You are Here:
Mothership

Author (Read 7313 times)

Mothership
« on: March 04, 2010, 12:29:24 PM »
 

Greggers

  • Where are you trying to go, Sad Legs?
  • Dissolute Staff
  • IT'S OVER NINE THOUSAAAAAND!
  • *****
  • 9455
    Posts
  • Karma: +156/-12
    • View Profile
    • Dissolute Productions
So, after trying to develop 2 new games and realising both rely on a technology we are currently UNABLE TO USE, I've had to retreat back to the spaceship game working title'd Mothership, now my last, best hope of actually finishing something.

Going back over it it's easy to see how immature a lot of my design choices were, but also I was impressed at how ingenious I can be when faced with a difficult problem, a lot of time and internet resources, and no idea what I'm doing. Having got to grips with the basics of AS3 though I think I'd rather do it in that, but unfortunately I've already done so much in AS2 that a port would be even more work than starting over.

Basically now my task is threefold: First I need to go back and plan out the interface better - I think I was going for immersiveness over clarity which only works, if it works at all, if you're prepared to put a lot of time and effort into art, sound and story, and I'm not. So screw that. Plain, user-friendly menus all the way.

Secondly, I need to figure out the bits of the game I haven't done yet, most importantly, game progression - the same mission over and over makes a boring game. Lots of different missions makes a confusing and difficult-to-program game. I am at least planning to keep mission objectives quite simple and limited, though I grudgingly admit that once again I'm being a little ambitious by proposing to string missions along a dynamic storyline. However, my internal game-designer assures my internal publisher that this will actually save me effort in the long run since it'll give instant engagement and a good deal of replay value for a minimal investment of work, as well as giving the game a gimmick that'll stand out against a background of very similar 'kill-baddies-get-powerups-kill-baddies' games.

Thirdly and most importantly, I have to look over my code and try and figure out what the hell I was doing - naturally I barely commented anything and had to work out most of the techniques I needed on the fly so the result of my labours is somewhat... impenetrable. Unless I can reverse-engineer my own code and make additions that are compatible with it, there isn't even the possibility of a game. Still, I figured it out once; I can do it again.

Once those 3 tasks are complete, I can deal with the minor business of designing, drawing, coding including and balancing every single enemy and ship component, and writing, programming and implementing every mission, then balancing modules, enemies and missions and fixing the inevitable legions of bugs. So yeah, more on that in 3 or 4 years.
I'm refining my earlier estimate of of one million ghosts, down to several thousand. It is still a cause for concern.
 

Re: Mothership
« Reply #1 on: March 04, 2010, 01:04:27 PM »
 

Nathan

  • Ahahahahahahahahahahahah.
  • Dissolute Staff
  • Hopeless
  • *****
  • 4262
    Posts
  • Karma: +89/-8
    • View Profile
GOOD.
This game should be finished, it was looking very snazzy when I saw it 5 years ago.
I am happy to help out, if I'm around some time and you need some coding, design or shit.
I haven't really got enough time to work on a proper game myself and I'd probably only slow down Jorj but I wanna get back into flash games.
Ooh, the other thing I can do is project management.
You want me to give you schedules and stuff?
This could be fun!
No more owls for you.
 

Re: Mothership
« Reply #2 on: March 04, 2010, 05:27:16 PM »
 

Deshara

  • would you kindly
  • Wizard o' Nothing
  • WTF 6K
  • *
  • 6519
    Posts
  • Karma: +88/-47
    • View Profile
GOOD.
This game should be finished, it was looking very snazzy when I saw it 5 years ago.

*feels old*
 

Re: Mothership
« Reply #3 on: March 05, 2010, 03:36:45 AM »
 

Greggers

  • Where are you trying to go, Sad Legs?
  • Dissolute Staff
  • IT'S OVER NINE THOUSAAAAAND!
  • *****
  • 9455
    Posts
  • Karma: +156/-12
    • View Profile
    • Dissolute Productions
Man, you're telling me. At least my perception of my previous ineptitude proves I have at least something to show for those 5 years.

I think I'm probably OK at project management, if a philosophy course teaches you anything it's how to break something up into sensible portions and tackle them one at a time. Not that I'm especially great at it, but really the real issue is sticking to the schedules I set myself, if I can't do that then anything further is kind of pointless. I'm sure I could use some help with something though, there's just so much to do. To start with, I was kind of hoping I could borrow ragin' brain man to do a lot of the art.
I'm refining my earlier estimate of of one million ghosts, down to several thousand. It is still a cause for concern.
 

Re: Mothership
« Reply #4 on: March 05, 2010, 05:13:19 AM »
 

Nathan

  • Ahahahahahahahahahahahah.
  • Dissolute Staff
  • Hopeless
  • *****
  • 4262
    Posts
  • Karma: +89/-8
    • View Profile
Aren't we all.
That boys gonna get a lot of demand after CF2.
No more owls for you.
 

Re: Mothership
« Reply #5 on: March 05, 2010, 05:22:01 AM »
 

Greggers

  • Where are you trying to go, Sad Legs?
  • Dissolute Staff
  • IT'S OVER NINE THOUSAAAAAND!
  • *****
  • 9455
    Posts
  • Karma: +156/-12
    • View Profile
    • Dissolute Productions
Bah. Just let it be said that I called dibs.
I'm refining my earlier estimate of of one million ghosts, down to several thousand. It is still a cause for concern.
 

Re: Mothership
« Reply #6 on: April 03, 2010, 04:34:22 AM »
 

Ragin Brain

  • Ragin' Brain Pictures
  • Greater Turnip
  • *
  • 23
    Posts
  • Karma: +3/-0
    • View Profile
    • james-oreilly.com
hey guys,

i've not been on the forums for a while - but funnily enough ive been looking in other places for coders who need artists.

unfortunately i've now taken on a bunch of projects, one in particular that i really regret.

but i'd still be more than happy to work on this game - well first of all i'll take a look at it before i make any promises, but i also have some art from another game that needs the programmer's touch. so maybe we could work out a deal.

edit:
im a bit late, maybe you already have someone
« Last Edit: April 03, 2010, 07:34:24 AM by Ragin Brain »
 

Re: Mothership
« Reply #7 on: April 03, 2010, 09:37:28 AM »
 

Greggers

  • Where are you trying to go, Sad Legs?
  • Dissolute Staff
  • IT'S OVER NINE THOUSAAAAAND!
  • *****
  • 9455
    Posts
  • Karma: +156/-12
    • View Profile
    • Dissolute Productions
Nope, very much in need of an artist still, I'm glad you're interested.

I'd be up for negotiations, feel free to contact me by messenger if that's more convenient. I have a pretty clear idea of what I need done, it shouldn't be anything too taxing - ideally something like a dozen enemy ships, a couple of space-stations, several player-ship-only hull designs and a few explosion and damage effects. It's quite a lot but they're all small things, about 100x100px at most, and there's going to be quite a lot going on on-screen as well so the graphics will have to be as simple as possible while still looking good.

If you're any good at interfaces there's also some bits of that I'd like you to have a go at if you have time. Anything you don't do though I'm happy enough to do myself.
I'm refining my earlier estimate of of one million ghosts, down to several thousand. It is still a cause for concern.
 

Re: Mothership
« Reply #8 on: April 11, 2010, 06:48:19 AM »
 

Greggers

  • Where are you trying to go, Sad Legs?
  • Dissolute Staff
  • IT'S OVER NINE THOUSAAAAAND!
  • *****
  • 9455
    Posts
  • Karma: +156/-12
    • View Profile
    • Dissolute Productions
I've been making occasional progress implementing the planned revisions, mostly minor stuff like the interface. I've also replaced the background stars with a jpg and made a couple of code revisions that should go a small way to reducing cpu usage.

The next major revision is to the power system. It worked by reducing the effectiveness of your systems if you were over-using power.
I considered removing it entirely, but I wanted to retain power supply as an exchangeable component since I think choices about power usage are an interesting part of sci-fi games. It's fun to think about your priorities and combine planning with strategy to maximise your effectiveness within limits - as much as I could get away with it if I wanted, I don't want the players only effective option to be just buying the biggest guns they can afford and killing baddies until they have money for bigger guns. Of course if they want to do that they still can, it just involves buying a bigger power core as well, which is satisfying in its own way because you feel like you suddenly have resources to play with.

Instead of scrapping power, I'm revising the system in a way that'll require much less processing and hopefully be more fun and easier to understand.

There are 2 parts to the new system:

Firstly, the engine output stat puts a limit on what components can be added, since every energy-using component will have an energy cost and you can't equip components with a sum of more than the output.

Secondly, when the ship is launched, the power usage stats will be compressed into two values, 'consumed' and 'surplus'. The surplus will be added to the capacitor bar every turn. When the capacitor is full, the player can initiate a power overload which multiplies the effectiveness of all power-using components but depletes the capacitor. When the bar is empty, the ship returns to normal operation.
I'm refining my earlier estimate of of one million ghosts, down to several thousand. It is still a cause for concern.
 

Re: Mothership
« Reply #9 on: April 11, 2010, 09:33:55 AM »
 

Zero

  • King of all Gelatin.
  • Forumite
  • Hopeless
  • *
  • 2385
    Posts
  • Karma: +72/-40
    • View Profile
Am I the only one here who thinks this game will just reinforce the fact that DP fucking rocks?
The game.
 

Re: Mothership
« Reply #10 on: April 11, 2010, 10:57:14 AM »
 

Greggers

  • Where are you trying to go, Sad Legs?
  • Dissolute Staff
  • IT'S OVER NINE THOUSAAAAAND!
  • *****
  • 9455
    Posts
  • Karma: +156/-12
    • View Profile
    • Dissolute Productions
Personally I'm hoping for little more than to substantiate the fact that DP isn't just Jorj.
I'm refining my earlier estimate of of one million ghosts, down to several thousand. It is still a cause for concern.
 

Re: Mothership
« Reply #11 on: April 11, 2010, 11:59:44 AM »
 

Dragon_Ninja

  • This picture was made by me, Aye! It be crap. Aye!
  • Prolific
  • ****
  • 686
    Posts
  • Karma: +34/-20
    • View Profile
    • This is a pile of crap.
Shit, Thought he was. :P

Some of Nathan's games were entertaining. Eric minigames were good. So was Guantlet.

From the description liking it already, any chance of a playable version anytime soon? Or a testable version or anything?
« Last Edit: April 11, 2010, 01:29:24 PM by Dragon_Ninja »
 

Re: Mothership
« Reply #12 on: April 11, 2010, 12:04:59 PM »
 

Giferd

  • no
  • Prolific
  • ****
  • 917
    Posts
  • Karma: +16/-11
    • View Profile
ha, i remember this game.

it was such a melt to play.
non of your business
 

Re: Mothership
« Reply #13 on: April 12, 2010, 05:53:19 AM »
 

Greggers

  • Where are you trying to go, Sad Legs?
  • Dissolute Staff
  • IT'S OVER NINE THOUSAAAAAND!
  • *****
  • 9455
    Posts
  • Karma: +156/-12
    • View Profile
    • Dissolute Productions
Well it's technically playable atm, I just don't really feel like releasing a version yet because there's still quite a lot of basic stuff like interfaces and neatening up that needs to be done before it'll be possible to get a feeling of what the game will be like, so testing would be redundant.
I'm refining my earlier estimate of of one million ghosts, down to several thousand. It is still a cause for concern.
 

Re: Mothership
« Reply #14 on: April 12, 2010, 07:08:23 AM »
 

Nathan

  • Ahahahahahahahahahahahah.
  • Dissolute Staff
  • Hopeless
  • *****
  • 4262
    Posts
  • Karma: +89/-8
    • View Profile
Some of Nathan's games were entertaining. Eric minigames were good. So was Guantlet.

...?
skeptical face.

So you don't pick catacombs or 7 deadly sins. Large well made games.
You pick a game based around a simple crappy gimmick and one that I made to try and figure out what the programming constructs in flash were.
No more owls for you.