August 16, 2018, 10:59:33 AM

Author Topic: Sacred Lands - Code a game competition - May 4th to June 30th  (Read 3998 times)

Offline iWasAdam

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #90 on: June 13, 2018, 11:13:20 AM »
Added swarmers - they don't do anything, just lots of them and they home to you... if they get near... BANG!


(sorry for the dark pic - it was raining!)

Love the idea of tiny spiders. possibly drop an egg that pulsates and then lots of little spiders come out...

I like the way this has morphed into a mashup of Zarch, The Sentinel and probably Defender  :))

Offline Derron

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #91 on: June 13, 2018, 12:02:01 PM »
"Tentacloid"
water alien with long arms ... attacking trees built too near at the waters


"Morphoid"
Can morph into "ground/trees/..." to cover from attacking trees. while morphed/covered it cannot get attacked by automatic attacks. They cover every x seconds for y seconds.


Lumber Jacks
They wear some kind of saws at their arms - with them they can attack the trees (faster). Their only aim is to remove trees from the island


Night Walkers
They benefit from dark skies (night, rain) and gain red-moon-power during that times, making their damage poisoned (slowly removing health from attacked trees). Poison adds (weakened) poison-effect to directly-neighbouring trees.


bye
Ron

Offline iWasAdam

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #92 on: June 13, 2018, 12:28:08 PM »
Spider 'mite'  ;D

Offline iWasAdam

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #93 on: June 14, 2018, 07:20:48 AM »
Broken Egg with mites:


They are a bit dumb (not too dumb) but there are lots of them and they are quick

Offline Derron

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #94 on: June 14, 2018, 09:52:06 AM »
Dunno how good they (baby spiders) are able to get distinguished from the grown up ones.

As I see these "green rocks": you might consider having some "randomness" on them. Eg you could mark vertices as "randomable" - if they are not random, they become "normal" to the surrounding 4 vertices (so it looks "flat"). Randomess would allow a bit of varying surfaces of the rocks - or just create small "pieces" which clump together to form a "rock formation".

bye
Ron

Offline iWasAdam

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #95 on: June 14, 2018, 12:24:44 PM »
Tweaking and refining now. recoded the height system so it is calculated once per map and all enemies, etc get their height from this. Means the walk smoothly up and down the sides of hills now :)

When an obelisk is 'eaten' an egg is laid. and mite come out of eggs... mites walk sideways...

The Mites got me - ship just exploding...

You can also see the scanner now has colored blobs for each enemy type

Offline Xerra

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #96 on: June 14, 2018, 01:03:07 PM »
Can't wait to have a look at this game Adam. Just have a feeling it's going to be fantastic.

Offline iWasAdam

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #97 on: June 14, 2018, 02:12:32 PM »
Thanks for that Xerra. It's certainly going to be something different.

The only thing I can now say is testing, testing, testing...

Offline iWasAdam

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #98 on: June 15, 2018, 08:23:08 AM »
Currently working on the loose situation: :o

Offline iWasAdam

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #99 on: June 15, 2018, 02:59:03 PM »
now working on UI bits:


The main ship is called 'Sacred'
so the title Sacred Lands becomes a pun. as in the lands that are sacred and also the ship that lands...

Offline iWasAdam

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #100 on: June 16, 2018, 07:37:27 AM »
Sacred UI complete:  :D



Offline col

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #101 on: June 16, 2018, 07:52:53 AM »
I have to say that this is looking pretty damn awesome  8)
Any bugs in my code are proof of its hand-coded nature.
https://github.com/davecamp

Offline iWasAdam

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #102 on: June 16, 2018, 08:27:06 AM »
How about some audio straight from the game - i'm not saying where though...
https://soundcloud.com/mavryck-james/sacred

Offline Derron

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #103 on: June 16, 2018, 08:40:58 AM »
Regarding outline-screenshot:

I think it might look better if the hull was not totally outline-only but some kind of "semi transparent" (just 10% opacque or so).

For now it looks too "blunt" or hmm "base color"ish (hard to describe). Having the individual lines "shaded" (different colors) does not make it look better imho.


Underline of "thrust vectors" is shorter than the text (while for "sacred" the line is longer) - maybe increase length to "max length" of the texts at the end. That "indicator line" could be skipped at all - just start a bezier-curve left of the text and end at the desired spot. or do some "circle line circle" thing

o-------o thrust vectors

Skip that line altogether if you cannot select other parts of the ship (means "thrust vectors" is always displayed).


@ font choice
Remember to only use this "harder to read scifi-font" only for captions. Text blocks should be written in a more standard font face to ease readability.



Enough nitpicked. Have to prepare for a wedding now (not mine, have had mine some years ago already :-)). Booze time.


bye
Ron

Offline iWasAdam

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Re: Sacred Lands - Code a game competition - May 4th to June 30th
« Reply #104 on: June 17, 2018, 10:48:00 AM »
Text sorted :)
we've now got a win situation. Where the trees all bloom and everything looks lovely...