You're one of the many scattered generals of the late Earth's forces. It seems that since the fall of a united government, diplomacy is a too dangerous chance to take, so what used to be a united army now turned into an interplanetary battle royal.
Everyone's fighting for their share of the remaining fossil fuels, capable of powering space travel. To survive, you have to gather what's left of it on the remaining planets in this solar system. Rally your troops, fight your way through their forces and grasp for the only thing you still care for in this doomed place.
note that without a graphics card of reasonable performance,
you won't be able to play the game as inteded
rosareven put in quite well-understandable terms what's going on and what you have to do here:
rosareven":4din5wns said:It's a rotary strategy game. FUEL UP is kind of like "end turn". You click on the building thingy with the colour correspondent to your turn (blue or red) to build units, and you click on the created units to control them. The rest of the buttons are for the units: left or right to move around the planet, the bottom left button to shoot. I think a unit can only shoot once. As the units move, fuel is spent. Creating units cost fuel too, but ending your turn ("FUEL UP") will earn you a bit of fuel.
You're looking at a strategy game that attempts things known to be quite difficult in game design: A casually approachable and at the same time very challenging play style, as well as relaxed and fun gameplay that is equally playable with a lot of tactical thinking and calculation.
Starting with a base camp that will take care of fuel gathering and unit production, you have to raise your mancount and try to clear the surface of the opponent's pesky units and their base.
The catch is that your units will consume the valueable fuel you're here for in the first place. Every time you accelerate, turn or produce units, you will need to blow some valueable fuel into the atmosphere. Heavier tanks will consume more fuel than light ones, but can take more damage. Your base is what you really need to protect, though, as you lose the game the second the enemy destroys it.
The key to scoring high is therefore to achieve a lot with little means and fewest units possible, as all your success will be measured by at the end of the day is how much fuel's still left on that planet you're trying to suck dry.
I'm finally done with this project... for now, as I might take it to an entire new level should I win the license.
Let me put some stats down at this point, though:
- I used 90 events in total (internal count used, meaning global and local variables included)
- I started working on this on the 5th of March
- about 20 hours have been put into interface and graphic design in total, not counting their functionality scripting in C2
- about 50 hours have been spent working in C2 - about 20 hours of that hasn't been cut again later on :down:
- you will need about 10 minutes to play through this game against a friend
- I've taken one and a half days off to work on this throughout the month (half of that actually being used wisely)
- I'm so fucking glad I'm finally through :grin:
I definately didn't expect such a hassle with this project at all past the point of getting the circular gravity to work (which was about an hour of work). In the beginning, it went very smoothly, but I quickly stumbled upon problems when trying to seperate the units into two factions, or even getting the smoke particles right. About a week until completion, I encountered a project-breaking lack of functionality in C2 (according to my knowledge, of course) that made it impossible for me to get an AI into the game.
So, I was restructuring my work, thinking of how to rescue it, and multiplayer was the only thing that could possibly save me from starting an entirely new project. I was rebuilding large parts of the game to get it somewhere close to what I wanted, and to think that I only today (on the last contest day) started to implement a second unit is definately not worth a good rating on planning skills.
The interface was the hardest part, as I tried to get something done that wasn't copying any existant tactical or strategy games, and specifically rendered to my game's needs. I especially like the way the health display works, but overall, I think it's a pretty nice piece of work on this department. Took me about 30 events and two days of work alone for just the interface functionalities, by the way.
Hope you like the outcome somewhat, even though it's relatively thin. I would've loved to implement an artillery kind of unit that can fire over others, or a jet fighter that can fly over units. I'm sorry to disappoint your expectations already, as this isn't an in-depth strategy game or anything close to it... maybe you can still apprechiate the effort being put into it, and see where this could have gone when
Credits
- The song you can hear throughout the game is 'Dictatorship' from Zodio's album 'Fuel' (fitting, isn't it) - make sure to check it out, as it has some very cool, chilled instrumentals in it that are worth listening to!
- Sound effects are shamelessly stolen from RMVX. Well, not as much stolen as used legally, but either way.
- The tank graphics are from a Nintendo Wars game I don't have the exact name of. They have been reworked, but not been created by me.
- Everything else, meaning graphics, interface design, coding/eventing, the game idea, and whatever else is completely my own work.
- Glitchfinder's name in the initial contest advertisement banner got me to actually join this... don't ask me why, but here I am :blank:
- Venetia, for spending way more time into turning this contest in the hbgames.org marketing machinery it is now. Aside from the fact that she got everyone on the right track, I feel she made an awesome grid girl!
- everyone who used some of their signature space to promote my game!
- Most of all, all those who pushed me in here and outside this topic to continue working on it, knowingly or not. That's pretty much everyone that posted here or wrote me via PM. Noone ever wasted a thought if I'm actually going to finish this, which is kind of nice... Thanks, and I hope I'm not letting anyone down :thumb:
I sent out the PMs with the links to the uncompiled project. Feel free to keep the banner in your signature, though, or even add it now!
Thanks for everyone who participated!
Thanks for everyone who participated!
Code:
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I had a lot of ideas for this I couldn't possibly incorporate into this game for time and license limitation reasons. To not let those go to waste, I'd just like to mention them here because I think they're quite cool...
I had a lot of ideas for this I couldn't possibly incorporate into this game for time and license limitation reasons. To not let those go to waste, I'd just like to mention them here because I think they're quite cool...
- constructable buildings like production facilities and additional fuel pumps instead of a single base
- shroud to cover the parts of the planet not in direct line of sight of any of your units
- four different movement and building layers (subterranean, surface, air, space) that differ by distance to the planet core (units closer to it will be able to reach their destinations faster, while units in the outer layers have a higher range of sight) and other factors that will take the gameplay to a much less single-sided level
- different terrains on surface level that creates additional obstacles (such as lad vs water)
- multiple adjacent planets in the same scope that your units can switch between with the proper means, so that you're essentially fighting multiple battles at once
- network multiplayer (if possible with the engine), and maybe featuring more than two players
- a stage editor, including the previously mentioned map features