CoHack - An Open Source Turn-Based Strategy Game

Show us your completed creations made in Construct 2

Post » Fri Apr 19, 2013 3:16 pm

Not sure if there's anyone interested in this, but one of my favorite Shockwave games as a kid was Spybotics: The Nightfall Incident. You can see a video of how the game plays here: https://www.youtube.com/watch?v=TjRXYJ5ZUPM

I really like the overall concept of this type of game and would like to expand on the mechanics.

I'm currently working on creating a basic gameplay prototype. You can download the current progress here:

BoardGame.capx

You can also run a live version of the current development version here: CoHackTest

Features for the aspiring C2 Developer to take from:
  • Notification system that moves from one side of the screen to the other based on touch input
  • Turn-based system based on a game state machine
  • Random grid generation script developed by @Yann
  • Player and computer spawning at designated spawn positions
  • Maximum board movement path determination and highlighting based on a recursive function developed by @vee41
  • Attack highlighting that ignores board gaps (ranged attacks are not reduced due to missing board spots)
All art and sound assets in this project are also royalty free for anyone to use!
Last edited by Excal on Sat May 03, 2014 9:11 am, edited 2 times in total.
Project Lead of Zems Online Card Game

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Post » Wed Jul 31, 2013 1:29 pm

I'd like to go ahead and bump this in case anyone is interested in collaborating.

The .capx file is updated and includes the current iteration of code. Compared to my first big project, I've tried my best to follow better C2 coding practices:



Here's a screenshot of the project progress so far:



Special thanks so far to @Yann, who developed the random grid generation script used to generate the levels.Excal2013-07-31 13:30:27
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Post » Tue Aug 06, 2013 12:50 am

@Kyatric please move this to the Your Creations forum whenever you have time.

The .capx has been updated once again for anyone who is interested in seeing it. Currently I'm working on creating a basic gameplay prototype. Compared to the last update, there is now both player spawning and computer spawning.

I wasn't happy with the previous game UI so I've modified it and created a permanent UI in this version. I think in the long run this will work much better, but there are some things to change/add. Right now I'm not sure how many UI sections there needs to be, but I'll figure that out over time.









I'm currently working with an artist and composer to create the media for the prototype. When that happens, I will start including a license file to indicate which parts of the project are open source (basically the events and setup) and which parts are not (the media).Excal2013-08-06 01:46:56
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Post » Wed Aug 07, 2013 3:48 pm

First set of graphics are now incorporated. What are people's thoughts about the style?









You can also test it live: CoHackTestExcal2013-08-07 15:49:31
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Post » Wed Aug 07, 2013 6:43 pm

Nice work Excal. I will love to help, but This seems too advanced for my Construct 2 knowledge. Hope you find someone who can help you.
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Post » Wed Aug 07, 2013 6:49 pm

Been watching, been waiting and Wow! Amazing what some kick ass graphics do.
I just started with C2 so don't know how much help I can be, but I will be watching this mature into the game you envision.
You think you can do these things, but you can't, Nemo!
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Just keep learning.
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Post » Wed Aug 07, 2013 8:30 pm

very cool - I like turnbased stuff - I will be following your efforts
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Post » Thu Aug 08, 2013 2:30 am

@Imchucho, if you're new to C2, you can still download the .capx and look through it if you want to figure out how to implement something, such as a notification box, highlighting, etc.

I'm also currently working with an audio composer to flesh out the music and sounds. I learned from my first project that graphics + sounds can create an atmosphere that can turn even the most terrible or un-innovative game into something people will enjoy playing.
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Post » Sun Aug 11, 2013 5:32 am

Thanks to @vee41, we now have movement indication on the board! The hard work is still yet to come, as I want the movement itself to look sequential (programs will move one square at a time to the destination instead of magically appearing there), but that's something to work on for this coming week.



Also, program highlighting during the player turn is kind of broken, but I'm hoping to have that resolved soon as well :)Excal2013-08-11 05:33:21
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Post » Sun Aug 11, 2013 5:54 am

@Excal Looking great! The only issue I can see from a board layout point of view is that since each side is random, it may give one team and advantage or disadvantage based on the layout. Any though to generating half as much tiles, then mirroring that to make the other side of the board so both sides are asymmetrical? That may make the gameplay a bit more even for both sides. Though as this is a single player game I guess that is not as much of an issue...
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