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Author Topic: announcement for my game  (Read 341 times)
Arsanthania
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« on: January 06, 2011, 10:24:58 PM »

k, i made a post earlier saying that i made games, but now i'm making a post about the main game i'm working on.

As you all may know, or not know, I am working on the game called Neon Tanks: Battle for Arsanthania. This game takes you through battles in epic maps while still holding up to my (and hopefully, your) game play standards. 
   This so far may seem like a bit of an advertisement, but for now, it’s still a closed WIP, with a WIP demo soon to come out. I’ll bump/edit this topic once I get the game release but for now, I have a few gifs to give you an idea as to what the game play looks and feels like.
some battle movement:

storming the enemy's base and grabbing their hub core:

erasing the enemies hub core:


here are some effects gif's that i posted in the game progress topic, but should still go here Smiley
NT1 heavy tank exploding:

some new effects on spinning tanks:

BILLBOARD PARTICLES! Cheesy


I’m open to suggestions for weapons, new tank ideas/drawings, and particle types.
despite the name, i'm also open to designs for planes and turrets.

so, what do you guys think? Cheesy

some tech is color-dependant.

this is from another forums, so it's "quoted" and i have the gist of it here.

so, what do you guys think? Cheesy
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Harpor
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« Reply #1 on: January 10, 2011, 03:44:15 PM »

.. Id be interested if it was plaver vs player that other people were controling the other tanks.

like i said in the tourny post.
it looks pretty cool a revamped new twist on a classic Atari game.

now if it was made multi player with people on it sure id sure be down with that.
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Arsanthania
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« Reply #2 on: January 10, 2011, 07:46:52 PM »

i'm thinking about adding a pvp mode to it, but until then, it'll be a challenge to make the AI as player-like as possible.

but if i do take the time to add the pvp mode, it should be good and i'd look forward to playing any of you people here. Smiley
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Working on a good SW mod, with the real sounds!
NiteHawk
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« Reply #3 on: January 12, 2011, 12:32:40 PM »

Looks good mate. Always supporting indie devs Wink I haven't tried it yet but I might this weekend if I have some time off. I've been fighting my compiler since Saturday due to some weird issues right now and work has me slammed.

PVP would be interesting. But anyways:

What about things such as 'charged guns'. Aka holding down the key charges your 'gun' a bit more for a larger burst/heavier damage.
If you are doing 'different' tank designs, maybe should reflect on certain things, like armor, speed, etc depending on the tank.
Perhaps building would be effective here, like you stated, turrets and such. You could even make it 'base' vs 'base'. It would remind me of the 'battlezone' games where you were still in 3rd or 1st person, but you could still build a base. Could represent for example, the amount of friendlies you can have, how fast they build, etc. Turrets could be placed by AI randomly or by yourself, things like that.

One thing battlezone had to progress how much 'resources' you had, was specific keypoints that would have valuables if you placed a miner style there. You'd have to defend it with turrets and such. You could do a basic form for example with keypoints.

Though I'm not sure how farfetched/different that is to the current game, just winding up with some suggestions that come to my head when I see the game :p

P.S. Also, this might be obvious, but make sure to have a frame limiter. I see your FPS sitting at 500, which I'm not sure if that is the total amount of FPS it can 'get' or the current FPS it is working on. Should limit to 64 FPS or lower depending on what you are doing, otherwise you'll overheat graphics cards. Minecraft for example is a very simple game graphics wise, but owned alot of graphics cards due to overheat because the limit FPS option was never set to on by default. Alot of poeple don't understand the logics of stuff like that, so of course they got upset. (Though Maybe the second number below the 500/etc is the actual rendering FPS, don't know yet. Tongue)
« Last Edit: January 12, 2011, 12:37:45 PM by NiteHawk » Report to moderator   Logged

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Arsanthania
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« Reply #4 on: January 12, 2011, 02:32:47 PM »

Looks good mate. Always supporting indie devs Wink I haven't tried it yet but I might this weekend if I have some time off. I've been fighting my compiler since Saturday due to some weird issues right now and work has me slammed.

PVP would be interesting. But anyways:

What about things such as 'charged guns'. Aka holding down the key charges your 'gun' a bit more for a larger burst/heavier damage.
If you are doing 'different' tank designs, maybe should reflect on certain things, like armor, speed, etc depending on the tank.
Perhaps building would be effective here, like you stated, turrets and such. You could even make it 'base' vs 'base'. It would remind me of the 'battlezone' games where you were still in 3rd or 1st person, but you could still build a base. Could represent for example, the amount of friendlies you can have, how fast they build, etc. Turrets could be placed by AI randomly or by yourself, things like that.

One thing battlezone had to progress how much 'resources' you had, was specific keypoints that would have valuables if you placed a miner style there. You'd have to defend it with turrets and such. You could do a basic form for example with keypoints.

Though I'm not sure how farfetched/different that is to the current game, just winding up with some suggestions that come to my head when I see the game :p

P.S. Also, this might be obvious, but make sure to have a frame limiter. I see your FPS sitting at 500, which I'm not sure if that is the total amount of FPS it can 'get' or the current FPS it is working on. Should limit to 64 FPS or lower depending on what you are doing, otherwise you'll overheat graphics cards. Minecraft for example is a very simple game graphics wise, but owned alot of graphics cards due to overheat because the limit FPS option was never set to on by default. Alot of poeple don't understand the logics of stuff like that, so of course they got upset. (Though Maybe the second number below the 500/etc is the actual rendering FPS, don't know yet. Tongue)

the upper number is the number of object instances in the room. it's  mostly for debuging purposes, and will probably be removed from the final release. (though with the fps and itself still turn on-able). the lower number is the FPS (which is low due to the fact that i was taking screenshots constanty in order to get the gif frames.


and something funny, or interesting, or weird, is that all of your suggestions are already either in the game or planned to be in the game.
xD

thanks for running the ideas, though, and thanks for your comments, i always appreciate feedback. Smiley
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I can make good ship rotations, with anti-aliasing!
PM me!

Working on a good SW mod, with the real sounds!
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