[Android & iOS] Star Nomad RTS/RPG (Sci-Fi Sandbox)

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Post » Wed Mar 05, 2014 11:08 am

I don't mean to rain on your parade, but... on those station pictures, the perspective kinda feels off.
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Post » Wed Mar 05, 2014 11:18 am

Yeah I was going to keep everything top down flat, but it felt a bit stale for stations, it just didn't pop from the background or foreground as Id like, so stations will be isometric... could be a weird gravity thing where stations all rotate slightly hehe.

However, I'm not a natural artist by any stretch of the imagination though, I'm an ex-scientist (working as a postdoctoral researcher during 2013)!
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Post » Wed Mar 05, 2014 1:25 pm

Well, that's a minor detail that can always be fixed later. ;)
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Post » Fri Mar 14, 2014 4:16 am

I used assets meant for this larger RTS/RPG space game and a made a quick puzzle game with it: Firewall on Android.

The player ship in this game is a Beam Frigate which they can buy, and the boss ship is a Faction Capital ship, 3 turrets, 2 beam cannons. Something to pass some downtime while I'm putting the big game together.

My personal best score is 156 with a hit-streak of 10!
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Post » Sat Mar 22, 2014 11:13 am

Update (22/03/2014): Decided on Star Nomad as name. Game is coming along very nice, all the factional AI is completed, fighting between faction fleets work great. The travel system is working great, jump into a jump-point take you instantly to another sector out in the correct jump-point. A few more art (icons for equip and inventory) remain to be done.

More screenshots.
This is almost a sector wide zoom-out, can see all the stations and jumps, along with trade ships making their random routes, police/militia patrolling to provide cover.
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An interesting tactic here, the player has a crap starting ship, no way to fend off all those loot-thirsty pirates... so lure them into the militia patrol and let them fight each other! :D
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Pirates use plasma cannons, its great single target dmg, but militia specialize in beam cannons, which do aoe-line damage, great for bigger fights. Silly piwates did not survive to regret chasing a poor ole trade tincan.
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Post » Tue Mar 25, 2014 2:05 pm

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Post » Thu Mar 27, 2014 2:59 am

Take my money now. ;)
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Post » Thu Mar 27, 2014 3:08 am

Tylermon wrote:Take my money now. ;)


LOL! It will be free... :lol:
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Post » Thu Mar 27, 2014 3:19 am

Silverforce wrote:
Tylermon wrote:Take my money now. ;)


LOL! It will be free... :lol:


Now thats my kind of money! haha.

Honest advice: Put it in the app stores free with advertisements. Then launch a $1 advertisement free version.
You will get twice the exposure. Throw in a few bonuses to the paid version though.
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Post » Tue Apr 01, 2014 10:56 am

Trading UI! Dynamic prices adjust based on your sell/buys. Station & Region specific prices.

Simply approach a station, come to a stop and touch Trade icon to initiate Dock/Trade.
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Drag & Drop trading/cargo system.
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Fill up and fly to a station where your goods fetch the best prices and profit!!
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When I was testing it, I tried to use some examples on the tutorial here with Arrays but it consumed a lot of CPU grunt so I started from scratch with my own implementation. The trade system I came up with has no Array usage, just lean mean variables.

With the game running (all the ships flying around and AI patrols) and the trade UI being used, the game ran at 60 fps on my older tablet! o_O
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