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Topics - Worthless_Bums

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Hello, all!

In a few weeks I hope to launch the Steam Marines 2 alpha via Itch.io. I'll be updating this thread as that time approaches (no hard date yet) and I'll also be active on the dedicated Itch forums through the alpha process until release (slated for Q4 2018.)


What's New For Returning Players?

Some comments for players of Steam Marines 1 who may be interested in differences between the two games:
  • Marine squad size has been increased. Still try not to reach zero marines.
  • You control your spaceship instead of just fighting inside of it. Ships can pew pew at each other.
  • Your marines are aboard the I.S.S. Delhi and you can land on planets, moons, et cetera to insert your marines into combat.
  • Marine firing is no longer restricted to cardinal directions. Movement is still based on a square tile grid.
  • Steam Marines 2 separates out Action Points and Attack Points. Whereas in the first game all attacks/abilities used some set amount of Action, the sequel allows more granularity in what each marine can do per turn via separation of resources.
  • Marines now reveal fog of war in a 360 degree sphere instead of just a cone in the direction they face.
  • Tactical combat is a lot less about lining up marines and Guarding and a lot more about line of sight positioning and choosing shots.
  • Marines are now differentiated not only by class/weapons/armor but by personality traits. Traits have chances to trigger per marine per turn that can boost Action, experience gain for the turn, and other effects.
  • Portraits. Lots of portraits.



Move and Shoot Game

The game is now fully 3D with all the pain and tedious code that entails xD But it sure does look shiny.

We lost some things but gained some others. No more just punching your way through walls - levels are fully connected and chokepoints are more valuable/vulnerable due to this. You now control six marines instead of four, and this can mean more effective focus fire or simply splitting into two teams of three to sweep the level faster.

"But, Bums, can we still move and shoot?"
Of course you can.


"But, Bums, do we get sexy 3D action cam?"
Uh, sure...


"But, Bums, can we target specific parts?"
That's a Work-in-Progress.



Marines Need Toys
There is a bare bones ship combat implementation, but it's not really solid. I mean it's playable, but the playability is literally 1) fire missiles until the enemy's shields are down, 2) either destroy the ship or launch marines in capsules to board it. I'd like to flesh this out post-alpha.


Building your own fleet is an interesting concept. Multiple marine squads, one per ship? Multiple per ship. That seems more complicated. I'd like to at least explore manual control of your original ship and automating something with any ships you buy or capture.


"But, Bums, what about the Hulk Sui..."
Yeah.


"But, Bums, what about the Hulk Suit flame..."
I'M ON IT.


"But, Bums, what about the Alien Merchant in a Tube?
Oh. Err. Okay, that's not in the game in any form yet. But it's on the todo list. No, really.



So what is Steam Marines 2 about?
There's not a whole lot of plot in-game at the moment, but the gist is you're in a fringe system and robots and aliens are fighting over resources. The first Steam Marines basically had you kick the robot/alien invaders off your ship then New Game Plus started with all your marines and gear and upgrades.

For Steam Marines 2 there are no difficulty levels, and what I'd like to consider instead of a NGP approach is a more sandbox end game. Yes, you beat the campaign, credits roll, et cetera - but instead of the main menu you're allowed to jump out of the system; possibly to procedurally generated systems and missions. Mount & Blade in space? Be still, my beating heart. If I had the time and funds!

It's all still very up in the air at the moment: part of the reason I like to do alpha development, to get player feedback.


This isn't a roguelike!
Close enough!


Okay, it's not as dungeon-y as Steam Marines and it's certainly more open world than some traditional roguelikes. It's not single avatar (although I have an evil idea concerning this issue... !!), and like I said earlier ship combat is not turn-based. But I think it hits a lot of the right checkboxes, if we're doing checkbox definitions.


You can contact me in this thread, via Twitter, or via email at yjseow@worthlessbums.com - your call!

Thanks for reading!
Mister Bums

2
7DRLs / Crime Central (7drl 2014)
« on: March 08, 2014, 07:20:03 AM »
Crime Central is intended to be a Judge Dredd-like (hurr!) entry for 7drl 2014. It will be created in Unity3D and builds will be for Win/Mac/Lin.

Focus is on managing three resources and defeating perps. Health, ammunition, and bullhorns can be used in combinations to produce different effects. You can chain actions together for other effects. If this sounds vague it's because I haven't actually created the game yet.

Will most likely open source the code when the 7drl is over. Will most likely not open non-code assets. Scripts will all be in C#. There will be boilerplate I wrote instead of stole. There will probably be a God class. You will probably not want my code xD


Updating progress on my blog:
http://www.worthlessbums.com/blog/2014/03/08/7-day-roguelike-2014/

Reddit Screenshot Saturday xPost:
http://www.reddit.com/r/gamedev/comments/1zvbom/screenshot_saturday_161_the_way_of_the_indie/cfxdlmx

-----------------------------------------------------------------

Update 8 March 2014, 8:46 a.m. EST

First screen of the day:


Last screen of the day.


Animated Gif (712kb).


Stuff accomplished in the last ~9 hours:
  • Main Menu and procedurally generated levels. Can progress via elevator tiles.
  • Three player resources that feed and regain off one another. No item/refill spawns.
  • Action chains can have separate effects.
  • Three enemy types. Faster movement, harder to kill, steal resources, et cetera.
  • Minimap for better tactical awareness despite first-person view.
  • Tileset shamelessly ripped from Steam Marines; Will probably replace later.
  • Controller support (primarily Xbox + Win for default axes.)
  • Main Menu and in-game music.
  • Amzing Bfxr sound effects.

That's all for now. (Slightly) more info on the updated blog post.


Update 9 March 2014, 6:50 a.m. EST
Builds!
Win x86 v0.1
Mac x86 v0.1
Lin x86 v0.1
Webplayer v0.1

I want to stress that this is a 3-resource juggling act. Don't just fire off all your ammo at the start!


Update 11 March 2014, 3:33 a.m. EST
Crime Central is essentially a complete game now, with a beginning, middle, and end. A victory counter was implemented into the main menu, and a special unlock if the players dies too much xD Will probably finish tonight/tomorrow morning and release final builds.


Update 11 March 2014, 7:37 a.m. EST
Crime Central v0.2 builds and full Unity project (license included; code is any use - ask permission for other assets.)

Win x86 v0.2
Mac x86 v0.2
Lin x86 v0.2
Web version v0.2
Unity project


Hope you like it and that the code is somewhat usable for anyone!

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