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Raiders of Leeros pre-beta DEMO

by Scott Coursey · 11/28/2006 (6:51 pm) · 8 comments

(I submitted a dev snapshot, but don't know how long it'll take to get up, so I'll put the same thing here)

www.courseytechnologies.com/graphics/screenshots/demo2.png
I am very pleased to announce the availability of The Raiders of Leeros pre-beta DEMO!

Why a "pre-beta"? Simple. Exposure. I'm very excited about this game and want to share its progress with you.

The snapshot above shows a typical battle between Blue and Red, with the wizards positioning themselves to protect their comrades (healing spell). The other two images are the spell menu and units movement menu. To get to the unit menu, just right-click.

This demo comes with two maps and four different types of units: soldier, knight, archer, and wizard.

The full release will include dragons, and other fun units. The wizard currently has five spells, with a sixth in planning (hint: you need 50 spell points to get the fifth spell on the list).

The demo is playable in single-computer multiplayer mode with two players.

Have fun, and find someone to conquer!

(I do have the multiplayer support almost completed; I just have a few kinks to work out on the server side)

The game is being developed with TGB Pro and everything so far does not require any changes to the engine.

(URL deleted)

Both Windows and Mac versions of the demo are available.

#1
11/28/2006 (7:42 pm)
It crashed when I tried to use the Very Simple Map :(

However, it's really coming along nicely! A lot of the interface needs to be tweaked to make it more intutive and streamlined. For instance, the most common choice is the movement option - but it's done the same way as the other options. I think the movement grid should come up when you select a unit and then if you click a square on the grid, your guy moves. The menu could then show up at the bottom of the screen or as a popup over your unit.

Can't wait for spell effects and more animations! Definitely a game with potential - reminds me of Advance Wars (except you can move and attack in one turn!), but with a cooler setting. This game demands networking (or even play-by-email) - can't wait to see the beta now!
#2
11/28/2006 (8:38 pm)
It did? Odd. I'll have to look into that one. My more advanced one, Dual Paths, was my main testbed, so I'll have to check the other one. *grumble*

Thanks for the suggestions on the GUI. I'll see how things work out.
#3
11/28/2006 (8:54 pm)
Ok. I fixed it. My install script had missed a file or two for that level. The links work now. Thanks for finding the problem.
#4
11/28/2006 (8:55 pm)
It crashed when I selected the Very Simple Map and hit start. It simply froze, showing the "money bar" at the top and the screen the way it was when I hit start. The console log is filled with setSize and mount errors for every object - but they're all preceeded by this one:
Error loading level raiders/maps/skirmish/testMap.t2d. Invalid file.
Reckon that's the problem ;)

Also, it doesn't seem to save my resolution changes between sessions.
#5
11/28/2006 (9:22 pm)
I know about the resolution changes. It's on my list.

Re-download the demo and check the Very Simple Map. I changed it around 22:50.
#6
12/08/2006 (10:57 pm)
just checked out the demo -- quite impressive so far -- can't wait to see it setup with networking
#7
12/08/2006 (11:11 pm)
Thanks! I'm finishing the networking right now. I have the code done, but could use a little refining on the GUI elements. Also, I think there's an error in my server code that I have to track down, but it's really hard to pin down the conditions (only occurs when someone disconnects unexpectedly).

The server code is great, though. I wrote it in TCL. During a running game of two people, it never takes up more than 2% of my processor time. I've stress tested running well over 50 server apps simultaneously, but I can only see an upper barrier restricted by the ports I assign it (so far, I've allocated 100 ports for the game, but can easily change that).

I expect to have a demo ready by the end of next week with the networking code in it. After that, I have map design and integration for Campaign mode, music, SFX, AI, and polish. Sounds like a long list, but getting this far has been the majority of the work (including the web site to support server initiation requests from users).

Just too much fun.

I'll be marketing it under the name Yellow Duck Software. The DBA application is floating around Austin right now.
#8
12/08/2006 (11:49 pm)
@Scott, sounds like lots of fun -- great job so far....