Sector 53 [RPG/Ship Shooter]
Posted: Thu Jan 10, 2013 6:56 pm
** EDIT 1-20-2013 adding the current .love for a sample of the progress **
Hello all. I am new to Love and programming. I started learning last week (1-4-12) with my first "hello world" and Now I have come a long way. I wanted to share my progress so far. This is a few days old but as I get further I will update as needed.
First of all I will describe the game. This is a 2d shooter/rpg. If you have played Eve Online then you will understand some of the concepts I will be describing. You will move in space on a grid based map.
Random encounter will happen and you will enter a battle mode. The battle mode will be similar to an old fashioned space shooter and the player can move up or down. The enemy will do the same. I might add the ability to move left and right to a degree. The player can click on the different weapons to fire and each weapon will have a cool down period. There are also speacial abilities you can use that will work the same. The health stats will be Shield, Armor, and Hull/Structure. I have not decided on the names yet but basically your shiled will always start out at full with each new battle. Armor and Hull will need to be repaired at a space station. If your Hull ever reaches 0 then your ship is destroyed. Same for the enemy. Some weapons will be able to go through shields while others will need to take the shield out before affecting Armor and Hull.
The inventory screens will allow you to costumize your ship with different weapons and ammo plus special modules that can affect weapons. For instance a Turrent with Armor Piercing Bullets and a Over Heated module that will allow you to shoot faster than normal (shorter weapon delay between shots). The equip screen is still a WIP so here is a basic concept.
And finally the last bit that adds a real classic rpg twist to this shooter will be the walking in stations and planets. This portion will also have random battles but these battles will be like jrpgs in the turn based style. The player will have a party and each member will be able to level up and be equiped with different items. So basically this game will have two styles of battle encounters. Ground, jrpg turn based, and space, real time shooter.
I have alot of the design already made and still working on graphics. For now everything will be in space until I polish that bit. Then I will move into the coding for the ground style game play. There will be a storyline, but the story will be more or less optional and also random missions. The finished game will have a sandbox feel to it. I would love opinions and ideas. I hope I made everything clear.
A side note, I plan to have this game finished in about 2 years. Just something to do in my spare time. I will post up a new demo this next week. I am redoing alot of the code based on some new discovories I have made with programming!
**EDIT 01-18-2013**
Also here are the old battle engines https://www.dropbox.com/sh/xccv6e0kbpzo84s/SvRnh0bK7w I am working on the newest one and the new one on there is old and broken. There are two versions. One is simple and works and the other is buggy as hell.
Hello all. I am new to Love and programming. I started learning last week (1-4-12) with my first "hello world" and Now I have come a long way. I wanted to share my progress so far. This is a few days old but as I get further I will update as needed.
First of all I will describe the game. This is a 2d shooter/rpg. If you have played Eve Online then you will understand some of the concepts I will be describing. You will move in space on a grid based map.
Random encounter will happen and you will enter a battle mode. The battle mode will be similar to an old fashioned space shooter and the player can move up or down. The enemy will do the same. I might add the ability to move left and right to a degree. The player can click on the different weapons to fire and each weapon will have a cool down period. There are also speacial abilities you can use that will work the same. The health stats will be Shield, Armor, and Hull/Structure. I have not decided on the names yet but basically your shiled will always start out at full with each new battle. Armor and Hull will need to be repaired at a space station. If your Hull ever reaches 0 then your ship is destroyed. Same for the enemy. Some weapons will be able to go through shields while others will need to take the shield out before affecting Armor and Hull.
The inventory screens will allow you to costumize your ship with different weapons and ammo plus special modules that can affect weapons. For instance a Turrent with Armor Piercing Bullets and a Over Heated module that will allow you to shoot faster than normal (shorter weapon delay between shots). The equip screen is still a WIP so here is a basic concept.
And finally the last bit that adds a real classic rpg twist to this shooter will be the walking in stations and planets. This portion will also have random battles but these battles will be like jrpgs in the turn based style. The player will have a party and each member will be able to level up and be equiped with different items. So basically this game will have two styles of battle encounters. Ground, jrpg turn based, and space, real time shooter.
I have alot of the design already made and still working on graphics. For now everything will be in space until I polish that bit. Then I will move into the coding for the ground style game play. There will be a storyline, but the story will be more or less optional and also random missions. The finished game will have a sandbox feel to it. I would love opinions and ideas. I hope I made everything clear.
A side note, I plan to have this game finished in about 2 years. Just something to do in my spare time. I will post up a new demo this next week. I am redoing alot of the code based on some new discovories I have made with programming!
**EDIT 01-18-2013**
Also here are the old battle engines https://www.dropbox.com/sh/xccv6e0kbpzo84s/SvRnh0bK7w I am working on the newest one and the new one on there is old and broken. There are two versions. One is simple and works and the other is buggy as hell.