Shellcore
by Kevin James · in Torque Game Builder · 08/06/2006 (11:53 am) · 14 replies
SHELLCORE! is my latest game. It is a top-down tank shooter game. It's still very much in beta version, but I promised a demo, and you's gonna get it. Post any suggestions, but you can keep your flames to start fires with, lol, not that I think anyone in this wonderful community has anything negative to say. . .
Download SHELLCORE now!
SIZE: 2 megs!
btw--> I had oodles of problems with the GUI whenever the resolution changed, so if you don't see any status bars at the bottom of your screen, change your resolution to 1024 x 768.
Thanks, and I hope you enjoy it!
Download SHELLCORE now!
SIZE: 2 megs!
btw--> I had oodles of problems with the GUI whenever the resolution changed, so if you don't see any status bars at the bottom of your screen, change your resolution to 1024 x 768.
Thanks, and I hope you enjoy it!
About the author
Computer security, digital forensics, and platform jumper enthusiast. shells.myw3b.net/~syreal/
#2
08/06/2006 (1:06 pm)
Lol, thanks. The yellow tracer rounds are 100% more visible than what I had before, haha.
#3
Any chance of making a small tutorial out of it to help others get started?
08/13/2006 (11:33 am)
NiceAny chance of making a small tutorial out of it to help others get started?
#4
I thought it could be fun but would suggest making the tank a little more responsive. I think it would be funner if it moved faster and turned faster. Perhaps you should play with more powerups... speed boosts, armor boosts, multiple barrels, etc. Also, a radar would be nice so you can tell when something is coming.
This is a more arcadey route... you could also go more realistic/urban and keep the tank slower... just depends what you want I suppose.
I think it could get interesting adding in terrain objects like trees buildings etc.
-Unk
08/13/2006 (7:56 pm)
@Kevin: I did play this and have some design suggestions for you. Apuva already hit a couple of them.I thought it could be fun but would suggest making the tank a little more responsive. I think it would be funner if it moved faster and turned faster. Perhaps you should play with more powerups... speed boosts, armor boosts, multiple barrels, etc. Also, a radar would be nice so you can tell when something is coming.
This is a more arcadey route... you could also go more realistic/urban and keep the tank slower... just depends what you want I suppose.
I think it could get interesting adding in terrain objects like trees buildings etc.
-Unk
#5
08/14/2006 (7:02 am)
The only issue I had was with the ground texture. It's pretty harsh on the eyes when the screen scrolls, smoothing the texture would fix that I think. :)
#6
Those are good ideas Unk, and a lot of them I have already considered, thanks for the input!
As far as a tutorial. . .perhaps later. . .;D
08/14/2006 (9:44 am)
Thanks everybody! New ground tiles have already been made, but I have yet to implement them in a layer yet!Those are good ideas Unk, and a lot of them I have already considered, thanks for the input!
As far as a tutorial. . .perhaps later. . .;D
#7
i agree with the tracer shots.. hard to see. Maybe redish color?
08/14/2006 (8:23 pm)
Nice little game! Just like that old (atari?) tank game. :) add mech's & you've got rudmentary battletech!i agree with the tracer shots.. hard to see. Maybe redish color?
#8
As soon as I get obstacle avoiding AI, expect to see obstacles for the player as well. (Buildings, flora, ect.)
I've been slacking off for the past week, but I'm going to get back into it!
08/15/2006 (1:03 pm)
I'm going to aim for a more of a Arcade game than a simulator. I had already planned on power ups, and I think I will do as Unk suggests and make the tank more responsive. Right now it is more of a realistic feel, and definetly too slow to last long against the trucks.As soon as I get obstacle avoiding AI, expect to see obstacles for the player as well. (Buildings, flora, ect.)
I've been slacking off for the past week, but I'm going to get back into it!
#9
08/16/2006 (3:51 pm)
I like how you got the turret to follow the mouse. I'm planning on doing some thing similar. Got any tips on how that is done?
#11
EDIT : ok just figured that out....now on to the shooting part......
08/16/2006 (9:30 pm)
Nice, thanks Kevin! Now, how did you get the camera to track the tank?EDIT : ok just figured that out....now on to the shooting part......
#12
In case some of you missed this thread. It has screenshots! Although those are soon to be out-of-date
09/11/2006 (5:59 pm)
Sorry for the lull guys, I've been busy with life and thus have had no time for game making. I'm trying to force some time for the development of Shellcore though, I'll keep you posted.In case some of you missed this thread. It has screenshots! Although those are soon to be out-of-date
#13
* Enemy Tanks
Switch up the enemy attacks by adding in enemy tanks, maybe have them be level bosses -- more 'health', more powerful attacks
* Radar System
A radar system that tells you where attacks are coming from
* Multiple Maps
Switch up the onscreen display from time to time ... this could be done by loading a new 'level map' in the background, and then forcing the player to move onto it -- then deleting the previous level map, or by doing a general 'loadLevel'
* Impassable Map Objects (buildings, trees, rocks, etc)
Cleverly placed map obstacles that make the game a bit more ... interesting.
* Darker Ground Tiles, more variation in Ground Tiles
The Adventure Kit has some really nice artwork to use for ground tiles, great for production or prototyping ... and there's also the RPG Maker scene, which has numerous ground tile sets freely available (some have "must be used with RPG Maker" license restrictions, most are public domain)
All in all, great job ...
03/26/2007 (8:02 pm)
@Kevin, quite an entertaining little demo -- my suggestions would be ... * Enemy Tanks
Switch up the enemy attacks by adding in enemy tanks, maybe have them be level bosses -- more 'health', more powerful attacks
* Radar System
A radar system that tells you where attacks are coming from
* Multiple Maps
Switch up the onscreen display from time to time ... this could be done by loading a new 'level map' in the background, and then forcing the player to move onto it -- then deleting the previous level map, or by doing a general 'loadLevel'
* Impassable Map Objects (buildings, trees, rocks, etc)
Cleverly placed map obstacles that make the game a bit more ... interesting.
* Darker Ground Tiles, more variation in Ground Tiles
The Adventure Kit has some really nice artwork to use for ground tiles, great for production or prototyping ... and there's also the RPG Maker scene, which has numerous ground tile sets freely available (some have "must be used with RPG Maker" license restrictions, most are public domain)
All in all, great job ...
#14
I plan on improving Shellcore starting this summer, or perhaps a little before. If all your suggestions make it into the game, which I hope they do, Shellcore will be really awesome!
Right now I'm finishing up a media project for National History Day and trying to keep on top of my schoolwork.
;D
03/27/2007 (2:11 pm)
Wow, thanks David, these are some really great suggestions!I plan on improving Shellcore starting this summer, or perhaps a little before. If all your suggestions make it into the game, which I hope they do, Shellcore will be really awesome!
Right now I'm finishing up a media project for National History Day and trying to keep on top of my schoolwork.
;D
Torque Owner Apurva Amin