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Games Space Bunnies

Discussion in 'Works In Progress' started by abigailriffle, Oct 29, 2019.

  1. abigailriffle

    abigailriffle

    Joined:
    Jul 13, 2017
    Posts:
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    I am working on a strategy space rogue-like game that features cute animals.

    I have been working on Game Dev for a little while, but I am starting a campaign online because I really want to focus one of my projects and improve my skills. It would mean a lot if you wanted to follow or support my project.
    https://www.indiegogo.com/projects/space-bunnies
     
    owlhowell likes this.
  2. abigailriffle

    abigailriffle

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    One aspect I decided when I started programming was that keeping the same camera was important to me. I remembered seeing the illustration of "The Little Prince", how it pictured the little prince on top a miniature planet and depicted a world that was quirky and imaginative.



    In most video games, designers take the liberty of loading a new scene when you enter a building or entering a new region of the map, but I have chosen to only do that minimalistically in order to create a the specific tone I prefer to convey.

    Space Bunnies gives you a solar system view and will allow you to zoom in on planets to travel them or your ship to manage your crew. The only time I will probably choose to omit this feature is regarding to travel between solar systems.
     
  3. abigailriffle

    abigailriffle

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    For space combat, I have a number of models too look at. I am most interested in the classic game in which you are a flying ship with left/right controlls dodging and shooting enemies as they come down from the top of the screen. Although I'm ditching that whole movement scheme, I was looking at that game style for the strategy in shooting. I wanted the strategy to be more about maneuverability and directional aiming, and so I looked at four different types of weapons that I want to consider.



    The movement accelerates as you press an arrow button once, and slows down over time (expending fuel to speed up and then losing fuel over time.) So, during space combat, there will be a number of factors to consider for the player:

    Fuel

    Shield (or hull integrity Instead of health)

    Weapon type

    Weapon level

    The enemy AI, in addition to having player stats, will also need to have a randomized behavior for movement and attack, and that is a different subject.
     
  4. abigailriffle

    abigailriffle

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    Thank you to my campaign participants. These are some early models I will be adding to my game as interactable characters.





    I appreciate the support, and enjoy having input from others. I will be adding and changing more content based on your participation and input.
     
  5. abigailriffle

    abigailriffle

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    Before Planet Combat


    Above, is a concept graphic for how I want to plan to interact with planets. It makes it too simple if you can see every planet clearly and know whether the planet is occupied as well as the enemy strength. I want to encourage an element of exploration, revealing planets only as they are explored or if they are owned by allies so you don't start fights with NPCs you want to keep as allies.
     
  6. abigailriffle

    abigailriffle

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    After some input from various people, I have added to the character icon list again. I’m happy with the overall look, but I have noticed my style changing for a couple of them as I have gotten to learn a little more about vector graphics.

    I hope I am able to make this game fun for players as well as everyone who got a chance to have input on the design.



     
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  7. warthos3399

    warthos3399

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    May 11, 2019
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    "In most video games, designers take the liberty of loading a new scene when you enter a building or entering a new region of the map"

    It doesnt have to be set up that way, but it also depends on the project and other factors.

    "I was looking at that game style for the strategy in shooting. I wanted the strategy to be more about maneuverability and directional aiming, and so I looked at four different types of weapons that I want to conside"

    Why not use/impliment all 4, as i can name many games that have done so, adds flavor/options.

    Artwork and concept is very good, now for implimentation, best of luck :)
     
  8. abigailriffle

    abigailriffle

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    Thank you for your feedback! :)

    I was planning on implementing all four different firing methods, but I talked about them as "options" because I was not 100% sure that I wanted to implement those exact behaviors for each different method.

    I find usually, for me, that implementing although being stressful and unpredictable, is still the easiest part of the process. I find my talent lacking in design rather than implementation, so I'm specifically focusing on that during this time.
     
    Last edited: Nov 23, 2019
    warthos3399 likes this.
  9. abigailriffle

    abigailriffle

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    More fun game art. I will be posting more about game-play, instead of just art soon.
    upload_2019-11-22_21-45-31.png
     
  10. abigailriffle

    abigailriffle

    Joined:
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    Rogue-likes have a common element of having a changing and expanding universe. Originally I wanted to portray this by having different solar systems and galaxies you could explore and recording them in data if you wanted to return to them. Instead, I had an idea that grew of having a unifying story with a finite number of characters that could wander a finite universe that would change over a progression of time.

    So, I am stuck with the dilemma of trying to express something infinite in a finite manner. The quick explanation is that I chose an arbitrarily large number. Fifteen. Fifteen isn’t a very large number, but if there are twenty solar systems in a single galaxy, and around ten planets in each solar system, there will be about one hundred and fifty places to explore during a single gameplay cycle, with a changing and progressing world around you.

    My goal again is to represent a growing and progressing galaxy. I am doing this by having a population of NPCs with various levels of aggression or friendliness that wander the galaxy and populate planets. Over time they may move to different planets, fly around, or gain in skill level and strength. There are at least two hundred possible locations for NPCs to be at any point of time. Representing a growing population, over the progression of time I wanted to be able to add NPCs to the galaxy during the progression of a game. I again chose an arbitrary number to be my maximum population density. One fourth. At the fullest progression of time, one fourth of space is being occupied by alien species. This means that there are about forty (37.5) characters.

    Now, I really don’t want to draw, model, and render forty characters. But I’m going to make this easier for myself. First of all, I don’t have to render them all at once, I only need to render the ones actively in a specific solar system that are visible at the moment (Around 2.67 per galaxy). I am not going to model each individual character separately, but have approximate avatars for different species (Feline, Canine, Equine, Amphibian, etc). Since I already have 17 graphics already finished for different characters, I can however at least create sketches for the remaining 23 characters I ought to have, but given the basic format and given that this is a prototype, it is permissible for me to just insert them as data points if necessary rather than having graphics for them.

    Regardless, I can say for certain that the more I learn and discover about this world I am creating, the more complex and intricate it becomes. I hope many others will be able to find this project as fun as I have when I am finished.
     
  11. abigailriffle

    abigailriffle

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    Pseudocode for data storage to save between gameplay runs so I can load or save data between runs.

    Shared Data

    Shared data is comprised of variables shared by temporary and permanent data.

    Characters = [A,B,C,D,...]

    A = [name, species, Atraits, Astats, icon, mesh]

    Temporary Data
    Temporary data is erased and rewritten each game restart

    World:

    World = [galA,galB,galC,galD]

    galA = [name, locX, locY,[planetA1, planetA2, planetA3]

    planetA1 = [name, locX, locY, size, type, density, (CharName if occupied)]

    Character Stats:

    OutWorld = charList - inWorld[]

    InWorld = [A,B,C,D]

    Astats = [locName(galaxy or planet), health, level, equipment[],relationship]

    Player Stats:

    Crew = [A, B]

    Stats = [fuel, money, shield]

    Ship = [model, fireType, fireLevel]

    ResearchLevel = [X]

    Events:

    Log += Event.new()

    Permanent Data
    Permanent data may be modified during gameplay but is not initialized or erased at each game restart

    Character Traits:

    Atraits = [class, mode, aggression]

    Campaign Events:

    Log += Event.new()

    Logical Data
    Logical Data will never be changed and does not need to be written outside of scripts

    Classes = [Pilot, Engineer, Scientist, Medic, Soldier]

    Pilot = [firepower, armour]

    Weapons = [gunA, gunB, gunC]

    Armour = [shieldA, shieldB, shieldC]

    gunA = [firepowerBonus]

    shieldA = [armourBonus]
     
  12. abigailriffle

    abigailriffle

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    Character selection screen concept design.

     
  13. abigailriffle

    abigailriffle

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  14. abigailriffle

    abigailriffle

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    A redone 3D version of the main crew