Dying Galaxy Commanders aka RogueDungeons II in SPACE
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krell1983




Posts: 551
Location: Poland
PostPosted: Mon, 14th Jan 2013 23:08    Post subject: Dying Galaxy Commanders aka RogueDungeons II in SPACE
 Spoiler:
 



Update: Space Rogue-like where you build ship form parts parts will be in seize of 1 box - 3x3.

I don't know will you be able to go on foot missions.


Last edited by krell1983 on Sun, 2nd Jun 2013 12:23; edited 2 times in total
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krell1983




Posts: 551
Location: Poland
PostPosted: Sat, 26th Jan 2013 15:04    Post subject:
I started to work on first prototype.

Firs prototype will be ship building engine. With mouse drag and drop UI.

Part will be from one box to 3x3 boxes size.

Parts List: Armor Block,Shields,Reactor,HULL,Bridge,ENGINES
Stats: Shape/Size,Armor,HP,Power Gen,Power Needed,Weight,EXPLODE SIZE,EXPLODE DAM,Torque, Shield Size , Shields HP, Shield Recharge delay, Shield Recharge Rate.


Weapons: PLAZM,LASER,TORPEDO,ROCKETS,Projectile
Stats:Shape/Size,Armor,HP,Power Needed,Weight,EXPLODE SIZE,EXPLODE DAM,Damage,Hull Damage Bonus %, Shield Damage Bous %, Hull Penetration, Damage over Time ?, Blast Radius

Shape will be for example 1x1 2x1 cross 3x3...
Armor damage absorption..
total weight and total torque will determine ship evasive abilities.
EXPLODE SIZE,EXPLODE DAM - some part explode when destroyed.
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[mrt]
[Admin] Code Monkey



Posts: 1342

PostPosted: Sun, 27th Jan 2013 13:46    Post subject:
You should mention what platform your planning on, which is the primary programming language you've started in and what technology you are going to use. People can tack-on and be able to offer a hand or maybe share their experiences helping you avoid some common pitfalls in design and code etc...

If you have any sketches or artsies or other materials..we have some nice artists lurking around that sleep with photoshop under their pillow every night Smile

Good luck!


teey
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krell1983




Posts: 551
Location: Poland
PostPosted: Mon, 28th Jan 2013 00:33    Post subject:
So technology is flash AS 2.0. Yest i know but it's easy and i know it well.

Later in development i will gladly outsource some work.

My last game was RogueDungeons "1" Wink. I wanted to crate not level base RPG. Biggest problem with my game was bad performer. It was one person project. When i was at early stages of development i made choice of method of displaying things on screen. Basically a lot of movie clip + play don't work well. :/ When i run test it was working OK but later when i started to ADD more graphical object performance got worst.

RogueDungeons link: http://www.newgrounds.com/portal/view/590837

So i can code ( more or less Wink ) i can do graphic design and sound (not music), but music is not a problem. Plan is to be 1 year project, so it will be 1 - 3 year.
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krell1983




Posts: 551
Location: Poland
PostPosted: Tue, 5th Feb 2013 01:23    Post subject:
I was working on some random dungeon generation.
There will be two layers of dungeon crawling one will be exploration layer and other combat layer.

When you will have random encounter game will go to combat layer. There will be small map where you and your party will battle monsters or some thing... Wink

http://krell1983.com/PCC6/GEN.html -this is exploration layer.

Thing like different room graphic will be added when i will have all graphical data for dungeon type. It will be simple filler that will add noise like effect to map so it's not hard to code.

If someone would like to try code random dungeons i can provide files and instructions it will not be complicated only working on Array Wink.
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krell1983




Posts: 551
Location: Poland
PostPosted: Fri, 1st Mar 2013 13:02    Post subject:
Some progress...

Here you can see some ship parts GFX + animation and shop random item generator
http://krell1983.com/PCC6/Biuld%20Engine%201.html

"RogueDungeons II in SPACE" is this good name for game Wink ?
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krell1983




Posts: 551
Location: Poland
PostPosted: Fri, 15th Mar 2013 19:40    Post subject:
http://krell1983.com/PCC6/Biuld%20Engine%202.html

Improved random item generator, shop works buying selling printing on screen...

Tech level is in player inventory and shop item quality (normal,good,rare,unqite...), tech level in data base is minimum level on with item will be added to random item pools.
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krell1983




Posts: 551
Location: Poland
PostPosted: Mon, 27th May 2013 12:48    Post subject:
So project is going froward i have there is a lot new stuff.

I have full list of main features:
1. Rouglike with big open* word to explore.
2. Biulding ships from parts.
3. Complex and interesting RPG system.
4. Random generated dungeons and missions.
5. Random encounters: explore derelict ship, defend ship from boarding parties...
6. Skills like bluff, intimidate and negotiations will be important part of game.
7. Crew global morale system and mutiny.
8. Ground combat morale system: panic, fear...
9. You can hire npc / mercenaries / build robot and name them.
10. Random generated stats of weapons armors and ship parts.
11. Easy to use interface drag and drop mouse support.

* i don't know how open word will be well.

I will post new version for save game testing when i will have that part done. I have done some RPG system design and part of RPS system are working. Player inventory and shop. Still a LOT of work to do Wink. Some progress with ship building engine was done too.
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PumpAction
[Schmadmin]



Posts: 26759

PostPosted: Mon, 27th May 2013 12:58    Post subject:
Cool, I played your other game before, not for a long time though, the saving somehow went off but this sounds interesting, keep up the good work! Smile


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krell1983




Posts: 551
Location: Poland
PostPosted: Sun, 2nd Jun 2013 12:20    Post subject:
Some Pictures Wink.









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TheZor
VIP Member



Posts: 5991

PostPosted: Sat, 15th Jun 2013 14:09    Post subject:
Best of luck for your project ! Smile


R5 5600X - 3070FE - 16GB DDR4 3600 - Asus B550 TUF Gaming Plus - BeQuiet Straight Power 11 750W - Pure Base 500DX
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Sat, 15th Jun 2013 14:30    Post subject:
Good luck indeed!
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human_steel




Posts: 33269

PostPosted: Sat, 15th Jun 2013 15:22    Post subject:
So, you're the only one working on the project? Really impressive work. Good luck and don't forget to post the final version when it's all ready. Very Happy
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ixigia
[Moderator] Consigliere



Posts: 65091
Location: Italy
PostPosted: Mon, 17th Jun 2013 03:50    Post subject:
That's an amazing project, Krell. Keep up the good work, and best of luck of course!
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krell1983




Posts: 551
Location: Poland
PostPosted: Mon, 17th Jun 2013 11:12    Post subject:
Yes i'm only one working on this project. I'm making some changes to space part of the game i will get into more details later Wink.
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PumpAction
[Schmadmin]



Posts: 26759

PostPosted: Mon, 17th Jun 2013 11:36    Post subject:
Did you also do the cover art yourself? Smile

And why don't you just call it Dying Galaxy?


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krell1983




Posts: 551
Location: Poland
PostPosted: Mon, 17th Jun 2013 12:51    Post subject:
Cower was done by my friend ( http://izmaeth.deviantart.com/ ). I asked him can i use this picture he made some time ago Wink. If you Google Dying Galaxy there is a lot searcher results, but Dying Galaxy Commanders much less.
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krell1983




Posts: 551
Location: Poland
PostPosted: Fri, 12th Jul 2013 22:35    Post subject:
Good News

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Bad News

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Terrible news

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