[Strategy] Arr! - FTL inspired game

Show us your works in progress and request feedback

Post » Mon Sep 29, 2014 11:58 pm

Hi all,

Over the past few months I have been working on an FTL inspired game. The theme is supposed to be about Pirates!
But as you can see the art is placeholder, I found most sprites on internet so I could focus on the gameplay mostly.
There is still a lot to do, and there are a few bugs as well as simply features I haven't had the chance / time / motivation (make a pick) to implement.

At the moment you can only test the combat (which is not finished yet). I haven't done the progression in the game, leveling up, upgrading the ship etc.

You can test my little prototype here if you fancy trying it out: http://konnee.free.fr/Arr/
It's not really balanced at the moment so the enemy might kick your ass :D

To play (player ship is on the left)
- Left click to select a character
- Right click on a cell to move

Activating rooms
Characters need to be placed in the room to activate the weapons
When a power is ready, the icons turns green

Extinguishing fires
Characters need to overlap the fire to extinguish it

Repairing cannons
Characters need to overlap the closest to the cannon to repair

Fighting
Character overlapping the same room as an enemy will fight.
They will stop extinguishing fire, repairing, loading cannons if fighting

Activating a power
Cannons target can be placed even if the cannon is not ready (green), it will automatically fire once ready
Catapult (to be changed with mortar once asset is done) target cannot be placed yet in advance (to be done in future)
Mine icon needs to be manually activated

Boarding NME ship
Select a character, right click on little boat
When the little boat has at least one character on top of it, click on the boat, a UI carousel will appear
Click on the wheel to launch the boat

Chest
Right click on the chest when the player character is on the NME ship to try opening it

Catapult (Mortar)
Right-click on the mortar icon to change the projectile type:
- Boulder
- Bomb (OP at the moment :D also because NME don't know how to diffuse)
- Poison

Victory
All NME are killed or the ship is sunk
If the ship is sunk, the chest is not retrieved

Restart
Press 1 (underF1) to restart layout

A few images of the proto below:
Image
Image


Let me know what you think! I'm working on this only in the evening.

Lately I haven't done as much as I would like, a bit of lack of motivation working on my own. If some people are interested joining forces, drop me a PM (only if you're really motivated otherwise it's best I stay alone, this does not mean i'm expecting a lot from you either, everyone has a life). I'm not promising shares, the moon, or else since I'm doing this in my spare time and this might not get anywhere despite it is my dream to make a little studio one day (I'm a game dev in a big studio at the moment).

Thanks for reading me!
Last edited by DoudouSupreme on Tue Sep 30, 2014 1:25 pm, edited 1 time in total.
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Post » Tue Sep 30, 2014 4:52 am

Not sure what was going on or how to play but the game looks good so far. Looks like you have put a lot of planning into this, keep it up!
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Post » Tue Sep 30, 2014 7:13 am

Cool Interesting game!
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Post » Tue Sep 30, 2014 8:21 am

Thanks for the kind comments!

What didn't you get @Tekniko? Let me know what you did not understand, so I can see if I cam improve it :)
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Post » Tue Sep 30, 2014 1:44 pm

I am also working on something FTL inspired (freaking awesome game I've unlocked all the ships but the crystal ship). What you've done looks great!

Can I ask how you did the pathfinding?
Developing Surolace, the survival role playing space game.

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Post » Tue Sep 30, 2014 2:36 pm

Very nice... wan't really impressed from FTL itself (I felt it is very unbalanced and too random), but this setting looks just great for this kind of game.

What I don't understand are all the sliding doors on the pirate ships :)
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Post » Tue Sep 30, 2014 4:18 pm

Yeah the sliding doors are not very common on pirate ship :D
Thanks for your feedback @Ubivis

As for the pathfinding, I'm using both the pathfinding behaviour as well as the MoveTo plugin from rexrainbow, and a 32 x 32 grid.
Basically I have an invisible square that moves to the destination you click which uses the pathfinding behaviour.
The character moves to each node created by the square using the MoveTo behaviour.

It's not 100% bug free, if you click everywhere to try break it, the character can sometimes move in a diagonal through a wall. I haven't spent too much time on it for now since you've got to try break it for the bug to happen 99% of the time and I preferred to focus on other features.
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Post » Tue Sep 30, 2014 4:38 pm

That's a brilliant work around! I scrapped indoor combat in my game to focus on the tweaks I'm making to the fomula of how combat is fought. I just love the battle and stat system from FTL so much so I'm blending the concept with real time movement and RPG elements.

How does your invisible square generate the waypoints? Thanks so much.
Developing Surolace, the survival role playing space game.

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Post » Tue Sep 30, 2014 5:41 pm

I'll make a quick .capx for you to reproduce it then I've got to play Shadow of Mordor :D
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Post » Tue Sep 30, 2014 6:31 pm

There you go, this is the logic behind it. File is attached
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