Saturday 28 August 2010

First 'Post GMW' TS Version

I have created some more content to TerraScape, most promeninently more Campaign levels and more turrets.

  • 3 more Campaign levels ("That Itchy Feeling", "Reinforced" and "The Convoy")
  • 3 more turrets (Minigun, Multi and Support)
  • Some changes in the Statistics and Achievements
  • Some bugs and unbalances fixed
The Minigun Turret is strong and shoots fast, but turns slower than the Machine Turret. The Multi Turret shoots extremely rapidly and can shoot in every direction at once. The Support Turrets drastically improves other turrets' damage.

Unfortunately, these changes are not backward compatible with the 'TerraScape Statistics' file; the Statistics and Achievements might not make any sense. I could however edit your file.

I have 4 more enemies planned, and of course the rest of the Campaign. It is not unlikely there will be more Melee and Arcade levels as wel. And I plan on redoing the Arcade, making it much shorter and more intense.

Monday 23 August 2010

TerraScape Trailer

I've created a trailer for TerraScape, you can find it [on YouTube] or down here:


It is not quite spectacular, as I am no good at creating videos.

I haven't done much since last time, but here are the things I still want to do:

  • Create the Campaign
  • Add more levels and enviroments
  • Add more statistics and achievements
  • Possibly add some more enemies and turrets

Saturday 14 August 2010

TerraScape: New Content Boost

I have added an incredible amount of content in one day (working 9 hours straight):
  • 4 new enemies: Ghostling, Mageling, Swarmling and Camling
  • 1 new turret: Longshot Turret
  • 6 new Melee levels: Fraternity Match, Extraordinary, Need for Speed, Heavy Equipment, Swarmed and Mr. Invisible
  • Statistics (working)
  • Achievements (working)
It has become (if I may say so myself) a decent package, and I'm proud to have something worthy of GMW #24.

As always, you can download it at the TerraScape page and feel free to comment.

Friday 13 August 2010

PC Back!

Yay!

I've got my pc back! I must say I've got somewhat with of a love-hate relationship with it, but she's a beauty when (or if) she works. All I can do for now is wait.

Well, that and start computering like crazy.

For instance, I have about 50 hours before the deadline of GMW24 ends, so I need to work my ass of if I want to hand in a decent version of TerraScape. I'll see how far I get, I guess.

So why am I wasting my time writing this, exactly?

Atlantia Polis Hudrow

Lately, due to lack of working pc's*, I have been bored to death. But, with great boredom comes great inspiration. Not only in the form of memo's for Moonlit, but also as a new game idea.

The University of Utrecht (NL) has started an annual contest for GameMaker users (such as myself), called the Creative Game Challenge (dutch website). Last year the theme was Beasts, this year it's all about Water.

Which got me thinking. Almost immediately, I figured that I want to do something with this water. Some kind of (semi-)real water effects would be great. But not just fancy effects, but water incorporated into the game itself. As ideas tend to, this simple gimmick has turned into an actual concept for a game.

This game - which I have already given a name: Atlantia Polis Hudrow - is going to be somewhat of a puzzle-platformer; as the player, you must travers your way through each level, filled with doors, cranks, traps, steep drops, slow moving gears and of course water. Lots and lots of water. In fact, the game sets place entirely under water. Well, if neither the name nor the fact that there is civilisation under water have been sufficient: yes. The game is set in what is, frankly, Atlantis.

What I can tell of the story isn't much, because, well, it's just an idea; but this I do know: you are a deep see investigator annex treasure seeker (I'm thinking "Nathan Croft"), who happens to find Atlantis and gets trapped. The Atlantian civilisation has ended, leaving you in huge, deserted chambers, that are constantly on the brink of collapse.

Also, it will feature some texts in Atlanteski, the languages the Atlantians speak that I'm going to create. It will be somewhat of a dialect of Lurion. The game title is also atlanteski; it means "Atlantis, the City of Water."

I have until April 2011, so I'll be working on this game on a very low pitch. I am first going to finish TerraScape, before continuing work on Moonlit.

(* While I am typing this, I find a letter from Packard Bell, saying I can get my pc back. As far as I can tell, they did nothing but undust the fans, which probably means it'll start all over again within one or two months. I guess it's better than nothing, though you might have noticed this whole mess is really getting on my nerves.)

Wednesday 11 August 2010

Moonlit Memo: Weapons, Items and Perks

This is a work in progress memo. It may contain spoilers or information that might not fully reflect the quality or content of the final game.

Weapons (key examples)
MK23; USP45 (w/ laser); Desert Eagle; Taurus; P99 (w/ silencer); Glock
Uzi
AK-47; FAMAS; G3A4 (w/ silencer)
M249 SAW; Brute
M1 Garand; Kerberos
Shotgun; M3; Jackhammer
Springfield; Dragunov; Hawk (w/ silencer)
Flaregun
Minigun
Crossbow
Flamethrower
Panzerschrek
Lasergun; Railgun
Zeus
Feromone Gun
Swarm

Items
Frag
Molotov
Stun (stuns and flashes enemies)
Claymore
Tripmine (detonates on contact)
Proxy (detonates when enemies are near)
C4 (detonated manually)
Shuriken
Fusee (emits light)
Syringe (quick health boost)
Radar (detects movement nearby)

Perks
Sleight of Hand (decreased reload and weapon swap time)
Light Footed (increased speed)
Full Metal Jacket (increased bullet damage and penetration)
Camouflage (partial invisibility, especially when standing still)
Steady Aim (smaller decrease of accuracy when shooting, turning or moving)
Sixed Sense (detect explosives and sudden movement nearby)
Bandolier (more ammunition)
Bang Belt (more of primary item)

Tuesday 10 August 2010

Moonlit Memo: Story Characters

This is a work in progress memo. It may contain spoilers or information that might not fully represent the quality or content of the final game.

These are the characters (listed alph.) that are planned to appear throughout the Moonlit Campaign. Characters in bold are playable.

Pvt. David Allen, "Ghost"
Pvt. Nathan Baird, explosives expert
Cpt. Dale "Barbie" Barbara, retired 'nam and iraq veteran
Cpl. Steven Dunn
Pvt. Timothy "Cheshire Cat" McGee, "Rookie"
Pvt. Charles Miller
Lt. James Morrison, "Lefty"
PFC. Mickey "Mayhem" Peters, radio operator
Richard Portier, reporter
Pvt. Bartholomew Sanderson, "Saint"
John L. Smith, FBI agent
Sgt. Michael "Sully" Sullivan
Nikolao "Nick" Fastizarovi Huttarnanti, naupilan citizen, minor
Aleksandrei Zakritevich, russian warrant officer

Moonlit Memo: War Modes

This is a work in progress memo. It may contain spoilers or information that might not fully reflect the quality or content of the final game.

FFA - Free For All [2-10s]: Kill; Assist; -; -;
Each player earns points by killing others.
TDM - Team Deathmatch [4-10t]: Kill, [Kill]Assist; FF-;
Each team earns points by killing members of the other team.
WM - Wingman [4-10d]: Kill, [Kill]Assist; FF, [FF]-;
Each pair earns points by killing members of other pairs.
LMS - Last Man Standing [3-8s]: Kill, LMSAssist--;
Players do not respawn; the last one alive earns a bonus.
TE - Team Elimination [4-10t]: Kill, Survive, [Survive]Assist; FF, Suicide-;
Team members do not respawn; the surviving team scores.
DE - Dual Elimination [4-10d]: Kill, Survive, [Kills, Survive]Assist; FF, Suicide, [FF]-;
Pair members do not respawn; the surviving pair earns a bonus.
9L - Nine Lives [3-8s]: Kill, Lives LeftAssist--;
Players can only respawn eight times; extra points are earned by the survivor for the number of lives left.
KotH - King of the Hill [4-10t]: Kill, [Control]Assist, Control; FF; Kings;
Teams earn points by controlling one specific location each round.

Frag Rules: the Frag is an orb, used as a grenade. It can be thrown, but it does not explode. The Carrier can not shoot or use equipment.

CtF - Capture the Frag [4-10t]: Score as Carrier, Kill of Carrier, [Score]; Kill, Assist; FF; Carrier;
Teams earn points by bringing the other teams Frag to their own base.
FT - FragTag [2-6s]: Control, Kill of CarrierAssist-; Carrier;
Players earn points by holding the Frag; the Carrier must evade attackers.
DFT - Dual FragTag [4-8d]: Control (by partner), Kill of Carrier('s partner)Assist; FF; Carrier (only);
Pairs earn points by holding the Frag; the Carrier's partner must fend off attackers.
GRD - Guardian [4-10t]: Kill of Leader, [Survive]; Kill, Assist Kill of Leader; FF, Suicide as Leader; Leader;
Each team has one Leader; members keep respawning as long as their Leader is alive. The surviving team scores.
Av1 - All vs One [2-6s]: Kill as King; Assist as King-; King;
One player is the King; only the King can score points by killing. Once you kill the King, you become the King.
CON - Contract [3-8s]: Kill of ContractAssist Kill of Contract--;
Each player is assigned a contracted target and scores only by killing his contract. After he has killed his target, he is assigned a new contract.

Demon Rules: when players are Demons, Viri, Werewolves or Hunters, they can not use any weapon or equipment; they can only melee and 'jump'.

VIR - Virus [2-10s]: Time Survived, LMS; Kill as Virus, Kill of Virus; FF; Virus;
One player starts out as the Virus; he infects others by touch. The last Survivor earns a bonus.
DDM - Demon Deathmatch [4-10t]: KillAssist; FF-;
Each round, one team plays as the Demons and the other as the Survivors.
COA - Coalition [4-10d]: KillAssist; FF-;
Each pair consists of one Demon and one Survivor.
WLF - Werewolf [2-7s]: Kill as Werewolf, Kill of WerewolfAssist Kill of Werewolf; FF; Werewolf;
Each round, one player is the Werewolf. The Survivors keep respawning until the Werewolf is killed.
HNT - Hunter [2-10s]: Kill as Hunter, Kill of Hunter, Win as Hunter, SurviveAssist Kill of Hunter; FF; Hunter;
Each round, one player is the Hunter, who is partly invisible. Survivors do not respawn.