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Progress on the Space Melee

09/13/2006 (10:55 pm) by Chris Jorgensen

Seeing as how I haven't written anything here in a long while, I thought I'd blog it up a bit. No, no screenshots yet, I'm afraid. (Though I think enough will be complete for some shots soon.) I do, however, have a draft of a couple menu screens that I'll share. :)

www.xenoclone.com/images/splash_main.png
Above: First draft of main screen

www.xenoclone.com/images/options_menu.png
Above: First draft of options screen

As you can see, the working title is "xeno versus." My website, which is just text right now, is www.xenoclone.com. I should note that I have no relationship to the game "Project Xenoclone" and have, in fact, had this domain since 2000. So as far as I know I had the name first! (It used to be home to a Total Annihlation set of mods that I did... then it was home to my scifi movie/tv reviews... next it will be home to my games.)

I just thought I'd go over a few decisions that I've made that will simplify things. Because, quite frankly, as much as I would love to make the coolest game ever, my project "team" consists of 2 artists, 1 musician, and 1 programmer... that programmer being me. Those decisions:

1- No network support. I toyed with the thought of doing this but have decided against it. I simply would rather spend more time on gameplay than fiddling with this kind of thing.

2- Code entirely in TS. My dream is to write it efficiently enough in TS that I won't have to go to the source to tune performance. The idea is I can then have a game known to work on Win/Lin/Mac.

3- Simple AI. I had considered doing something fancier, perhaps a GA-based LCS, but after hearing the opinion of others, and looking at the work ahead, I think I'm just going to tweak my simple little AI I've got going now, until it's a worthy opponent, and be done with it.

4- Simple controls. I've reduced the game to using 3 buttons: thrust, shoot, special. I think it will be a faster/easier game to pick up if I leave it at that. Steering just involves pointing the a-stick or d-pad in the direction you want to go. (Keyboard/mouse still being tuned.)

Well, that's enough rambling for now. I have to save some for the next blog, when I put up some screenshots of the game itself in progress.

#1
09/13/2006 (11:04 pm)
I really like the anime style artwork. Ill be looking forward to the screenshots.
#2
09/13/2006 (11:10 pm)
Instead of a speech bubble for the second pic... it seems like a thought bubble would be more appropriate.
#3
09/14/2006 (5:25 am)
Dang I wish my "art" was this good...
#4
09/14/2006 (9:04 am)
Beautiful art! I really like the bomber jacket in the second pic. Kindof reminds me of Porco Rosso.

I really like 2d top-down space melee games -- I look forward to seeing you complete this one! It looks like you're more than covered for art assets, but if you would like any pre-rendered ship art (40 frames, 9 degrees per frame), I have some available from an old project of mine that's been gathering dust for a while.

--clint
#5
09/14/2006 (4:18 pm)
Very nice. The menu drafts are coming along very nicely! I remember many long evenings playing star control and other space melee games - I'm definitely looking forward to seeing more of this one.
#6
09/15/2006 (5:23 am)
@Clint

Thanks for the offer. But I'm trying to be pretty careful with how I match the ships to the art. I'm not sure they mesh just yet as is, I'm afraid.

@All

The artist, my lovely younger sister, claims that this stuff will pale in comparison to her latest work. I'm pretty excited to see what she comes up with!