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 Lacuna - A game of mine 
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Post Lacuna - A game of mine
LACUNA - flyaroundshootthingsdierespawnrepeat
I just felt like showing off some gameplay footage of a project of mine. It's simply a space fighter deathmatch game. You fly around, shoot things, die, respawn, repeat. I plan to implement a spawn system that will let the player choose a class of ship to play as. I'd like some feedback on the video. Does everything [aside from the lack of UI] look ok? Does anyone want to compile a windows version when this is more or less done? [the code is cross platform. I just don't own a windows machine to build from.]
But what are you reading all this text for? Clicky Clicky!
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Tue Jun 08, 2010 1:26 am
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Post Re: Lacuna - A game of mine
what are you using to draw

why would something that small be laggy unless you're using like...GDI

nvm allegro l o l

you should probably put in some real gameplay before making a gameplay video though.

why don't you have some sparks emit from bullet impacts or something a little more advanced than "look i made sprites move"

space ships just explode into a dust sprite and flash a shockwave sprite quickly

why not add some wreckage

is the minimap flicker intentional?


Tue Jun 08, 2010 2:17 am
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Post Re: Lacuna - A game of mine
The controls look a little slippery. Does it use the mouse to aim?

I also had the idea of formations, where you control the ship in the middle and you can fire all of the ships' guns at once, or with the press of a button completely change the formation (like Legend of Zelda: Four Swords Adventures).

BTW, would this go into the "Games" sub-forum?


Tue Jun 08, 2010 2:27 am
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Post Re: Lacuna - A game of mine
CaveCricket48 wrote:
BTW, would this go into the "Games" sub-forum?

This is a good idea.


Tue Jun 08, 2010 2:32 am
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Post Re: Lacuna - A game of mine
CaveCricket48 wrote:
The controls look a little slippery. Does it use the mouse to aim?

Arrows. Not sure weather that's a good or bad idea. I had this idea of really drifty, curvy combat, but I'm not sure if it's a good idea.

Quote:
I also had the idea of formations, where you control the ship in the middle and you can fire all of the ships' guns at once, or with the press of a button completely change the formation (like Legend of Zelda: Four Swords Adventures).

great minds think alike :P There's actually code for that kind of gameplay sitting around, but it isn't used ATM.

Duh102 wrote:
CaveCricket48 wrote:
BTW, would this go into the "Games" sub-forum?

This is a good idea.

Thankyouverykindly.


Tue Jun 08, 2010 2:35 am
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Post Re: Lacuna - A game of mine
Dr. Evil wrote:
I had this idea of really drifty, curvy combat, but I'm not sure if it's a good idea.

No grav/drift forever would be awesome imo. How easy is it to add new ships to the game?


Tue Jun 08, 2010 2:37 am
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Post Re: Lacuna - A game of mine
Duh102 wrote:
grav/drift forever would be awesome imo.

I originally had no drag, but it made the game night impossible for both the AI and human players :P
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How easy is it to add new ships to the game?

Very. The ships are all text files, so anyone can do it. [mind you, the text files are kind of confusing ATM, but I mean to fix this up]


Tue Jun 08, 2010 2:40 am
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Post Re: Lacuna - A game of mine
Any plans for new weapons? There could be special weapons that have limited ammo.

Homing Missile - Strong, but slow and can be shot down.

Laser - Difficult to miss with, but does less damage than normal shots. Great at taking out missiles.

Mines - Explode when an enemy gets too close, after a set time, remotely detonated, or if shot at.

Flak Cannon - Shotgun-like weapon, can also be used to destroy missiles. Individual shrapnel pieces are weaker than laser, but at close range it's alot of damage.

Rail Gun - One shot only. Fires a very fast projectile that causes nstant death on whatever you hit, but your ship loses control for a few seconds after firing.


Tue Jun 08, 2010 3:25 am
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Post Re: Lacuna - A game of mine
Do no grav but with some stickiness when you get near zero velocity. Problem solved.


Tue Jun 08, 2010 4:38 am
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Post Re: Lacuna - A game of mine
I think that in competitive multiplayer games, preventative and defensive measures are at least as important as offensive measures. Another thing is yomi, ie double blind rock-paper-scissors scenarios with unequal or unknown outcomes.

Like, missiles should home on to the heat signature of lasers, but require you to be still for a sec. Cannons should be kinda slow power projectiles that require leading and can be dodged if you have movement. Maybe cuts straight through lasers. Add a shield with a limited activation window or something, maybe.

I dunno. Empirical evidence would have me believe that while competitive games can be good based solely on the execution aspect, mindgames are what makes a game continue to be fun.


Tue Jun 08, 2010 4:52 am
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Post Re: Lacuna - A game of mine
Are those the Hiigaran interceptors from Homeworld 2?


Tue Jun 08, 2010 4:02 pm
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Post Re: Lacuna - A game of mine
caekdaemon wrote:
Are those the Hiigaran interceptors from Homeworld 2?

Based off them :)
CaveCricket48 wrote:
Any plans for new weapons? There could be special weapons that have limited ammo...

I rather like these. :) What about if after a player hit a certain number of kills/points, they could spawn in as hero once?

The game now has multiple ship classes and slightly better AI and file handler.
Still needs to be switched to openGL too.


Wed Jun 09, 2010 10:40 pm
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Post Re: Lacuna - A game of mine
Dr. Evil wrote:
caekdaemon wrote:
Are those the Hiigaran interceptors from Homeworld 2?

Based off them :)
CaveCricket48 wrote:
Any plans for new weapons? There could be special weapons that have limited ammo...

I rather like these. :) What about if after a player hit a certain number of kills/points, they could spawn in as hero once?

The game now has multiple ship classes and slightly better AI and file handler.
Still needs to be switched to openGL too.


nah, make hero spawning random after an accumulated number of kills in a match


Thu Jun 10, 2010 3:40 am
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