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U-238

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A member registered Oct 22, 2019 · View creator page →

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Corporations community · Created a new topic What is done
(1 edit)
  • Ogg sound loading and playback, positional sounds attenuation (for mono channel sounds).
  • Sector scene with camera movement and zoom.
  • Minimap UI, but not clickable yet.
  • 3-rd version of pathfinding based on flow-fields. That allows make one
    calculation for large goups of units, if they start to move from different locations but have same goal. Local avoidance. Simultaneous unit movement for all directions in same tick.
  • Weapons, targeting and damage system.
  • Atlas textures for sprite loading, animations. Independent-order shadow rendering technbique. Player coloring shader. Fast texture packing workflow.
  • Self-wtitten entity component system to have good performance while simulating large amount of sectors.
  • Fast simulation mode, which will be used for waking up sectors after sleep simulation if there were no online players.

I played it for a while, sound was a bit loud gotta tune it in my OS settings. Personally I'm not a fan of that genre of games, but have some thoughts. It would be easier to navigate if direction options had a pointing arrows. Second thing, I experienced a bug when I hovered (X) button on the top right it shows popup but I moved cursor out too quickly, and it was not oppening again after I hover. Did not played to end, I think with better graphics and more engaging story cold be a cool game!

Corporations community · Created a new topic FAQ
(5 edits)

When it's planned to release or have first working alpha version?

Don't know completely, I have a job and making the game in my free time. But I don't plan to abandon this project or switch to another.

Will it be free?

Most likely it will be a price for a copy. And if there will be official servers, monthly subscription to access them.

Will this game available on steam?

Yes, as it is convenient way to distribute games. But maybe also a standalone version.

Why pixel-art stytle?

Because I like that nostalgic retro looking with modern touch. Also it's easier for me to draw.

Will there be a single-player campaign?

I would like to make that, but maybe later. It will cost significant amount of time for art and story. So for now multiplayer is first priority.

What programming language and framework is used in development?

Currently it's in C# .NET Framework 4.5. OpenTK for graphics, it's an open source wrapper library for OpenGL graphics. OpenAL for audio.

On what paltforms the game will be available?

Currently developing Windows (7, 8, 10) version. Also tested on linux on my friend's PC, besides it requires to have Mono installed. Probably in future would like to add web version (I have good web developing skills) and mobile, also maybe Mac (dont have one, so can't tell anything).

How many people working on this game?

For now I'm working on it alone in my free time.

Can I participate in development?

Yes, contact me in discord NesCafe#3661

Corporations community · Created a new topic Game mechanics
(6 edits)

Game goals

Collect resources, build factories and defenses, assemble vehicles, cooperate or fight with other players, trade. Challange to automate and build more efficient logistics, factory layouts and compete other players with your military power.

Multiplayer and planets

Each server could have simulation of several planets that depends on computational power. Each planet is a 2D map consist of sectors which will be simulated in real-time. Anyone could create own server by running it on home or dedicated computer, and allow to join everyone (in that case it will appear in global list of servers) or only for friends. Planned to have official servers that accessible by subscription.

When the planet is exhausted, new planet will be created and after all players leave empty planet it will be deleted. Players will have ability to transfer their stuff and resources between planets.

Planets will have different variants in sizes (different amount of sectors and maximum number of active players) and environment textures (jungle, sand/mars, snow, maybe other).

Spawning

Planet will have constant amount of sectors reserved for spawn (3-5) until maximum amount of active player for planet would not reached. you choose from them where to spawn, and your mobile harvesting module lands there. After spawning sector will become immune to attacks for some period of time (explained by beign under protection of United Earth Coalition forces).

Factories

Simple items assembles together to more advanced. Starting from raw/compressed ore, continuing to materials, microchips and assembly parts, resulting into completed vehicles, mechs and bots. Build factories to make defence and army to resist attackers or conqueror other territories, or trade products with other players via global market (probably implemented as teleporters). Good possibility for exchange between players who like to invent efficient layouts and have over-production and players that less interested in factory shenanigans (but they will be required for additinal resources).

Diplomacy and alliances

Compete for territory and resources. Make alliances and clans (corporations). Cooperate with other players to beat strongest ones. Trade with other players with resources, production items, vehicles.

Technology

Build labs and choose what technology to research. Technology progress remains (probably, but not decided yet) during one server, so it won't be lost if you move from one planet to another.

Logistics

Scout new sectors, and after starting sector become exhausted or earlier expand to new territory. Build mining bases and establish resources transporting to factories. Build outposts to provide units with power and communication. Send convoys to protect resource transporters. When attack happens request support squads from another bases and fight untill they arrive.

Automation [planned]

The more time you invest in playing the game, the more progress you have in automation. And better efficiency in logistics and defending aggressions while you are offline. Program logic to defend against invaders during your offline time. For cases when the player is stronger and nothing can hold him from capture your resources, storage will able to launch resources to a planet space orbit, that is peaceful by convention, so you won't be so upset because don't have to start from zero.

Hacking and scouting [planned]

Scout weak points in opponent's defence, critical points and supply routes to use that information later when performing attack.

Paint vehicle in enemy color and fabricate identification codes to scout bases of other players.

Deploy spy-bugs and stick on opponent's vehicle to see everything around wherever it will go. However if he build scanners on his base he can detect it and disable or intentially allow to see some information.

Use cloaked units to spy on opponent's base but sensors can detect you.

Hacking modules will temporary allow you to gain vision or immobilize/take full control of another player's unit. Hacking protection tech can also be researched.

Sabotage

Perform stealth operaions. Sneak with small group of units to not trigger an invasion warning and stay undetected by another player.

Use strategic decisions to cut transporting routes form resource mining bases that supplies factories.

Hostile environment [planned]

Some sectors will have more rich and rare resources but will have difficult environment conditions or events. Players who researched corresponding tech can access those resources.

Stellar flares (players will recieve a warning prior some time to this) electro-magnetic storms that disables all electronics. Can occur in equetor sectors for big planets. Or on whole planet, if it's small or that solar system has unstable star. Research a technology Faradey hull cage.

Extreme cold temperatures. On planet pole sectors or whole planet if is is far from star and cold. Liquids are freezing, materials become more fragile (reduced armor), units moving slower or completely stop. Research a technology for cold-resistant materials.

Meteor falls (prior warning) can cause fire and destroy vehicles, buildings and infrastructure (but happen on low territory). For planets without atmosphere or if orbit is near asteroid belt. Research a tech for static energy shields or energy shield module generated around vehicles, or a tech air tracking system and build turrets. Mobile bases can be usefull too.

Some planets would have hostile creatures. The don't like you mine resources from their planet and will invade you. Build more walls and turrets, place minefields and produce defensive vehicles.

Sand storms (prior warning) that obstruct radio-communication, reduce movement speed and vision range. Energy shields research can help.

Sand planets could have giant worms ^_^ that will eat anything that is moving. Hunt them or move by air.

Factory blueprints [planned]

Save and load efficient factory layouts for later use in another bases, share them with your alies.

Sandbox [planned]

Environment to experiment and try different layouts with instant build and unlimited resources to better learn the game in safe and non-distracting environment and save blueprints of your results for later use in multiplayer.

Replays [planned]

Whenever an attack happens automatic replay recording starts and will be saved, so players colud watch it and analyse later.

Custom vehicles assembly [possible]

Create custom vehicle setups, by choosing between manuverability and armor/fire power. Choose different weapons and install modules (cloak generator, energy shields, hacking module, movement speed, armor/hp, shoot range/power, detectors/scanners/radars) to gain special abilities. Adjust this according to own play-style and opponents/allies setups.

Underground bases [possible]

Assemble drilling vehicles and build an elevators to access underground layer. Hide your bases and factories from scouting and have better security.

(10 edits)

It is 2D real time strategy game, with semi-open world multiplayer and sandbox elements, styled with pixel-art graphics.

Imagine if "Factorio" had a purpose for those factory production, rather then achieve top technology and finish the game. For those who didn't play Factorio, in this game you rack your brains to build facory layouts, combile simple things to make more complex. It very similar to any engineering in real life or programming. You could have good solutions that are efficient and extensible or have a huge mess. This is all fun to play.

Now you will have a reason to build factories: assemble vehicles (probably including creation of unique setups, weapons/modules) and use them to defend or attack other players.

Game world (planet) divided into sectors. Players will spawn, scout and capture new territories, collect resources, manage logistics of resources and forces between sectors, create alliances or fight with other players, trade.

Often in competitive strategy games opponents have super simmetrical condition at start. Therefore success depend on how fast you are clicking and solve more problems in less time. There can be different approach, where all player's beses exist in the same game world, and simulate seamlessly 24/7. And even if you are offline your bases, resuorces collection and factories continue to operate.

I never saw this idea implemented anywhere. Until I found a game Screeps, which I very liked. And this game proves that concept.

As players will came to game at different time and have inequal progress and power in the game, there need to be some ballance. This aspect deserves a separate discussion. Check "Game mechanics" post to understand that idea more.

(5 edits)

Feel free to give any feedback on how do you like the idea of the game, share your thoughts and suggestions.