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Intergalactic War! (Project closed :[ )

Archive: 9 posts


Update June 11th: Did a complete test of the game. Thermo restrictions prevented there being enough units to make a fun level. Project is dead until I feel the urge to start it up again.

Update June 10th: Work on the complex menu system is annoying. It's very powerful though, so I'm hoping people will like it. Tried to make some more music, but gave up and replaced with game provided stuff (interested in help with music). Did some more work on the title menu stuff, might just scrap it all and go with another setup.

Update June 9th: Finished all 4 factions. Had a massive test run (100 units spread across map) which ran a little slowly, but nothing too bad. BTW, it was awesome! Also started making some music. Began work on background and foreground decorations (rocks, planets, etc).

Update June 8th: AI is now much more brutal when attacking. I'm having trouble dealing with them (and I know exactly how best to kill them, lol). After I implement the human player only weapons though, this should be a little different.

Update June 8th: Simplified unit logic by about half and slightly changed projectile logic to make it simpler. Balanced unit damage, range, and speed. Made first model of user in-game interface. Implemented emit/destroy of level parts. Overall, reduced thermo load by about half (from 75% to around 40%...yeah, wow)

Update June 7th: Finished second faction, tested some battles. Made a vid as well.


http://www.youtube.com/watch?v=qgRRj2J3C8g

Update June 6th: Test level of main menu and minigame are up if anyone wants to look at them here (http://lbp.me/v/0znfpy). Not much to see though, really just to make sure the game loads properly with all the emitters and such. I'll make the 'Start' button functional in a few days after I do some more tests to balance each ship type.

Also, I made a little video of me testing my A.I. Still needs some tweaks, but works great so far. You can view it here (http://www.youtube.com/watch?v=I2iEOrbQxLc).
EDIT: Spoke too soon, just noticed that units were only firing when facing the enemy, must have glued instead of just bolted the weapons platform.

~~~~~~~~~~~~~~~~~~~~~

This is my new thread for my space RTS, "Intergalactic War!"

The reason is because my old discussion was spread across 3 'ideas' of the game I had over 3 months, and is incredibly outdated. This is my 4th version of the game, and it is mostly done already, I just have some questions that I'd like to have opinions on before I finish.

EDIT: I made an incredible amount of progress today. Finished sounds, units, projectiles, health. I could have a demo out now, but I want to add some more things I want to test before it goes live. Full game will probably be done soon as well, depends on schedule though.

To summarize the level:


4 faction space RTS
Each player is a single unit, teamed alongside several AI players of the same faction
AI is quite capable, 4 modes of operation (attack unit, attack base, heal self/defend base, explore)
Up to 4 players, can team up any way (all different team, 3v1vAIvAI, ..., etc...)
players given 'save codes' after finishing a session so they can return with similar things unlocked at the start of another session
Jump-in/out gameplay (players can join a game at any time and continue playing their 'character' with other players whenever they want)
Economy and empire-building components (mining, building structures/bases)
Win by destroying all enemy units and structures
Random events (asteroids, solar flares)
Real-time game information (bases built/destroyed, player join/leave
Powerful HUD (minimap that shows nearby unit/base location, cool-downs for weapons, cash, notices, ship health, experience meter)
Several weapons (laser, beam, rocket, each with different properties, can use up to 4 at once)
Several ships (fighters = fast/medium health/low damage lasers/high RoF, destroyers = slow/high health/medium damage beams/medium RoF, cruisers = low health/very high damage rockets/low RoF)
...pretty sure that covers everything.


Questions to community:

Is anyone interested in creating music for this project?
2011-06-05 21:09:00

Author:
SSTAGG1
Posts: 1136


Posted a test version of just the main menu + minigame here (http://lbp.me/v/0znfpy). Also made a vid of testing some A.I. stuff here (http://www.youtube.com/watch?v=I2iEOrbQxLc).

EDIT: Wow, just noticed that the units were only firing when facing the enemy, must have glued the unit and rotating attack plate instead of just using the bolt, darn.
2011-06-06 22:00:00

Author:
SSTAGG1
Posts: 1136


This sounds really cool...seems like you have a good grasp of logic. I'll make sure to check it out and leave a comment when I have a chance.2011-06-07 01:29:00

Author:
anthman852
Posts: 66


Thanks, I'm well on the way to finishing it, so expect something soon...ish. I'm currently incredibly sick, so work is going to be slow.

I do have some GREAT news though. I simplified the logic (again...) so I can fit double the number of units anyway! That AI test had 14 units flying around, now try to imagine expanding that to include just over 14x that number (~200), except with them split across 4 teams, all trying to destroy each other. That was my last 'playable' unit count. Probably going to drop a bit after I finish more stuff, but still, that's pretty awesome.

Those questions I made are kinda unnecessary now that I reduced the logic load in the level (effectively reduced a 24 part system into 2 parts... and this system was used on every unit... = lots of savings).

My new plan is to post the first version simply as a space shooter (IMO, this would be the 'unit balancing beta test&apos, and then add in all the RTS and MMO elements as either an update, or spend more time and post it as a whole new level.

Also, I changed the HUD. Since there are up to 4 players, and the MASSIVE HUD I had before would be fairly useless when 2+ players are anywhere close to each other. It is now in the form of a mini-menu system, where you open the 'game menu' and then select which HUD element you'd like to see (pops up over your unit). Pretty easy and fast, /+up/down+X and it's there. / again to close, or O to back out to the game menu.

I'll also try out a toggle HUD option, where you just press / to switch through each HUD element to be shown next to your ship.

ALSO..(yes, there's more)......
1) I NEED TESTERS (either in the form of player reviews or dedicated players who try to find faults/imbalances)
2) I NEED MUSICIANS (if interested, post here or just wait to see the level and judge if you want to be involved)
2011-06-07 05:51:00

Author:
SSTAGG1
Posts: 1136


I could test.
my PSN is my username here,
2011-06-07 11:32:00

Author:
DarrienEven
Posts: 217


Well, I managed to recreate a second faction in order for a battle to occur. I'll let you judge for yourself. 2nd battle is at 2:32.

Edit: Moved it to the OP.

Opinions, thoughts, concerns? Note that the thermo bounced between a segment until units started being destroyed. Fell about 2 segments by the end. Multiple of the same unit works better though for the thermo, so it should be possible to reach higher counts due to the tiered production of the units.

EDIT: ......nothing...? I was hoping for at least some criticism on the awful design choices (there is a reason btw, easy on thermo). Sound? Speed? Anything?...

EDIT 2: Just some updates to that vid. Overall, health/speed nerfs, but more reliable hitting. Units should charge at each other less, now more of a circular movement.

Also, would anyone like me to post this version of the game? There's nothing to it besides random units shooting each other, but it's still quite fun.

... I think I'll do it anyway, need some real feedback on the gameplay before I go to far making it permanent.
2011-06-07 19:46:00

Author:
SSTAGG1
Posts: 1136


I just ran a complete test of all the units, upgrades, rpg, and rts elements, and....well...it failed.

It's impossible to maintain a high enough unit count to be fun while keeping everything else as well.

For the time being, this project is dead. If anyone was at all intrigued by this, sorry. I'll be back with another LBP 'game' eventually (I already have something in mind, just needs a little more work to see if it's at all possible).
2011-06-11 09:27:00

Author:
SSTAGG1
Posts: 1136


Plz can you let me take a look at your RTS game. I have made one myself and it works perfectly. If you want to check it out, the link is in my signature.2011-06-11 09:49:00

Author:
Willman4
Posts: 170


Plz can you let me take a look at your RTS game. I have made one myself and it works perfectly. If you want to check it out, the link is in my signature.

Part of the reason why I wanted to finish this so quickly is because I'm leaving very shortly (as in, about 3 hours from now). I've got to sleep, so sorry I can't help you out right now. As soon as I return though, feel free to have a look. Just message me if I forget (I'll try not to, but no promises).

Good news though, I've already thought up an even grander idea for a game. More details when I get back, I need some time to think this one out though.
2011-06-11 10:01:00

Author:
SSTAGG1
Posts: 1136


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