Plan for Matthew "King BoB" Langley
by Matthew Langley · 04/04/2005 (8:51 am) · 7 comments
First credit given to Nauris' sprite pack (as you can see I used those)... to the other Bob on this forum, used a couple sound effects he so kindly offered (he is also responsible for the mac version)... and the music is from an overflow free release from Tim Aste... :) ChazChross' Image Datablock Tool was used to load Nauris' massive ammount of sprites quickly (thumbs up to ChazChross)... and of course credit given to the amazing tool, Torque 2D (credit to Melv, Josh, and GG)... the rest is mine, yes I own up to the simple renders made sprites lol...
I started coding at 10:10 AM, and finished at roughly 6 AM (of course plenty of breaks within)... Have an intro screen, an ending one, etc etc... didn't come out half bad :)
Circles Vs. Square
You start the game as a circle infantry unit stranded on a flat world out in Torque 2D Space on a nearly deserted outpost. Across a small river lies the enemy square base (ok so more like enemy crates vs blue nerf balls *shrug*)... You destiny is to destroy the enemy base and claim the T2D Island for the Circles!
Basic Ideas:
-Left click to select object
-After selecting an object right click somehwere to perform an action
--If you right click on empty land you move to that land
--If you right click on a mountain(aka Gold Mine) your unit will start mining - note if you decide to stop the unit from mining while they have gold just reclick the mine and the unit will return properly to the base and resume mining
--If you right click on an enemy you will attack it!
--You can right click the enemy base to attack it, this is how you win, by defeating the enemy base while defending yours!
Circles Vs. Squares (Windows)
Heres some pics of the progress
This was my first step. I created two "tile maps" in T2D's built in editor and then snatched layers out of those to create the basic map.

In this image I set up collision in the river (which I end up scrapping the idea due to the time it would take to force the units to path themselves around the water (onto the bridge I show in the next image- maybe for a later version if I continue on)

and here is the fabled bridge (which ended up just being for display since you can cross the water lol :)

here I loaded the two bases and got basic object selection working (with a border Image I created quickly)

This picture demonstrates the Property Window I got working, when I select my base it loads the proper window, I also show the unit creation progress bar (though its nearly full at this point- lol I ended up realizing I had the units spawn at the wrong base =x)

When I select the enemy base it shows the proper properties

This shows the unit creation bar at work and the original pathing system I had that I integrated into this (where I could specify multiple points for it to follow in order - I simplified it to click and move to)

This shows a group of units and their paths

In this pic I got the gold system working, it displays the correct gold in your base properties and it also shows the correct cost for units... this also shows the units mining gold properly

heres my smacking down some squares (which were simple non transparent circles lol- traitors !- blood and gore :)

Heres some more blood and gore - the beautiful Torque 2D particle system

Heres my basic intro screen I worked up quickly

After clicking play it slowly fades out (beautiful T2D at work - didnt use the GUI system for this) and music begins to start

Heres where you start (it automatically selects your base for you so you can start pumping out workers to mine your gold!

Here is your first unit being created (cost 50 gold which is subtracted correctly)

The squares (crates) are attacking, blood and gore... lol ok so while taking screen captures I got a little behind

ok my own extremely simple AI kicked my arse ... I will avenge thee circles ! (ok ok so a little dramatic over some stupid circles, lol just glad I finished it up :)

and there is my Game in a Day... It turned out better than I thought, I create a fairly robust set of systems, from damage dealing (delay invovled, full configurable) to Object Selection, right clicking actions, mining functions, and nifty fade in and out effects. The beauty of T2D is you can attach these functions to the base class (which everything is created off of) so they all inherit the systems... like path points, I could've made the bases move on click, or the gold mines... this really becomes useful with functions like the fade in and out, with about 5 min to set it up a little better every object in my T2D game could have the built in fade in and out function passing it a time to do it in!... thats what I call power...
This was my first GID... I am very happy I finished my little (very simple) game... I think I started out knowing my limits and abilities well enough to set a goal that I knew I could complete. I also spent a lot of initial time setting up the data structure of my game which I know benefited me down the road, made adding features a whole lot easier (to those T2D users out there I will release some of the code I made for this and if I get enough time I'll create a tutorial on how to make this). The only thing I didn't add which I wanted to was the ability to create another Unit and farming... To balance not adding a "Soldier" unit I created the "upgrade worker" button which essentially accomplishes the same things... The farming thing was going to limit how many units you could have until you create a farm, though I would've needed to create a build system... maybe If I decide to continue this I'll add those features, maybe make the river non passable except through the bridge, then could add more buildings, defensive structures and shrink the units size down to make it more of a RTS (with multiple unit selection)... quite honestly that wouldn't be all to hard to add onto this base so maybe I will... All in all I am very happy, I did not plan the intro and ending sequences or the sounds so this came out much more complete than planned :)
I started coding at 10:10 AM, and finished at roughly 6 AM (of course plenty of breaks within)... Have an intro screen, an ending one, etc etc... didn't come out half bad :)
Circles Vs. Square
You start the game as a circle infantry unit stranded on a flat world out in Torque 2D Space on a nearly deserted outpost. Across a small river lies the enemy square base (ok so more like enemy crates vs blue nerf balls *shrug*)... You destiny is to destroy the enemy base and claim the T2D Island for the Circles!
Basic Ideas:
-Left click to select object
-After selecting an object right click somehwere to perform an action
--If you right click on empty land you move to that land
--If you right click on a mountain(aka Gold Mine) your unit will start mining - note if you decide to stop the unit from mining while they have gold just reclick the mine and the unit will return properly to the base and resume mining
--If you right click on an enemy you will attack it!
--You can right click the enemy base to attack it, this is how you win, by defeating the enemy base while defending yours!
Circles Vs. Squares (Windows)
Heres some pics of the progress
This was my first step. I created two "tile maps" in T2D's built in editor and then snatched layers out of those to create the basic map.
In this image I set up collision in the river (which I end up scrapping the idea due to the time it would take to force the units to path themselves around the water (onto the bridge I show in the next image- maybe for a later version if I continue on)
and here is the fabled bridge (which ended up just being for display since you can cross the water lol :)
here I loaded the two bases and got basic object selection working (with a border Image I created quickly)
This picture demonstrates the Property Window I got working, when I select my base it loads the proper window, I also show the unit creation progress bar (though its nearly full at this point- lol I ended up realizing I had the units spawn at the wrong base =x)
When I select the enemy base it shows the proper properties
This shows the unit creation bar at work and the original pathing system I had that I integrated into this (where I could specify multiple points for it to follow in order - I simplified it to click and move to)
This shows a group of units and their paths
In this pic I got the gold system working, it displays the correct gold in your base properties and it also shows the correct cost for units... this also shows the units mining gold properly
heres my smacking down some squares (which were simple non transparent circles lol- traitors !- blood and gore :)
Heres some more blood and gore - the beautiful Torque 2D particle system
Heres my basic intro screen I worked up quickly
After clicking play it slowly fades out (beautiful T2D at work - didnt use the GUI system for this) and music begins to start
Heres where you start (it automatically selects your base for you so you can start pumping out workers to mine your gold!
Here is your first unit being created (cost 50 gold which is subtracted correctly)
The squares (crates) are attacking, blood and gore... lol ok so while taking screen captures I got a little behind
ok my own extremely simple AI kicked my arse ... I will avenge thee circles ! (ok ok so a little dramatic over some stupid circles, lol just glad I finished it up :)
and there is my Game in a Day... It turned out better than I thought, I create a fairly robust set of systems, from damage dealing (delay invovled, full configurable) to Object Selection, right clicking actions, mining functions, and nifty fade in and out effects. The beauty of T2D is you can attach these functions to the base class (which everything is created off of) so they all inherit the systems... like path points, I could've made the bases move on click, or the gold mines... this really becomes useful with functions like the fade in and out, with about 5 min to set it up a little better every object in my T2D game could have the built in fade in and out function passing it a time to do it in!... thats what I call power...
This was my first GID... I am very happy I finished my little (very simple) game... I think I started out knowing my limits and abilities well enough to set a goal that I knew I could complete. I also spent a lot of initial time setting up the data structure of my game which I know benefited me down the road, made adding features a whole lot easier (to those T2D users out there I will release some of the code I made for this and if I get enough time I'll create a tutorial on how to make this). The only thing I didn't add which I wanted to was the ability to create another Unit and farming... To balance not adding a "Soldier" unit I created the "upgrade worker" button which essentially accomplishes the same things... The farming thing was going to limit how many units you could have until you create a farm, though I would've needed to create a build system... maybe If I decide to continue this I'll add those features, maybe make the river non passable except through the bridge, then could add more buildings, defensive structures and shrink the units size down to make it more of a RTS (with multiple unit selection)... quite honestly that wouldn't be all to hard to add onto this base so maybe I will... All in all I am very happy, I did not plan the intro and ending sequences or the sounds so this came out much more complete than planned :)
About the author
Was a GG Associate and then joined GG in 2005. Lead tool dev for T2D and T3D. In 2011 joined mobile company ngmoco/DeNA and spent about 4 years working game and server tech. 2014 joined startup Merigo Games developing server technology.
#2
04/04/2005 (12:54 pm)
Wow, pretty darn fun. You should definately expand on it.
#3
04/04/2005 (3:31 pm)
Im glad it came into good use.
#4
04/05/2005 (10:03 am)
@Daniel: thx for checking it out... I think I will expand on it, was pretty fun to make
#5
All in all, I enjoyed it! Evil squares! Die!
-Rob
04/06/2005 (4:05 am)
Good clean fun. Think an RTS game could succeed as this was a right laugh :) Couple of bugs where my spheres would go to 0,0 in the middle of the screen by themselves after a fight though! I managed to beat up the squares, but it would not let go to the enemy base...All in all, I enjoyed it! Evil squares! Die!
-Rob
#6
04/19/2005 (7:55 am)
Nice little game, I especially like the zoom-in effect when starting, looks neat :)
#7
10/22/2006 (12:57 am)
broken link! 
Torque 3D Owner Matthew Langley
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