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The Corps

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Maker: RMXP
Genre: FPS/RTS
Completion: 64%
Story: 2159 AD
A once prominent military advisor is persuaded back into action by investaging a transmission from a colony on a small planet in the Zeta II Reticuli system. He leads a team of marines onto the planet and soon ends up in the middle of a devastating crisis; Where afterwards they all uncover a dark secret held by the very people that sent them in.

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- Take control of any unit on the field at anytime
- Issue orders to all your different fireteams as you move through the compounds sectors on the planet
- Recruit Marines, buy Items and Weapons to suit up for battle.
- Defend your HQ and build Mineral Extracters to establish a solid HQ defense.
- Lots of units in a sector at once.
- Raycasted world that includes: Lighting, Transparent Walls, World Objects, 128x128 tiles
- Movies and sounds from some games and a certain movie.

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The Marine Corps
USC (United Systems Corporation)
Aliens

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A unit can carry: two items, and two ranged weapons, with a combat knife. Each unit can increase their skill with any weapon they have equipped. By increasing the units weapon skill, it will take slightly more damage. The more kills a unit gets, the more experience they recieve. By gaining more experience the unit will recieve a small increase to their Maximum Health. Units die often, so you can send in more units by dropship for a price.

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Fireteams are a group that consists of up to 5 units. You can give them orders on the map or give them quick orders while taking control over the fireteam.

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HQ is a place where your main base of operations is. It allows you to build and upgrade many things for your team. By using your Credits(money) you can recruit new marines or purchase items. Any HQ can be captured by a team when only their units are inside the HQ area. Slowly the HQ will be taken over by that team, giving other teams a chance to stop you from taking over the HQ. Whoever has no HQ's left, wins the sector.

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Combat Knife
Damage: Medium
Fire Rate: Normal

VP70 Pistol
Description: Fires standard light damage rounds.
Ammo capacity: 15
Damage: Medium
Fire Rate: Normal

12 Gauge Shotgun
Description: More damage is dealt the closer you are to the target
Ammo capacity: 6
Damage: Light-Heavy
Fire Rate: Slow

M41A Pulse Rifle
Description: Fires Medium damage rounds rapidly. Secondary fire switches to the grenade launcher if you have the required upgrade.
Ammo capacity: 30
Damage: Light
Fire Rate: Fast

M41A Grenade Launcher
Description: Fires M40-M50 Grenades, damaging surrounding enemy.
Ammo capacity: 4
Damage: Heavy
Fire Rate: Slow

M56 Smart Gun
Description: Fires light damage rounds rapidly. Secondary fire makes the installed computer chip auto target any enemies in view.
Ammo capacity: 50
Damage: Light
Fire Rate: Fast

Medkit
Description: Fully restores health automatically when health is below 50%.

Proximity Turrets
Ammo capacity: Infinite
Description: A stationary gun that will attack any enemy in its sight. These can be placed down by anywhere by any unit.

Mineral Extracter
Description: Use on mineral deposits to receive more credits until the extracter is destroyed.

Ammo Clips
Description: Contains rounds for each individual weapon. Consumes ammo for the currently equipped weapon when clip ammo is zero.



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The_Corps.zip (36.8 MB)

RPG Maker XP is not required to play this game.
 
I played this for 10 or 15 minutes and it is very impressive. How were you able to make it in 3d?

In general the UI is really good, however in certain situations when the game is giving the player instructions, like in the HQ, if the player tries clicking one of the buttons at the top like Load/Quit, etc. it still tries telling the player to click the right command or whatever that it's trying to teach them.
 
Good horror effects ;D
Well, except for the graphic a great thing. Are those 3D models from another game or why do they look that bad? ^^

Anyway, it's not real 3D, is it? It's just like a super-mega-version of Mode 7, right?
 
Neo-Bahamut":16t9w4nd said:
Good horror effects ;D
Well, except for the graphic a great thing. Are those 3D models from another game or why do they look that bad? ^^

Anyway, it's not real 3D, is it? It's just like a super-mega-version of Mode 7, right?

The "models" aren't models, they are 2D sprites. This is a raycasting engine, like the one used for Wolfenstein 3D.

@Behemoth: Dude, this is really bad ass. I remember that a long time ago you released an open demo of the raycasting engine. That early demo was definitely a nice proof of concept, but this one is running much faster, good job.

The only problem I am having is that it is slow to respond to my key presses. As in, if I press and hold the W key, when I let go I will continue forward for some time. I am wondering if you are, by any chance, rendering any frames ahead of time. I know that, in some cases, when you render frames ahead of time it can cause some problems with the game not responding properly to input.
 
I don't think they are. I think they are just 4 direction 4 frame walk sprites just like you would find in any other RPG Maker game.
 
Thanks I'm really glad that most people liked the game. The graphics were never suppose to amaze anyone. But if you want to be.....somewhat amazed with the graphics then you can open the encrypted data file by certain means and change the Resolution to 640x480, then you'll see better graphics at a cost of playability. Or you can play Wolfenstein 3D on the SNES then play this game. Then I'm sure you won't view it as so bad lol.

And yes the sprites are all in ordinary rmxp character sprite formats. But orginally, as Neo-Bahamut may have been trying to say, the sprites did come from models. Models from the pc game AVP2.

Since a few sites actually link to this forum including non english rpg maker sites I will answer a few questions not asked here, but maybe some people here may be thinking it as well.

How the video in the game was done - The video in the game is just a bunch of pictures played one after the other.
This game was done entirely within the rpg maker editor and does not use any external engines.
The world and objects are all rendered to a single bitmap.

I enjoyed making the strategy aspect of this game the most. This was really the first time I had done a complete 3 level AI system, Team->Squad->Unit, standard stuff. Testing the game while working on the AI always made me laugh. The first time I tested the unit AI to simply go after and fire at enemies, they went after their allies instead. Oops there should have been a NOT in there. NOT fire at allies. lol. Anyway, I think I did alright with it, but it could have been better. And as an rpg fan I definitely wanted to keep some traces of rpg elements in the game. As you kill more enemies with a unit you can level up their weapons and Health. This is something that is hard to notice since you'll die before you'll ever level up anything, but that's due to me not balancing the game out correctly. Although every person so far has thought of this as only an fps game there is more to it then the first tutorial level you play.

Also there was a couple of people wondering why I would do a raycast engine in such a slow scripting language and I'm sure most people are wondering.
The answer to that is:

1) I wanted to see if I could do raycasting.
2) Then I wanted to see if I could make a fully playable unique game with it.
3) I used rgss in the past and I was very familiar with it.
4) Because this scripting language is so slow it really keeps you on your toes for optimizing your work. Especially doing about 40+ long distance path finding calculations in rgss without it chopping the frame rate to 1. (I could have optimized the game more, sadly I didn't)

I made this game with much inspiration from the movie Aliens. Which should no doubt be very obvious since I threw many audio and video clips from the movie at the player before you even get into the game. I thought it was funny. I also had inspiration from starcraft which had inspiration from the movie Aliens (I'm sure) lol.

This was my last rpg maker project so I hope everyone moderately liked the game. And......I guess that's all I have to say. Thank you to all those who tried out the game, and I wish you all good luck with your own projects in the future.

"That's it man, game over man, game over!"
 

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