B.R.A.V.E - MyDream Contest Entry - Journal 3
by Andy Hawkins · 05/06/2007 (2:05 am) · 0 comments
I've decided to blog again because some people can't read my MyDreamRPG post - but it's here if you can...
www.mydreamrpg.com/community/showthread.php?p=9974#post9974
Concept sketches
If you don't have a MyDreamRpg account here's the early concepts. Very early sketches but you get the idea. Below is a run down of the design idea.
www.drewfx.com/BRAVE/concept/BRAVE1.JPG
www.drewfx.com/BRAVE/concept/BRAVE4.jpg
www.drewfx.com/BRAVE/concept/BRAVE5.jpg
www.drewfx.com/BRAVE/concept/BRAVE7.jpg
www.drewfx.com/BRAVE/concept/BRAVE8.jpg
www.drewfx.com/BRAVE/concept/BRAVE6.jpg
My blog space is here... drewfx.blogspot.com/ - two new posts so far, one of game elements required, and game dynamics. I'm blogging every week on this one and once a month on GG.
Content Pack Requests
Also, as mentioned in Ando's post here...I'm going to make some mini pack with a sci-fi theme out of the assets as I progress with the game, some of which I will onsell, so if you want anything specific I'll take requests as well as long as you don't mind me putting in my game without encumberance.
Here's Ando's thread - he's open for requests too...
www.garagegames.com/mg/forums/result.thread.php?qt=61715
Should have some 3d stuff soon.
Game Design
Original Post...
www.garagegames.com/blogs/31800/12675
Abstract from my blogger...
I want to base the game dynamic like that in Robotron, Defender and Llamatron. That premise is basically "save all humans", something used in Half-Life. I will be including the game dynamic of having the aliens swoop down and grab people from the ground, rise up into the air and the moment they get high enough they mutate into a nastier spaceship.
I also found this, the final official William's Defender game, called Striker Force...
Strike Force is an arcade game that was released by Midway in 1991.
The game shares many features with earlier Defender and Stargate in that play takes place in a horizontally-scrolling play field above a planet's surface on which humans are under attack from alien invaders. In all three games the player gains points and other advantages from protecting and rescuing humans from these attacks.
Strike Force adds several new features; two players may share the screen at one time, the surface of the planet is littered with various special weapons that can be picked up and deployed, the humans can be "mutated" into small green creatures that will fight against the player (although the player may still pick them up for points as with the unmutated humans). The mutants may use vehicles found on the planet's surface against the player.
One weapon the player may deploy is the commando, who will hang off the bottom of the player's craft shooting at enemies, or drop to the surface to pick up humans, mutants or weapons for the player. Many commandos can be in play at once.
So I think I'm going to grab all these elements (borrow) and put them into the game. The game is going to be about making a space shooter fun and strategic.
Another element I want to add is depicted here, the drop ship manoeuvre.
It's like the reverse of Choplifter. You pickup troopers from your base, fly into a hot zone, drop off the troopers who go onto to attack a cocoon, which releases humans. If there are troops captured in here (all collected by harvesters - below) they can go on to join the attack force. You can pick up these troops at any time.

Previous blog...
B.R.A.V.E Kickoff
Here's my rundown of the all the elements I want in the game in the form of coding achievements, assets and game elements. Next I might start planning out the game play dynamics and control system because that's what's going to form the core of the game.
BRAVE - Work list / Progress
- install and start using L3DT for terrain
- compile a library of placeholder objects for
* BRAVE ships
1. - jet
2. - hover craft
3. - earth mover
* alien ships
1. - lander
2. - mutant
3. - harvester
4. - serpent flying craft
5. - saucer dropship
6. - bud launchers
7. - ground hive
8. - ground bug
9. - turrets
* instances
1. - trees
* difs
1. mothership
2. buildings
3. colony hut
4. cargo
5. barrels
6. landing pads
7. corridors
8. doors
9. storage
10. drop ship/escape capsule
11. use d&d plans in blue book
12. pre fab with cardboard kit
* textures
1. terrain maps
2. star fields
3. planets - solar system and alien world/system
4. hud
* characters
1. people
2. alien trooper
- music
- sounds
- splash screens
- persistance code (save / load / stats)
- use existing space engine -> port to TSE
- level design (lightwave exporter?)
- develop AI
- develop combat engine
- build actual elements to replace placeholders
- create levels
- level stager
- test
- package
www.mydreamrpg.com/community/showthread.php?p=9974#post9974
Concept sketches
If you don't have a MyDreamRpg account here's the early concepts. Very early sketches but you get the idea. Below is a run down of the design idea.
www.drewfx.com/BRAVE/concept/BRAVE1.JPG
www.drewfx.com/BRAVE/concept/BRAVE4.jpg
www.drewfx.com/BRAVE/concept/BRAVE5.jpg
www.drewfx.com/BRAVE/concept/BRAVE7.jpg
www.drewfx.com/BRAVE/concept/BRAVE8.jpg
www.drewfx.com/BRAVE/concept/BRAVE6.jpg
My blog space is here... drewfx.blogspot.com/ - two new posts so far, one of game elements required, and game dynamics. I'm blogging every week on this one and once a month on GG.
Content Pack Requests
Also, as mentioned in Ando's post here...I'm going to make some mini pack with a sci-fi theme out of the assets as I progress with the game, some of which I will onsell, so if you want anything specific I'll take requests as well as long as you don't mind me putting in my game without encumberance.
Here's Ando's thread - he's open for requests too...
www.garagegames.com/mg/forums/result.thread.php?qt=61715
Should have some 3d stuff soon.
Game Design
Original Post...
www.garagegames.com/blogs/31800/12675
Abstract from my blogger...
I want to base the game dynamic like that in Robotron, Defender and Llamatron. That premise is basically "save all humans", something used in Half-Life. I will be including the game dynamic of having the aliens swoop down and grab people from the ground, rise up into the air and the moment they get high enough they mutate into a nastier spaceship.
I also found this, the final official William's Defender game, called Striker Force...
Strike Force is an arcade game that was released by Midway in 1991.
The game shares many features with earlier Defender and Stargate in that play takes place in a horizontally-scrolling play field above a planet's surface on which humans are under attack from alien invaders. In all three games the player gains points and other advantages from protecting and rescuing humans from these attacks.
Strike Force adds several new features; two players may share the screen at one time, the surface of the planet is littered with various special weapons that can be picked up and deployed, the humans can be "mutated" into small green creatures that will fight against the player (although the player may still pick them up for points as with the unmutated humans). The mutants may use vehicles found on the planet's surface against the player.
One weapon the player may deploy is the commando, who will hang off the bottom of the player's craft shooting at enemies, or drop to the surface to pick up humans, mutants or weapons for the player. Many commandos can be in play at once.
So I think I'm going to grab all these elements (borrow) and put them into the game. The game is going to be about making a space shooter fun and strategic.
Another element I want to add is depicted here, the drop ship manoeuvre.

Previous blog...
B.R.A.V.E Kickoff
Here's my rundown of the all the elements I want in the game in the form of coding achievements, assets and game elements. Next I might start planning out the game play dynamics and control system because that's what's going to form the core of the game.
BRAVE - Work list / Progress
- install and start using L3DT for terrain
- compile a library of placeholder objects for
* BRAVE ships
1. - jet
2. - hover craft
3. - earth mover
* alien ships
1. - lander
2. - mutant
3. - harvester
4. - serpent flying craft
5. - saucer dropship
6. - bud launchers
7. - ground hive
8. - ground bug
9. - turrets
* instances
1. - trees
* difs
1. mothership
2. buildings
3. colony hut
4. cargo
5. barrels
6. landing pads
7. corridors
8. doors
9. storage
10. drop ship/escape capsule
11. use d&d plans in blue book
12. pre fab with cardboard kit
* textures
1. terrain maps
2. star fields
3. planets - solar system and alien world/system
4. hud
* characters
1. people
2. alien trooper
- music
- sounds
- splash screens
- persistance code (save / load / stats)
- use existing space engine -> port to TSE
- level design (lightwave exporter?)
- develop AI
- develop combat engine
- build actual elements to replace placeholders
- create levels
- level stager
- test
- package
