Author Topic: Space Grunts - in development  (Read 33255 times)

orangepascal

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Space Grunts - in development
« on: July 07, 2015, 11:40:23 AM »


update: game is now up for pre-order with beta access: http://www.spacegrunts.com

Hey guys, I've been working on a rogue-like for a few months now, and now at the point that I feel comfortable sharing with the actual target audience, and I'm nearing the point of a beta pretty soon so might be hunting some people on here for feedback later.

The game is Space Grunts, designed as an action arcade game, but plays like a turn-based roguelike.. which is.. different I guess ;)

Reason for this is that I never really played turn-based games, so this is my first attempt at making one, but in my own style. I got challenged by other developers to try creating one, and so far I'm having a blast with it!

You can watch 10+ minutes of the latest build in action here:
https://www.youtube.com/watch?v=HRd-Ato7cjE

There is still a lot to add and iron-out, but that's why I'm now on here, in the hopes to pick up some ideas, thoughts, and influences from rogue-likes and the people who play them.

I made some design decisions that might seem odd, but again, I come from action-arcade games, and that's how I approached this one in the hopes of creating a turn-based game that is interesting enough for different types of players.

It will be released on Steam, and also on ChromeOS, Android, iOS, Ouya and a host of other platforms.

Feedback very much appreciated!

http://www.spacegrunts.com

« Last Edit: July 30, 2015, 02:38:55 PM by orangepascal »
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orangepascal

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Re: Space Grunts - in development
« Reply #1 on: July 08, 2015, 01:59:13 PM »
Added a new light-system today for the Steam version:



Longer view on Youtube: https://www.youtube.com/watch?v=XmeUh26TALY
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Paul Jeffries

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Re: Space Grunts - in development
« Reply #2 on: July 08, 2015, 10:46:31 PM »
Looks nice!  It's certainly a lot 'juicier' than the average roguelike.  From the video, it seems like the main combat mechanic revolves around selecting the right weapon to use in the right circumstances.  Is there any more to it than that?  If not, I'm worried that may become repetitive - what might be fun in an action game for ages can quickly become tedious in a turn-based game if there are not sufficiently deep consequences to your actions.

orangepascal

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Re: Space Grunts - in development
« Reply #3 on: July 09, 2015, 07:56:06 AM »
Looks nice!  It's certainly a lot 'juicier' than the average roguelike.  From the video, it seems like the main combat mechanic revolves around selecting the right weapon to use in the right circumstances.  Is there any more to it than that?  If not, I'm worried that may become repetitive - what might be fun in an action game for ages can quickly become tedious in a turn-based game if there are not sufficiently deep consequences to your actions.

the first zone (3 levels) is a matter of using your weapons (and sparse ammo) correctly while progressing towards the base and collecting as many items as possible.

The later zones will require you to use your inventory items correctly to survive, and weapons take a little backseat - still the right weapon at the right time, but you'll want to balance your inventory items a lot more to survive.
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Kyzrati

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Re: Space Grunts - in development
« Reply #4 on: July 10, 2015, 03:29:46 AM »
Wow, this looks really nice, though I would echo Paul's sentiments--appears a bit on the simple side, but hey there's a market for that, too (a bigger one, even...).

orangepascal

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Re: Space Grunts - in development
« Reply #5 on: July 10, 2015, 07:48:33 AM »
Wow, this looks really nice, though I would echo Paul's sentiments--appears a bit on the simple side, but hey there's a market for that, too (a bigger one, even...).

I hope to strike a decent balance between being a more open one (easy to get into) and still deep/interesting enough.. We'll see how that turns out ;)
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Krice

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Re: Space Grunts - in development
« Reply #6 on: July 10, 2015, 04:03:49 PM »
The game is Space Grunts, designed as an action arcade game, but plays like a turn-based roguelike..

No it does not play like turn-based roguelike. It's just an action shooter.

orangepascal

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Re: Space Grunts - in development
« Reply #7 on: July 10, 2015, 05:50:17 PM »
The game is Space Grunts, designed as an action arcade game, but plays like a turn-based roguelike..

No it does not play like turn-based roguelike. It's just an action shooter.

it does actually, but okay :)
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Ferret

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Re: Space Grunts - in development
« Reply #8 on: July 10, 2015, 10:42:51 PM »
The game is Space Grunts, designed as an action arcade game, but plays like a turn-based roguelike..

No it does not play like turn-based roguelike. It's just an action shooter.

Based the videos he linked, it seems pretty clearly turn-based rather than real-time. In the second video (this one: https://www.youtube.com/watch?v=XmeUh26TALY ) there are two early spots in particular where this is extra noticeable: around 0:27 when the player spends a longer than usual amount of time aiming (and yet, no enemies react to the delay), and then around 0:41 in the flame trap room: the on/off states of the traps is only changing when he moves. It looks possible to take turns very quickly, but they're definitely still turns.

orangepascal

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Re: Space Grunts - in development
« Reply #9 on: July 11, 2015, 05:52:14 AM »
Based the videos he linked, it seems pretty clearly turn-based rather than real-time. In the second video (this one: https://www.youtube.com/watch?v=XmeUh26TALY ) there are two early spots in particular where this is extra noticeable: around 0:27 when the player spends a longer than usual amount of time aiming (and yet, no enemies react to the delay), and then around 0:41 in the flame trap room: the on/off states of the traps is only changing when he moves. It looks possible to take turns very quickly, but they're definitely still turns.


yep, trust me it really is turn-based, and it really is roguelike.  As I said in the original post, I'm trying to create a hybrid of turn-based and action arcade.

You can play this game quick like a shooter if you want, but you won't get very far, the turns are instant so there is hardly any delay when you run around and just keep pressing the direction keys/buttons (if that's how you wanna play it).

The inventory system is still in development and growing as I add a lot of items, this is where some of the tactics will come from as you have to decide what to use and when to use it, with a limited amount of inventory slots, you'll also have to decide what to grab and what not.

so it might not be the standard turn-based roguelike.. but that's kinda the point of creating something new :)
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Krice

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Re: Space Grunts - in development
« Reply #10 on: July 11, 2015, 08:12:25 AM »
yep, trust me it really is turn-based, and it really is roguelike.

Turn-based doesn't mean it's a roguelike. Lot of games are turn-based. Chess is turn-based.

Quote
so it might not be the standard turn-based roguelike.. but that's kinda the point of creating something new :)

Games like that were invented in the 80's. It's actually what you see in these mobile games, they are exactly the same as 8-bit games back in stone age. But I guess there are plenty of new players as well who play these kind of games the first time, that's why they sell and I guess it's good for the developers.

orangepascal

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Re: Space Grunts - in development
« Reply #11 on: July 11, 2015, 08:17:26 AM »
Turn-based doesn't mean it's a roguelike. Lot of games are turn-based. Chess is turn-based.

Quote
so it might not be the standard turn-based roguelike.. but that's kinda the point of creating something new :)

Games like that were invented in the 80's. It's actually what you see in these mobile games, they are exactly the same as 8-bit games back in stone age. But I guess there are plenty of new players as well who play these kind of game the first time, that's why they sell and I guess it's good for the developers.

I knew my hardest problem would be to convince some of the hard-core roguelike defender players :) that's ok!
but yeah it's turn-based AND it's a roguelike.  Even tho that's hard to define, going by this site's own defination (http://www.roguetemple.com/roguelike-definition/)  Space Grunts has:

- it's turn-based
- it's grid-based
- there is permanent failure
- there are procedural environments (from layouts, to special rooms, rare items, etc)
- there is an inventory with items that change the outcome of your battles and progress
- you play with a single character
- there will be random conflict outcomes

so what's missing in your opinion? would love to know, cause perhaps I can still work some of the things in, that's why I joined these forums after all!

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Krice

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Re: Space Grunts - in development
« Reply #12 on: July 11, 2015, 06:56:02 PM »
so what's missing in your opinion?

Role-playing game which gives that overall roguelike feel to a game. If you don't have it almost everything can be a "roguelike".

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Re: Space Grunts - in development
« Reply #13 on: July 12, 2015, 05:13:36 AM »
so what's missing in your opinion? would love to know, cause perhaps I can still work some of the things in, that's why I joined these forums after all!
Every man and his dog has their own set of definitions.  You'll get Person A fervently saying that if it's not turn-based, then it's not a roguelike.  And Person B emphasising some other different point on the scale as more important.  I've played procedurally generated, turn-based, grid-based, etc games that were definitely not roguelikes.

Ultimately, it's not enough to want to make a roguelike, your game has to bear enough of a resemblance when seen and played.  And you have to be willing to say it's not a roguelike, but it is a whatever "with roguelike elements" or use a nonsense term like roguelikelike or roguelite, if it's more honest.

If you can look in the mirror and say without being self-serving, that it is a roguelike, then just say it's a roguelike.  But if you hold it up and compare it to a traditional roguelike, like Brogue, Rogue, Moria, DCSS, etc and it bears no resemblance, then what is it worth to call it a roguelike?

Trying to please people on forums is standing there while they're pissing in the wind.  You'll feel confused and unclean, and certainly won't be any better off.

orangepascal

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Re: Space Grunts - in development
« Reply #14 on: July 12, 2015, 07:45:19 AM »
so what's missing in your opinion? would love to know, cause perhaps I can still work some of the things in, that's why I joined these forums after all!
Every man and his dog has their own set of definitions.  You'll get Person A fervently saying that if it's not turn-based, then it's not a roguelike.  And Person B emphasising some other different point on the scale as more important.  I've played procedurally generated, turn-based, grid-based, etc games that were definitely not roguelikes.

Ultimately, it's not enough to want to make a roguelike, your game has to bear enough of a resemblance when seen and played.  And you have to be willing to say it's not a roguelike, but it is a whatever "with roguelike elements" or use a nonsense term like roguelikelike or roguelite, if it's more honest.

If you can look in the mirror and say without being self-serving, that it is a roguelike, then just say it's a roguelike.  But if you hold it up and compare it to a traditional roguelike, like Brogue, Rogue, Moria, DCSS, etc and it bears no resemblance, then what is it worth to call it a roguelike?

Trying to please people on forums is standing there while they're pissing in the wind.  You'll feel confused and unclean, and certainly won't be any better off.

It is a roguelike, it's that simple, and it has a lot in common with something like Brogue, since I actually play that since I started developing this game and took a lot of ideas and concepts as inspiration.

I'm not here to please people on this forum, I was hoping to get some constructive feedback from people to see what they would like to see in a game, since there is still room to add gamedesign elements to this one.  And I believe this forum is part of my target audience, so who better to ask.

so far I just have to defend my game being a roguelike ;) so perhaps this isn't the audience I was aiming for :)

 
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