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[WIP] CABAL's Game Dev. Final

CABAL

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For my game development class' final, we are making our own games, either on our own or in teams. I'm working by myself, but wouldn't be adverse to assistance from you guys, who will of course get credit. This is also fine for the class, according to the instructor.

My game will be a Carrier Command style open world strategy/tactics game with a top-down 2D perspective similar to classic RTS games, drawing inspiration from both the original Carrier Command and Hostile Waters: Antaeus Rising (it's a great game, check it out).

What I need is a title. Feel free to suggest them because I don't really have many ideas. I'm also going to need sprites better than I can make at some point, but I can make some placeholders for now.

I would like to continue development after turning in a version for the final, adding new features and refining the game. Random maps, for instance, maybe some new units, etc. I will upload screenshots and compiled EXEs on this thread so you can see the progress and provide criticism.
 

Terra_Inc

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Wow, that's so cool! I'm keeping my fingers crossed for you. :thumbsup: Considering the implementation side of things, any idea what language and framework you will be using?

I'm not really well versed in game development specifically, but if there's anything I can assist you with in terms of coding, don't hesitate to drop me a note. It's pretty much all I do these days.
 

CABAL

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The class is just the first of several game dev classes available so we're just using GameMaker Studio and the associated GML language. I've made some decisions that should keep the AI relatively simple, like not having an enemy carrier, but pathfinding will probably be tricky. Fortunately, there are apparently tutorials on how to make simple pathfinding AI in GameMaker. I'm also keeping the placement of items and terrain on a grid rather than just anywhere, so that should help.
 

Terra_Inc

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The class is just the first of several game dev classes available so we're just using GameMaker Studio and the associated GML language. I've made some decisions that should keep the AI relatively simple, like not having an enemy carrier, but pathfinding will probably be tricky. Fortunately, there are apparently tutorials on how to make simple pathfinding AI in GameMaker. I'm also keeping the placement of items and terrain on a grid rather than just anywhere, so that should help.
Game Maker is fine - some people seem to look down on it, but I've seen people make good games with it. And grid-based stuff is always fun, because it's easy to work with and allows you to concentrate on what's really important. Plus, it has that nice old fashioned board game feeling. :)

As for pathfinding, A* is the classic and it's fairly easy to understand. It's also rather easy to implement, since all you really need is a list. Once you have pathfinding, you can easily build the simplest form of AI which is just search and destroy. If you want to make things harder for the player, you can make your AI units cooperate by giving them target passing or some form of global map.
If you need any kind of assistance with AI things, I can help you out. I have some experience in that area. Also I think I still have a bunch of articles and pseudocode snippets of basic game AI techniques, if you feel like reading up on some of the cool things you can do without much effort. :thumbsup:
 

kjc733

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Must... resist... urge... to... download... GameMaker...!!!
My knowledge of coding is limited to bits of self taught Visual Basic, and I know nothing about coding up games. However in the past I have dabbled in the tabletop game B5Wars (which I tried to migrate to an underwater setting) and also have worked with a few people who do professional level wargaming, so I'll be here if you want someone to bounce ideas off of mechanics wise.
As for a name... it'd be helpful if you could tell us some more background. However if it's water based, Aquarius, Atlantis, Poseidon and Trident are always good words to throw around.
 

CABAL

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Must... resist... urge... to... download... GameMaker...!!!
Studio is a free version, just so you know.

However in the past I have dabbled in the tabletop game B5Wars (which I tried to migrate to an underwater setting) and also have worked with a few people who do professional level wargaming, so I'll be here if you want someone to bounce ideas off of mechanics wise.
My current idea is a kind of mix between Carrier Command and Hostile Waters, with a couple other ideas. You direct the carrier through an archipelago (which will eventually be randomly generated to some degree) and try to take control of the islands. The outer islands are not very well defended, but the deeper you go, the more resistance you face.

The carrier itself can field up to 14 units at a time: 6 hovercraft, 4 attack helicopters, 2 tanks, 1 lifting helicopter, and 1 harvester.
  • Attack Helicopters sit on helipads on the carrier. When selected, you give them a target, they fly near it, fire a couple missiles, and return to the carrier to resupply. They do a single attack and need to be assigned a new mission before they will leave the carrier again. Helicopters are fast, unimpeded by terrain, and fragile. Since they are flying units, only some enemies can target them. They have a limited operational range; any targets must be within a certain radius of the carrier when assigned.
  • Hovercraft are free-roaming. They can move on both water and open ground and have no limit to how far they can be from the carrier. They are sturdier than a helicopter and can target flying units, but have the weakest guns. This will form the bulk of your combat forces
  • Tanks start on pads on the carrier and must be air-lifted to an island. Once on an island, they are limited to open ground. Tanks are slow, but otherwise very powerful, with the best range, damage, and health of your units. Too bad you can only have two of them at a time. Tanks can also be lifted back to the carrier for storage.
  • The Lifting Helicopter has a single purpose: air-lift tanks back and forth between the carrier and the islands. Like the attack helicopter, the lifter has limited operational range; no leaving your tanks on the other side of the archipelago and then sending the lifter for them. If the lifter dies, your tanks are stranded until you can build a new one.
  • The Harvester is a special hovercraft that gathers resources instead of killing things. For coding and AI simplicity, the harvester follows a move command, then starts collecting resources, starting with whatever is closest. It will only look within a certain radius of itself, though, so it's not too likely to wander into a battlefield or leave the island. Gathered resources are instantly added to your pool; the harvester does not need to return to the carrier. This is almost exactly the way that the equivalent unit in Hostile Waters works, but that one is a treaded vehicle. It might become more complex in the future, but right now I just need something that works for the final.
  • The Carrier itself is a slow, water-bound unit that can build new units with the resources gathered by the harvester. It is armed with a weak defensive gun capable of hitting surface and air units and an artillery piece that can hit targets over long distance for high damage. The artillery has limited ammo, but new shells can be bought, up to a limit of four at a time. If the carrier is sunk, you lose the game.
The enemy has more stuff due to having buildings, but the same number of combat units. Enemy units include recon helicopters, light tanks, and patrol boats. Enemy structures include, surface-to-surface turrets, surface-to-air turrets, factories, airfields, and shipyards.
  • Recon Helicopters are light flying units that can attack both surface and air targets. For the sake of my sanity, they will hover and function like a standard unit rather than trying to get the computer to understand how to work them like your own helicopters. At least some of them will patrol their island or the surrounding waters.
  • Light Tanks are limited to open ground. They're like your tanks, but, well, lighter.
  • Patrol Boats circle some islands on pre-determined paths. These will generally be the most direct threat to your carrier and you'll want to clear them before beginning your assault on the island.

  • Surface-to-surface and surface-to-air turrets are exactly what they sound like: simple stationary defenses against your units.
  • Factories will replace lost light tanks on islands where they are present. They do require some time to build the tanks and can only do one at a time.
  • Airfields are like factories for recon helicopters and shipyards are the same for patrol boats.
Comments, questions, or concerns?

As for a name... it'd be helpful if you could tell us some more background. However if it's water based, Aquarius, Atlantis, Poseidon and Trident are always good words to throw around.
I was only really thinking of the gameplay and not so much the plot. It is water based. I might just give the game and the carrier the same name. I like Poseidon, so maybe something with that?
 

Jetfreak

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For making sprites of the Helos and such, my rule of thumb is just trace off a top view from a blueprint and modify as needed.

It shouldn't be too detailed, just keep the basic outline and you're pretty much set.
rah2-gif.17680


But it depends on the visual style though, will you be doing a retro style 8-bit look or something more contemporary like those freeware Phone graphics?
 

CABAL

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I was going to go with more modern sprites, but a quick test showed I'd have to scale them down anyway so they'll be retro style. I'm going to keep that heli pic, btw.

EDIT: Here's an XCF of the hovercraft sprites that I have so far. I still need north and south sprites for the body and both the body and turret need north-east, south-east, north-west, and south-west sprites. The body and turret will use separate sprites, but I built them together so I could see how it will look. XCF is the format used by GIMP. I'm not sure if other programs will open it, but GIMP is free and I can make sprite sheets easy viewing if you guys want.
 

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LordChicken

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This sounds like a fantastic project! Have you considered using symbols instead of sprites (unless sprites are a requirement)? So it would look like a tactical map.

For names... all I can think of at the moment is ship name + Defender. I'll give it more thought and try and come up with something else. Wooohhohoh how about Defend the Poseidon!
 

CABAL

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I could do a tactical style map, like in DEFCON, and that's pretty much how it will function until I get the sprites animated properly (low priority), but I really like the look of the original Command & Conquer and the first two Raiden games, so I want a similarly retro look. I'm also not sure what a good way to represent units docked on the carrier would be with a tactical look. With sprites, I can simply have them sit on the deck.

For names... all I can think of at the moment is ship name + Defender. I'll give it more thought and try and come up with something else. Wooohhohoh how about Defend the Poseidon!
Well, you're doing the attacking. The Poseidon Project, maybe? I could also go really blatant and call it (carrier name) Command. Keep the suggestions coming!
 

Rifraf

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How about just The Poseidon? Or The Poseidon Event? Or reverse what you have above and use Project Poseidon?
 

CABAL

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Extremely early prototype for extremely early in-class peer review today. I think I'm the only one working by myself instead of as a team so I'm probably not as far along as some of the others, though during the last class at least one team was still debating their basic gameplay mechanics.

Right now it has some basic units and an early UI, though only the upper hovercraft icon has complete code. Escape key quits the game, by the way. I wound up needing to rewrite the movement system part way through and rebuilt the terrain features to accommodate that. I'm pretty happy with having figured out how to make units agro, but the player's units don't yet.

EDIT: And here's a version where I fixed the player's tank and did more UI work.
 

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CrazyFrog1903

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I like your idea.

as a name possibility. something like "Yellowstone" or something similar. A simple back story that could be used to explain any differences in politics in the game to current times could be the carrier is named after a catastrophic event that altered everything on Earth in honor of those who lost their lives?

What platform are you expecting to play this game on?
 

CABAL

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What platform are you expecting to play this game on?
Windows. The paid version of the program will also let you build to Android, Ubuntu, OS X, and a bunch of others, but the class is entirely in Windows and we're all using the free version.
 

Terra_Inc

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Hey CABAL, any news on your project? This is relevant to my interests. :)
 

CABAL

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Hey CABAL, any news on your project? This is relevant to my interests. :)
Sorry about the lack of updates. Term ended and I turned in my game. I don't have it with me right now because I'm letting a friend borrow my laptop, but I can post it later today or possibly tomorrow.
 
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