MechWarrior: Living Legends

Off Topic => Other Gaming => Topic started by: JLZ on May 14, 2015, 02:12:44 PM

Title: 2D mech game project
Post by: JLZ on May 14, 2015, 02:12:44 PM
Navpoint Alpha

Project history:

Concept. Cross section through torso displays damage and heat.
(http://s29.postimg.org/qlrpzv01j/mech_game000.png)


Early functional mech. Walk, run, torso twist, lasers, footprints. I was euphoric.
(http://s29.postimg.org/923qhwvlj/mech_game0_screen_old1.png)


Mech in it's single pieces.
(http://s29.postimg.org/7j8ccxp13/mech_game1_B_explosion.png)


Heat and cooling system. First destructable object (tank).
(http://s13.postimg.org/qkdz324dj/mech_game3.png)


Player death.
(http://s29.postimg.org/qzt1zgk53/mech_game4.png)


First hostile mech (wrecked).
(http://s29.postimg.org/enq5lywaf/mech_game5.png)


Turrents.
Title: Re: 2D mech game project
Post by: Chezzar on May 16, 2015, 11:56:30 AM
Played it...heat scales are fixed on map (if you move away from right Corner, they vanisch). But you have the grapical Torso heat dispay, which works fine. Turrets kill me all the time. Mayby I am wrong, but it seems that damage hits trough the armor most of the time.
Title: Re: 2D mech game project
Post by: JLZ on May 16, 2015, 04:29:54 PM
Those digit heat readings will not be in the final game, and intentionaly get "left behind" in this demo.

Lucky shots can occur (trough the armour). I'm still on that.

Against turrents: fast strafe, twist torso to spread damage. Or stay out of range.
Title: Re: 2D mech game project
Post by: JLZ on May 18, 2015, 07:19:33 PM
I had a lot of dev time the last few days, and made a good leap forward.

Playable alpha updated:
4 mini-maps (one cold level), each with the mech configured differently. New weapon: auto cannon. Added special effects for laser, rockets and auto cannon.

(http://s13.postimg.org/9jkgt4qdj/mech_game7b.png)(http://s15.postimg.org/5dzrxwg1n/mech_game7s.png)
Title: Re: 2D mech game project
Post by: Fury9er on May 19, 2015, 03:59:47 PM
I wouldn't mind a go on this but Chrome swears the file is malicious when I try to get it off tinydownload :(
Title: Re: 2D mech game project
Post by: JLZ on May 19, 2015, 11:38:41 PM
I scanned the files and found nothing. Here is a new download link at Google Drive: -- deleted, old --

Hope it works. Stay safe.
Title: Re: 2D mech game project
Post by: Fury9er on May 21, 2015, 09:32:58 PM
Yep it works now :) Avast had a good sniff of it with a deep scan and that stopped it working but a restart sorted it out.

Its a solid base for more, didn't take too long to get the hang of moving and how the colour of its shoulders was the heat level :)

Those turrets are deadly!
Title: Re: 2D mech game project
Post by: JLZ on May 22, 2015, 09:30:17 AM
Thank you for the feedback. :)
A restart [Esc] is sometimes needed, because global values (example: auto cannon ammo) do not get reset (yet).
Laser turrents need to be fixed (they often shoot through armour)

Title: Re: 2D mech game project
Post by: JLZ on May 23, 2015, 03:07:30 PM
Two new mechs:
(http://s28.postimg.org/byolxyf4t/mech_maker_XA.png)

Hovercraft concept:
(http://s24.postimg.org/kphnv2z5h/new_hovercraft.png)
Title: Re: 2D mech game project
Post by: Bill on May 23, 2015, 03:29:17 PM
Looks like a nice fun little game dude. You planning on including vtol type aircraft as well? Just curious due to the height/depth aspect etc.
Title: Re: 2D mech game project
Post by: JLZ on May 23, 2015, 05:09:22 PM
I haven't thought about air units yet!
As you said I don't see them working too well with the perspective.
But I might try it out. Thanks for that.
Title: Re: 2D mech game project
Post by: Bill on May 23, 2015, 05:21:18 PM
I think you could do them if you used their projected shadow to indicate their height. I've got to dash out now, but I'll explain what I mean better a little later on.
Title: Re: 2D mech game project
Post by: JLZ on May 23, 2015, 09:06:01 PM
But then I'd need to make shadows for everything.
I feel I should stay away from shadows for now. That would be something for Navpoint Beta (possible sequel).

Maybe an obvious (animated) sprite of an aero, higher than everything else.
Or maybe with shadows after all (As an exception).
Title: Re: 2D mech game project
Post by: JLZ on May 27, 2015, 08:56:02 PM
:) I found a way to decrease the number of shots going through armour.

artwork, in progress
(http://i62.tinypic.com/f5d7r4.png)
Title: Re: 2D mech game project
Post by: JLZ on June 16, 2015, 08:52:32 PM
(http://s13.postimg.org/q91mb2h2f/new_mekz2.png)
Heavy tank, heavy+medium mechs.
MS Paint concept. Not in game yet.
Title: Re: 2D mech game project
Post by: Cherno on June 27, 2015, 08:53:33 PM
If you don't know about it, take a look at Steel Empires / Cyber Empires, a top-down mech game from the early 90s with company-sized fights on battlefields as well as an optional risk-like stragegic world map where you could conquer sectors and build fortresses and factories to produce mechs. A fine game, the mech design was strongly influenced by BattleTech; Some are virtual copies (Catapult, Marauder and Archer). What engine are you using?

(http://oagd.net/image/c49c445aab44785e9509c9db866f9c0751b1fe5c?s=2x)
Title: Re: 2D mech game project
Post by: JLZ on June 28, 2015, 10:30:59 PM
Holy shit. Thanks for introducing me to that game.
Both the Amiga and the PC intro are amazing.

I'm using Game Maker, with the Windows YoYoCompiler add-on.
Title: Re: 2D mech game project
Post by: Cherno on June 29, 2015, 02:55:56 AM
My brother used to play it on the Amiga back then. Should you ever want to play it for inspirational or other reasons (DosBox should get it to work), Here are some tips:

The Dragon light mech can win against heavies like the Titan and Hercules if played skillfully; He can stay between the big guns of the larger mechs, get close and use his flamer to overheat them. Especially effective in lava zones.

The Crossbolt is good as a support mech when besieging a fortress; Let the AI handle it and it will wear down the defensive walls

There are only three mechs you really need in the whole game: The Mercury (3 light lasers) for early game, the Mars (fast and cheap, lightly armored, but has a PPC) which is your work horse and can hold it's own with some cover against long range missiles, and in the end game, when you have resources to spare, the Titan (or Achilles/Hercules for a cheaper alternative).

The large center city (titania or whatever it's called) provides a big amount of Credits each round, but it will be attacked almost every turn, sometimes multiple times, so large parts of it will lie in ruins, reducing it's output. It repairs itself, as all cities do, over time, though.
Title: Re: 2D mech game project
Post by: JLZ on June 29, 2015, 02:49:33 PM
Gameplay wise it's different. No time to play it. But it was nice to hear a bit about it.

TITAN tits!
Title: Re: 2D mech game project
Post by: JLZ on July 20, 2015, 10:47:40 PM
Enemy medium and heavy mechs are now in. Also did many various small things.
There are now 9 test-levels. I will begin to create missions soon.

Testing first SFX. Enemy rocket ammunition is currently non-functional.
Turrents get destroyed when stomped on.
Title: Re: 2D mech game project
Post by: JLZ on September 07, 2015, 06:39:24 PM
Working on levels now.

(http://s21.postimg.org/h8gj10s1z/moon.png)
(http://s24.postimg.org/vgbba583p/marz.png)
(http://s11.postimg.org/kme4k13gz/lava.png)
Title: Re: 2D mech game project
Post by: JLZ on September 13, 2015, 08:50:06 PM
(http://s7.postimg.org/54bioergb/planets.png)

Latest version:
-- OLD, LINK DELETED --

New levels
Title screen music
Deploy ammo-truck with "M"

Needs a menu
Title: Re: 2D mech game project
Post by: JLZ on October 29, 2015, 08:56:50 PM
Stomping and shooting trees.

(http://s4.postimg.org/5joohkqa5/trees2.png)
Title: Re: 2D mech game project
Post by: Bill on October 29, 2015, 11:31:26 PM
Nice one dude, I've re-remembered my idea now btw dude.

I'll shoot you a pm over the weekend (if I don't call me something vulgar in a message of your own), most likely sunday, explaining it. I'll have to utilise my terrible mouse drawing abilities, but eeeeeeeeeeeeeeeehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh it'll be funny.
Title: Re: 2D mech game project
Post by: JLZ on October 30, 2015, 08:16:33 AM
Oh yeah, I'm highly interested in what you got.
Your idea may not make it into the first game, because I'm nearing the end of Navpoint Alpha. (2 more levels to do, from 23)
But (big butt) I already have a list of ideas for Navpoint Beta.

Damn the green level looks grey on the TNscreen here at work. At home it looks more lush.
Title: Re: 2D mech game project
Post by: Bill on October 30, 2015, 03:19:46 PM
That's cool G, no rush and the like.
Title: Re: 2D mech game project
Post by: JLZ on November 28, 2015, 10:38:30 PM
(https://img.itch.io/aW1hZ2UvMjgzNTgvMTcyMzc2LnBuZw==/original/0zvLYN.png)

FINISHED THE GAME download: http://melerski.itch.io/navpoint-alpha
Title: Re: 2D mech game project
Post by: Askis on November 30, 2015, 03:31:30 PM
Uh... Is that first level supposed to end when you stand on the green square?
Or is there some other way to move on, because I can't find any... :/

Also, not too fond of buildings being represented by just a small light gray outline.
Title: Re: 2D mech game project
Post by: JLZ on December 01, 2015, 05:42:13 PM
The green square turns blue when there are no enemys left.
And when you stand on the blue square, the level ends.

The grey buildings don't pop out in the grey tutorial level as much as in the proper (colourful) levels.
Someone else also complained about the buildings, and said I should "fill them in".
Maybe I should make them black inside?
On the other hand I think it's easy to know once you ran into one in the tutorial, and I think grey looks nicer in the later missions.

Edit:
Buildings in the tutorial level are now dark. Uploaded.

(https://img.itch.io/aW1hZ2UvMjgzNTgvMTk3NTY0LnBuZw==/original/0jVjCz.png)
Title: Re: 2D mech game project
Post by: JLZ on September 11, 2017, 07:36:03 PM
Navpoint Alpha recieved a small update about a week ago.

Also I began a sequel a few days ago with a young pixel artist and GameMaker user (https://twitter.com/mimicmango).
It's my first ever gamedev collaboration. Feels wierd.