Star Nomad 2, Updated Trailer!

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Post » Tue Aug 18, 2015 12:17 pm

Thanks @blackant !

A big update, lots of pics, currently play-testing complete build & balancing & tweaking AI

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This is what happens during a system under siege from rival Factions:


During a random play test I happened to stumble into an Imperial system which was under pirate attack, the fighting was intense, with the defending Imperial quad wiped out by some pirate reinforcements. The victorious pirates camped that system wrecking havoc on merchants and disrupting trade.

Not wanting to be a pirate victim, I decided to scoot and jump into a nearby system, which happens to be Cerulan, an ex-Imperial system which the Omni Collective (Purple Zerg-like Ships) previously captured. The Empire (Golden Armored Ships) gathered its resources & fleet to launch a full scale offensive to try and re-take it. Obviously the Omni HQ called in reinforcements to prevent this, and so an epic battle took place.

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Both the Collective & Empire decided (AI voodoo magic!) this was an extra important battle and committed ALL their fleets into this engagement. The scale quickly escalated… I ran and hid in a corner to avoid all the crossfire..

Out of the blue, a random scouting fleet of the Starborn Federation (Aqua Crystalline Ships) decides to jump in to investigate all the ruckus and got caught inbetween, promptly going out in some big explosions.

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Due to the Omni holding a major system advantage, their fleet was bigger and so they eventually wore down the Imperials, taking out all their Colossus Capitals.

The siege is over, the bulk of the Omni Fleet heads to the Jump Point to return to their systems (A big Starborn fleet was heading for Omni space elsewhere!).

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But no! The silly pirates in the adjacent system (which they were pillaging) decided to get greedy and jump in to plunder some hapless merchants…

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Those pirates sure didn’t expect such a massive Omni Fleet here, they decided to make a run for it (AI ships can flee if odds are very bad for them, or if severely damaged), but the firepower overwhelmed the pirates before their jump engines could charge up!

System secured for the Omni.. even the little drones fly home.. aww, how cute!

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So, that’s what you can expect if you wander into systems under siege from the big factions. Normally the battles are smaller, unless the AI deems the system is important enough AND they have a good chance of winning, they usually do not commit such a large force. Doing so leaves their other systems with weaker defenses, making it vulnerable for the other faction to conquer.

In a 3-way-battle, the AI does its best to survive & win. This means attacking a weaker foe, but also preventing foes from growing too powerful. It’s been tough to design & balance this aspect, but it’s done, very functional & very effective.

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Since making this game, at the start I've always worried I bit of more than I can chew, on a personal talent level but as well as on a C2 engine level (back then, there were a lot of negativity regarding C2 being only for simple games or smaller scope projects)...

But luckily, C2 is an amazing engine, simple on the surface, but it enables a ton of depth & complexity. There really is no better 2D game engine out there. :)
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Post » Fri Aug 21, 2015 11:54 am

@Silverforce Wow. Looks really solid :D I can't imagine how your event sheets are organized with all those features :)
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Post » Fri Aug 21, 2015 2:36 pm

@Anonnymitet
Thanks!

It's surprisingly well organized since I made a habit since the start to fragment lots of event sheet for each specific task (ie. 1 faction's AI in 1 event sheet) and I put lots of comments so I don't forget!

Usage of functions & arrays help reduce repetitive events but it's still quite big. If I could restart everything from scratch, I can trim it down by about 2000 events knowing what i know now as well as several features which were poorly done (but it runs efficiently enough).

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Post » Fri Aug 21, 2015 2:49 pm

Haha, nice. Looks organized and well documented :D I know exactly what you mean. When I look at my events everyday I always think how I would do it so much better if I started making the game now with all the knowledge I've learnt during the development. But I'll use that for the next game and you'll always learn so you can improve on each game :)

Will you work with a publisher this time or will you publish this yourself?
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Post » Fri Aug 21, 2015 2:59 pm

@Anonnymitet

I've got to do a nice video then onto Greenlight it goes soon and hope it passes.

Also, you are right, the more you work with C2, the more you learn everyday, it's great. I hope to be able to go on and make even better games but...

If this game doesn't do well on sales, it'll most probably be my last as I have to consider changing careers into something that earns $. :) One thing about SN2, it's the spacesim game I always wanted to make but never knew how. SO if it sell peanuts, at least its a game I enjoy playing, so not all will be lost.
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Post » Fri Aug 21, 2015 4:41 pm

112... means 1120 or 11200 events? :o
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Post » Fri Aug 21, 2015 11:13 pm

Iolva wrote:112... means 1120 or 11200 events? :o


11K so far. But event counts by themselves don't really say that much since someone better at C2 or logic than me would achieve the same features in less events.

Star Nomad 1 was about 4K events, but it was more wasteful and un-optimized with event usage compared to this one so far.

Just an example, in SN1, for the spawning of dynamic merchant vessels, I repeated it for each of the star system. In SN2, I use an array that defines the behavior of each star system, one of the metric includes how "busy" that system is and I use 1 function for all the star system to spawn random merchant ships based on that metric in the array. So I accomplish an even more complex spawn system with a few events compared to hundreds.
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Post » Sat Aug 22, 2015 5:07 pm

Wow, simply wow.
About the changing careers if the game doesn't make enough money I'd strongly advise against it since you seem very talented. It'd be such a waste. I haven't read all of this topic's pages but have you considered fundraising services like Kickstarter?
In the worst case scenario, I'm sure there are some companies in the game industry looking for people like you.

Good luck and please don't give up!
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Post » Sat Aug 22, 2015 8:34 pm

@Silverforce I'm in the same boat as you.. I'm making my first game... so I'm about where you were on SN1..if my game doesn't make any money, then at least it's the space game I always wanted..

The game looks pretty great so far! can't wait to play it.
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Post » Sat Aug 22, 2015 10:53 pm

@byondisoft
Thanks. I already changed career from science researcher to solo gamedev, so if this doesn't work out, gotta do something to earn $. That's life!

@jobel
Thanks. Good luck with your Alpha One project!
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