Since I am currently ripping the game engine apart and rebuilding it better, and that may look boring for a while, we are releasing this outdated proto-type. You can mess around with it and perhaps begin to see some of the gameplay potential in the design. Some forms of mechanization of consciousness are mining an asteroid, that is you. Eventually you will be gathering resources, building a base/mine and defending it from others. Currently you can only dig with a couple tools, collect ‘gold’ and spend it to get more mining shells, and light energy. If you dig down deep enough there is a molten core, well some friendly lava currently (everything is placeholder and evolving). The eventual result is to be an mechanical ant-farm, type exploration/mining game, with base building and real-time strategy elements,. and stuff.
Thanks to WhoKnowsGaming for doing the video and getting so close to cracking my unintentionally cryptic game mechanic.
What he missed; There is no POW loss for dying, it is the re-spawn delay that will likely result in some of the Cores falling off the screen. Each time a Core is lost, off the screen bottom, a Bug re-spawns, AND one POW is subtracted from the bar!
The shooting is a bit more complex than a single shot limit. There are actually two shots fired each time the button is PRESSED, one is the propulsion blast that fires the cannon shot up the screen. This will fire as fast as you can press the button however with a low POW bar these blasts are more of a melee type weapon. They do become very powerful with larger POW meter. The main Cannon’s shots have a long reload time, however as the fire button is HELD the propulsion blast are recycled, so no melee shots are fired, the main cannon fires faster and faster, till the POW bar is fully charged. Yes maintaining the POW bar in a Charged State will move the ship faster and further up the screen as well.
The intent is to provide game-play options and no single way to play this game. Shooting Bugs quickly will cause many Cores to start falling, this is fine if the player can juggle otherwise they will be loosing POW for each one they miss. Had he had a bit more POW on Wave 3, he would have seen the next Bug type ‘The Flakers’.
I have been working on a logo of sorts, well someone asked what the iG logo was and I realized we don’t have one. So far this is as close as I have come to making one. This is an intro that I will add to the games. Still I should work out a way to have a progress bar for generation phase, it may appear glitched at first. However I am quite happy with this as is and I will just keep picking away at it till I can distill some form of logo out.
The thing alternates these two versions of itself, while camera and lights whip about, it has a bit of sound now too. Moving the mouse in the X axis rotates the whole structure.
There are three lights here with different attenuations, all the terrain graphics are generated and build up from several texture layers, I will try it with Peter’s art next. I am tempted to make the move away from the flat bitmap base units, and in-place of them try adding full 3D models, as this lighting adds quite a lot of atmosphere. I will do some more testing, before making that decision.
After some effort to come to terms with indie distribution community Desura’s detailed web content needs, Debug Formulation is now available as a free demo, as well as, a payed full version.
All the images, in specific sizes, really do come together nicely on the web or in the actual Desura client. I can see what a massive effort it is to maintain such a service and I am glad they are doing it so I don’t have to. Looking through all the available stats, and database options,. sure does give me ideas for future projects.
I have rebuilt the rendering layer of the Mine in a new ZGE project file. I wanted to try using the GL lighting in place of the occluding technique, that I had been using. It limited me to one light on the player. This new improved set up is now working quite well, the lights can be different colors and we get proper mixing, and sweet fade-outs. We have also benefited by using a larger mesh (it was just a quad till now) for the ground and backgrounds, I am offsetting the points of the mesh a bit randomly at the start, this gives a pleasant texture to the terrain and it’s lighting.
Three different lights,. .
If you want to test it; Try the demo, only 37kb!
It should run on any modern Windows machine, please report any problems.