Gangster Tactics: Pile Them In

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Post » Sun May 11, 2014 7:26 pm

Finish all the basic battlefield controls.
The B button to go back to the character whose have the current turn, the Start button to open up the options and the the A button to open up choices regarding the selected character.

With just all that done, I will now concentrate on the save and load features.
Will trying to attempt to have unlimited saves despite what I have stated in the past because I have a good idea on how to implement that without screwing myself over with a lot of workload or causing bugs.

As usual, gifs to show progress

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Hopefully the quit button is not the first button people pressed when they see my game :cry:
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Post » Mon May 12, 2014 8:30 pm

Finish the save and load features!
Took way more time than I thought because I am an idiot who key in the wrong set of properties and didn't know it until much later.
Yes, the save feature in this game in Unlimited saves :D . Moreover, a new save slot is set on the every top of the Save UI so the player have not need to scroll down to get to the empty save slot ala XCOM : EU.
The load work as well as expected.

The next task is to setup all the other features for the options buttons bar and to setup the save and load on much earlier layouts. As usual, these features are designed to be easily called via just a function. Make every features I have connect to each other easily with minimal fuss.
Probably will think of some way to make the save slots look even better.

As usual, gif to show progress

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Unlimited saves! Now, you can send your ret.... gangsters to die in hilarious ways with no remorse (like you have any before)
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Post » Tue May 13, 2014 5:39 pm

Finish the options bar for mission UI and nearly finish it for the battlefield UI, with the exception of the Gangsters List, which gives details about all the people in the fight.
No idea on how to make the save slots look nicer, so will leave it finalized just like that.
Will finish the Gangsters List UI after this.

As usual, gifs to show progress:
Mission UI Options Bar
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Battlefield Options Bar
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Post » Tue May 13, 2014 6:56 pm

@Sethmaster - keeps looking better and better. You are very fast with your updates and development. How long have you been working on this now? How many hours do you put in per day?
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Post » Wed May 14, 2014 4:19 am

Manley23 wrote:@Sethmaster - keeps looking better and better. You are very fast with your updates and development. How long have you been working on this now? How many hours do you put in per day?


Thank you. It is nice of you to say that :D
I think around two months or so? Still have plenty to do though.
I think I usually put around two to four hours to develop the game, often during the weekdays and spent more time on it during the weekends.
Some of the reason for my development speed is largely thanks to my initial decision to write and setup my plans for the game into breakable tasks, which I keep track off via trello.
Most of it is largely thanks to the my understanding and ability to use Construct 2 to its fullest. :D
Also Rexrainbow plugins ;)
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Post » Wed May 14, 2014 5:44 pm

Alright! Finish the Gangsters List UI.
It's pretty simple since it's basically Gang Screen code and assets with small changes.
Also, finish drawing the demo's enemy gang small icon.
And now, you get to know the enemy gang for the demo. :D
Onward to movement coding so everyone can walk up and beat up each other.

As usual, gif to show progrees
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Finally, The Death Cross Gang know the gang that they are facing. Meanwhile, Charles and Rhys finally remember their gang's name.
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Post » Fri May 16, 2014 4:15 pm

Finally finish the movement feature.
Take longer than I thought due to the complexities of Tactics Ogre movement system of which I am inspired by and at least will try to be as robust as theirs.
It isn't hard, just very very tedious as most of the coding is pretty much bashing with a brick of code until the feature relent and do as it is told.
Also finish the end turn feature.

Its time to to give actions and items to these gangsters.
So for my next task, I am going to finish up the items and attacks stats and also finish the individual Stats Screen which is accessible via Gang Screen, Gangsters List and the Stats button

As usual, gifs to show progress

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Everyone showing off their new green flashlights

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Much to her friends aghast, Irene is a M

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After thirty minutes of this, the battle objective switch to "Beat the crap out of Rafaela"
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Post » Mon May 19, 2014 12:48 pm

Hey @Sethmaster, you're in today's RPS!

http://www.rockpapershotgun.com/2014/05 ... s-m-i-n-t/

8-) wicked cool, well done!
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Post » Tue May 20, 2014 7:34 pm

lolpaca wrote:Hey @Sethmaster, you're in today's RPS!

http://www.rockpapershotgun.com/2014/05 ... s-m-i-n-t/

8-) wicked cool, well done!


Thank you, I always happy to be noticed. :D
Now, if you read the comments, they are less than favorable though, which is of course, an understatement. :(
In fact, one person ask me if I going to change anything about my game based on the comments.

My response to him is this:

Frankly, no.
They objected to my style of writing and my sense of humor, which is understandable, given that what I had shown so far is pretty crude.
While their concerns are valid, I am first and foremost, making a game that me and my friends would enjoy playing and would have no problem recommending to others.
I am not trying to appeal to everyone and I have no problem accepting that some people don't enjoy the light-hearted style of writing that I employ.
After all, I started in this hobby due to my frustration with the lack of robust gameplay in the indie tactics scene and the constant annoying presence of grind in the japanese ones.
There is no rape in the game whatsoever though, you can be sure of that. Just a lot of honest and dishonest violence. ;)

And now that's out of the way, let's talk about progress.
I just finished the items and equipment tables.
Once again, I underestimated the amount of work required to at least have the same level of complexity in these features with Tactics Ogre.
Add balancing to that, which Tactics Ogre apparently did not do at all, the time that it took me is quite a lot.
What I set out to accomplish with balance is to ensure that all equipment and items are functional and viable.
This ensure no broken builds or that one perfect but boring tactic that you use again and again and again.
Time like this, I am happy for my long experience in tabletop gaming, especially in Dungeon and Dragons.

There is no gif for today, just a more recent mock-up for the stats screen. Going to code it soon.
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Cheers
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Post » Tue May 20, 2014 9:03 pm

I didn't read the comments, though having done so now and seeing some of the stuff that got people annoyed, I have to say I agree with them.

Personally, I think you should reconsider that stuff. This looks like a great game that you're putting a lot into, and it'd be a shame to have that work go unappreciated because of a disagreement over what constitutes humour.

Just my 2 cents though, and if as you say you're not fussed about having the game taken seriously, or played by a large number of people, then it is of course your game and your call. I wish you well with it anyway.
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