be mapped at any time.
- Not implemented, but planned: Player-defined button names for easy reference.
- Two control styles; Original control: press forward to speed up, down to slow down. Tilt control: Tilt stick forward to move at a speed depending on how far as you move the stick forward.
- Changed options menu.
- Menu text is now centered.
- All options now saved to an INI file in the "AppData" folder under "AppData\SpaceGame\config.ini".
- Added new particle effects.
- Explosion particles, replacing most previously animated explosion sprites.
- Hit sparks, appear when a ship or module is hit with a laser.
- Item sparks, appear when collecting an item.
- Laser sparks, appear when a laser disappears.
- Camera now shakes when moving near full speed.
- Redesigned title screen.
- Removed "warp-speed" background and replaced with subtly-animated background.
- Moved logo to right, also now animated.
- Changed credit line and now shows composer of music.
- Added particle system to title screen for "supernova"/"galaxy" area.
- Added social media buttons to bottom of screen.
- Added version and copyright text to bottom of screen.
- Pressing F12 on title will toggle making the title elements invisible, allowing you to see the background fully.
- Application surface now updates every second, allowing for window resizing without needing to zoom afterwards to remove distortion.
- Changed splash screen.
- Splash screen now shorter and shows updated logo and colors.
- Redesigned shop menu.
- Shop menu now only accessible when near planets.
- Shops now only offer up to a maximum of 10 different items for sale.
- Only the items that the planet sells can be sold back to them for credits.
- Shops sell randomly different items per planet.
- Changed starting inventory loadout.
- Player is now given 2 weak cannons and 2 slow boosters instead of only 1 weak cannon.
- Change made to allow the player to find planets faster in the beginning of the game.
- Added warning when nearing galaxy borders.
- Text appears at bottom of the screen, explaining the border.
- A red border is visible at the border.
- Edges of the screen flicker red when near the border lines.
- Added "Generate New Galaxy" option
- This option generates a new randomized galaxy, allowing for new planets and enemies to be discovered.
- This option do not delete your current ship layout.
- You cannot return to a previously generated galaxy.
- Changed inventory list to be more compact.

Download as usual is on the GameJolt page in the first post.

Besides that, interestingly enough, Coza is apparently making a GG2/Gmod game.
His shapeshifting game seems to still linger under the Related Games thumbnails under my game.

To be honest, from one small dev to another, I don't honestly think he'll get very far. I was in the same position he was not too long ago, making objectively bad games and making them seem like AAA-titles by doing the whole "we made this game blah blah blah I'm a company" stuff. No sour feelings towards him, but he just needs some guidance.

Hey, it's me again. I wanted to congratulate you on the popularity of your game, project interstellar. I don't hold a grudge against you at all, I just got worked up over really nothing lol - can I also talk to you on gamejolt or twitter? thx
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kawaiicat666

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Re: Project Interstellar
« Reply #39 on: January 04, 2017, 10:14:10 am »

this game is shit, i only looked at pics in thread tho
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Spazz

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Re: Project Interstellar
« Reply #40 on: January 04, 2017, 12:26:14 pm »

It's way early in development, so ofc

The whole idea is within reach, it's just how it's only dev will do it.

That, or it's a concept for something else, who knows
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Re: Project Interstellar
« Reply #41 on: January 15, 2017, 09:23:11 pm »

Alright, mates, new version is finally out on the GameJolt page.
Mostly a bit of a e s t h e t i c stuff but some new additions that make the game a little more focused on exploration and luck by adding planets that act as module shops and having those shops all sell different items at different costs.



Code: [Select]
Changelog ===
v1.3

- Player now begins in center of the galaxy, rather than at point 1000x, 1000y.
- Player health is now shown in the top left corner of the screen.
- Added planets.
- Planets have randomized names and statuses.
- Status determines the ability to be used as an item shop.
- Planets are parallaxed, just as backgrounds are.
- Minimap locates planets.
- Edited tutorial to explain planets and shops.
- Added various nebulae in background to add more color to the background.
- Added soundtrack.
- Ambient music plays during normal gameplay.
- Double BPM track crossfades when near full speed or while in potential combat/danger.
- 9 songs added: 4 ambient tracks, 4 combat tracks, and title screen track.
- Added native gamepad/joystick support.
- Gamepad use must be enabled in options menu to use.
- Analog sticks can be swapped ingame.
- POV Hat/D-Pad and right stick control where to place modules.
- Buttons can be mapped at any time.
- Not implemented, but planned: Player-defined button names for easy reference.
- Two control styles; Original control: press forward to speed up, down to slow down. Tilt control: Tilt stick forward to move at a speed depending on how far as you move the stick forward.
- Changed options menu.
- Menu text is now centered.
- All options now saved to an INI file in the "AppData" folder under "AppData\SpaceGame\config.ini".
- Added new particle effects.
- Explosion particles, replacing most previously animated explosion sprites.
- Hit sparks, appear when a ship or module is hit with a laser.
- Item sparks, appear when collecting an item.
- Laser sparks, appear when a laser disappears.
- Camera now shakes when moving near full speed.
- Redesigned title screen.
- Removed "warp-speed" background and replaced with subtly-animated background.
- Moved logo to right, also now animated.
- Changed credit line and now shows composer of music.
- Added particle system to title screen for "supernova"/"galaxy" area.
- Added social media buttons to bottom of screen.
- Added version and copyright text to bottom of screen.
- Pressing F12 on title will toggle making the title elements invisible, allowing you to see the background fully.
- Application surface now updates every second, allowing for window resizing without needing to zoom afterwards to remove distortion.
- Changed splash screen.
- Splash screen now shorter and shows updated logo and colors.
- Redesigned shop menu.
- Shop menu now only accessible when near planets.
- Shops now only offer up to a maximum of 10 different items for sale.
- Only the items that the planet sells can be sold back to them for credits.
- Shops sell randomly different items per planet.
- Changed starting inventory loadout.
- Player is now given 2 weak cannons and 2 slow boosters instead of only 1 weak cannon.
- Change made to allow the player to find planets faster in the beginning of the game.
- Added warning when nearing galaxy borders.
- Text appears at bottom of the screen, explaining the border.
- A red border is visible at the border.
- Edges of the screen flicker red when near the border lines.
- Added "Generate New Galaxy" option
- This option generates a new randomized galaxy, allowing for new planets and enemies to be discovered.
- This option do not delete your current ship layout.
- You cannot return to a previously generated galaxy.
- Changed inventory list to be more compact.

Download as usual is on the GameJolt page in the first post.

Besides that, interestingly enough, Coza is apparently making a GG2/Gmod game.
His shapeshifting game seems to still linger under the Related Games thumbnails under my game.

To be honest, from one small dev to another, I don't honestly think he'll get very far. I was in the same position he was not too long ago, making objectively bad games and making them seem like AAA-titles by doing the whole "we made this game blah blah blah I'm a company" stuff. No sour feelings towards him, but he just needs some guidance.

Hey, it's me again. I wanted to congratulate you on the popularity of your game, project interstellar. I don't hold a grudge against you at all, I just got worked up over really nothing lol - can I also talk to you on gamejolt or twitter? thx
Lol, remember when your sig was, "Fuck All Of You, I Want To Die (Insert Middle Finger)."
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