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Work in Progress / Fruit Wars - Strategy/RPG

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Ashingda 27
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Posted: 17th Nov 2009 01:57 Edited at: 21st Apr 2011 01:27
Updated: 1/10/11

Fruit Wars is a strategy/rpg game heavily influenced by Dragon Force for the Sega Saturn and Generation of Chaos for the PSP. For a time this project has been moving away from the original idea and leaning towards Final Fantasy Tactics because embarrassingly I was stuck with a few coding problems with the skills and effects etc, but after learning a ton of things from the different approach I decided to return to the roots of this project and finish what I started. Fruit Wars has returned to a 100 troops vs 100 troops battle.


GamePlay:
The gameplay consist of two phases, the Map-Phase and a Battle-Phase. During the Map-Phase you move your units to invade other castles or guard your own. During the Battle-Phase you control a commander with up to 100 troops vs an enemy commander who also controls up to 100 troops.

StoryLine:
In ancient times the world was a wasteland and there were constant war over resources. the Elves created relics in shapes of fruits that cause the land to flourish and divided it amongst the humans to maintain peace but it didn't last long because of their greed. Sadden by the event the Elves left to a different world and the relics power started to decline. The land started to diminish but the humans learned from their mistakes and continued to live peacefully after wards. Time passed then suddenly a wild rumor spread across the world like a plague "The one who gathers together all the Fruit Relics is granted a wish!", just over one night all nations turned against one another and a world war started.

Character:
You may play one of the 7 unique characters or create a new customized character.

Screen shot of latest Progress. Demo below is not up to date.




Ashingda 27
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Posted: 17th Nov 2009 02:01 Edited at: 3rd Sep 2011 06:55
Updated 02-SEP-2011
- Fixed the formation editor to be able to set troops into different groups which is used with the different battle commands.
- HUD for the battle is completed, it now shows the stats values and hp/mp gauges correctly.
- Formations are all implemented and working correctly.
- Formation Commands are also completed.
- Minimap now displays where the screen is veiwing it.
- Minimap can now navigate the screen by clicking on it and you can also drag it around.


<Current>
- Transferring the old version into the current updated version.


Controls:
Mostly mouse based using the common concept of left-clicking to access buttons and right-clicking to cancel. Scroll the screen
by holding down the right-click and dragging it.

Project source may be downloaded here.

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Virtual Nomad
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Posted: 17th Nov 2009 02:05 Edited at: 17th Nov 2009 02:13
sounds fun. without a demo or video, etc, hard to say much more than "show me more!"

otherwise, how far along is this and how much is left to do (give or take)?

edit: grrr... ok, you posted again while i was. will DL and get back to you

ok, back. the officer controls, keys 1 & 2 don't appear to be working and neither do the arrowkeys for officer movement. i AM able to move the camera around and see the collision array, tho. otherwise, the AI looks kinda cool as i think i saw enemy forces join one another to focus on a target, while others did kinda just stand around. alas, i know this is a demo and still has some wrinkles to iron out and i'm looking forward to progress here; it DOES look like some quick fun


tiresius
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Posted: 17th Nov 2009 02:10
Looks cool. Did you make those graphics? They're well done.

Do you get to control the troops at all or are the battles completely AI driven?

I'm not a real programmer but I play one with DBPro!
Satchmo
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Posted: 17th Nov 2009 02:11
Awesome name . Sounds like some work has gone into this, I agree with tiresius, the graphics are well done.

Ashingda 27
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Posted: 17th Nov 2009 02:14 Edited at: 3rd Jan 2012 18:26
Quote: "Did you make those graphics? They're well done."

Thanks and yeah I drew everything.

Quote: "Do you get to control the troops at all or are the battles completely AI driven?"

You only get to controll your main dude. Your troops are controllable AI. For example, there will be a menu you select from that has the following commands. "Advance" "FallBack" "Spread" "Standby" "Charge" etc..

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zzz
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Posted: 17th Nov 2009 21:13 Edited at: 17th Nov 2009 21:17
Cool little game you've got there! Adorable graphics and animations, nice work. I was, however, unable to move my little commander around. I have a swedish keyboard, could that be the cause?
Nice game, keep it up!

CSGames94
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Posted: 17th Nov 2009 23:44
This game looks great!
Ashingda 27
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Posted: 18th Nov 2009 11:10 Edited at: 18th Nov 2009 11:16
Thanks, there will be an update pretty soon .


About the officer movement, if he's already doing an action then hold the arrow keys. If you happen to press "2" at one point then it'll create some problems.

Note: The officer is the single guy near the back on the Blue team. They are supose to be unique and different from the rest of the troops (still working on this).


Quote: "I have a swedish keyboard, could that be the cause?"

If you are able to move the camera then there should be no problems.
Ashingda 27
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Posted: 21st Nov 2009 00:09 Edited at: 29th Nov 2009 21:41
Updates:
Added weapon: Spear
Added Bare body. Cloths and Armor will be made to layer over it soon.


The Demo 1.1 is attached. (Removed)
Jimpo
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Posted: 21st Nov 2009 17:58
Nice game! Good graphics (which I've come to expect from you) and great idea behind it.

Everything in the demo worked fine.

Ashingda 27
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Posted: 29th Nov 2009 21:56 Edited at: 2nd Dec 2009 17:42
It means alot comming from you .

Updates:
Added Leather Armor
Added Pants1
Added Male_Hair1
Added Objects, Tree1 & Tall_Grass1
Added extra Terrain Tiles.

Demo and ScreenShots are updated.

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old_School
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Posted: 30th Nov 2009 00:25
looks like a nice 2d game.
Cybermind
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Posted: 30th Nov 2009 02:41
Very nice

The byte chrunchers are coming...
Ashingda 27
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Posted: 2nd Dec 2009 17:56 Edited at: 7th Dec 2009 18:32
Big changes, music and sound fx are just not my strong point, although I've manage to add some I'm not sure I can keep it up. Probly have to take some tutorials on it.


Updates:
MapSize increased from 10x10 to 40x15.
TroopCount increased from 30 to 100 on both sides.
Terrain tiles increased from 24 tiles to 60 tiles.
Added 5 new trees and modified the old one.
Added 6 rock tiles.
Added Sound fx ArrowShot and Clank.
Added Music.
Troop AI and movements has been limited.
Improved Map generator
Improved Shadows

Bugs:
Sometimes while loading (Generating Map) the game freezes and leaves a blank black screen. Just press esc and re-run.

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Azunaki
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Posted: 3rd Dec 2009 23:50
something you might consider is a forest area generated around the map.(whether you thought of it or not just a suggestion)

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Ashingda 27
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Posted: 4th Dec 2009 00:04 Edited at: 4th Dec 2009 00:05
Hey that would make it look better, good idea. Thanks.
Garion
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Posted: 5th Dec 2009 18:11
Wow, the terrain and characters look so much better now
Quik
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Posted: 7th Dec 2009 06:13
really awesome!^^ played the demo, and all i can say right now is that the commanders can take too much dmg XD

bookmarked


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Ashingda 27
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Posted: 7th Dec 2009 18:19 Edited at: 10th Dec 2009 05:54
Quote: "Wow, the terrain and characters look so much better now "
Thanks


Quote: "the commanders can take too much dmg XD"

That just got fixed in this next update. Hehe


Updates:
It got messy and almost imposible to add more things so I went through and re-wrote the whole code, it's much more tidier now.

Added Helmet
Added White flash, while getting hurt by melee weapons.
Fixed Hair graphics
Improved Arrows, now curves through the air instead of straight shots
Improved PathFinding, now using A* (A-Star)
Added Troop Controls, five different commands on keys 1-5.
Increased MapSize from 40x25 to 60x40
Each troops how has it's own stats, HP/Atk/Speed based on weapon.
Each commander may now have up to 3 different troop types.

Demo and Screenshots are updated.

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Ashingda 27
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Posted: 10th Dec 2009 06:02 Edited at: 12th Dec 2009 17:15
There were some big changes to the Map Generator mostly codewise. More terrains were added and fixed.


Updates:
Added Battle GUI Graphics, it's just there and does nothing.
Added River Terrain
Added Sand/Desert Terrain
Added Small Grass Terrain
Added FallenLeaves Terrain
Improved Map Generator

For testing purposes the enemy troops are now controllable.

I'm currently trying to get the river to function properly, as of now the troops just walks right over it. I plan to put a bridge there soon and add a swiming animation.

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Azunaki
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Posted: 10th Dec 2009 06:59
do you have any plans to update the trees they seem rather flat.

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Plotinus
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Posted: 10th Dec 2009 13:01
This looks really great!

The characters are sooo cute and the individual soldiers seem to move and fight very intelligently. I preferred the fact that in the earlier demo the enemy troops moved themselves but presumably the change is just for testing and it won't be a purely two-player game.

I think the controls may be a bit too simple. It is hard to be sure what the best thing is to do, or why anything other than simply charging everyone towards the enemy with 1 and then letting them get on with it would be preferable. I've tried experimenting with separating the troops and then bringing them back together in a sort of pincer movement but it never seems very effective.

The music is really charming too. The whole thing seems very polished for a game at such an early stage of development. I would prefer it if filled the whole screen though, with that much more of the map being visible at once.
Ashingda 27
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Posted: 10th Dec 2009 17:44
Quote: "do you have any plans to update the trees they seem rather flat."
Yes I do plan to, as soon as I figure it out that is .


@Plotinus
Thanks for comments. The controls are not yet done, it's supose to be a memu and you select it there and there will be more advance commands such as Moving a group (all with the same weapon) to a specific area.

Later on I do plan to add resolution mode options and full screen options.
Plotinus
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Posted: 10th Dec 2009 18:27
That sounds great.
Azunaki
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Posted: 11th Dec 2009 01:55
you should create a UI similar to the command and conquer games. more the way they have it structured.(that is if you have ever played any of them)

i can see about a few images if you want.

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Ashingda 27
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Posted: 11th Dec 2009 03:00 Edited at: 11th Dec 2009 03:07
That's a good suggestion and I have considered it, though this game is based on console games with no mouse support and I have decided to head that direction. It's not really as much of getting the best controls possible but just fulfilling a long awaited dream.

Bedroom coders all hail Dark Basic!! Bow.. Bow..
t10dimensional
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Posted: 11th Dec 2009 05:58 Edited at: 11th Dec 2009 06:00
Looks great!

Quote"Towns are taxed and gives you money (You need money to recruit troops). You may change your tax rate but may effect the town's disposition."

Thats sounds fun.

I had actully a idea close to yours that I might make in the future it was going to be called "DOT WARS!". Every dot color had its own castle and you can declar war on someone or trade peacefully supplys with the opponents that are in war with some rules here and there. I played a simlilar game on MS paint with my brothers.(Before DB)

Well, hope it turns out good.

Ashingda 27
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Posted: 12th Dec 2009 17:28
Quote: "I played a simlilar game on MS paint with my brothers.(Before DB)"

That's funny, I also use to play a similar game to this using pen, paper, board and coins with my sister.


I've made lots of graphical improvements, mostly on the characters. Don't know why I waited this long to get some of it done, if it's any later the workload would pile up quite bad.


Updates:
Added 3 extra helms, one for Sword, Archer, and Axe.
Added Axe Weapon, has the greatest damage but lowest priority.
Added Swiming Animation, only some troops may use this such as (Druid,Assasin,etc.)
Added Bridge, working but needs improvements.
Improved Walking Animation, character's arms now sways back and forth as they walk.
Improved Spear Sprites, black outline
Improved Bow Sprites, black outline
Fixed River, how has working collision.
Changed Troop AI, the nodes has increase to allow better path finding, expect a slowdown in overall speed.


Currently working on Advance commands so each groops may be moved separately.

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Caleb1994
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Posted: 12th Dec 2009 20:46
This is coming along great ashinga! I love your graphics, maps are coming along good, keep up the good work!

New Site! Check it out \/
Azunaki
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Posted: 13th Dec 2009 05:00
this really is coming along very well. something else you may want to consider is a base were you can upgrade a units weapons and armor. maybe build a few little things to increase moral. which would increase their damage and speed. if you did this you could also have one that worked similar to command and conquer were you built up a base or city that allowed you to purchase new unit types and send them out.

also something else is if your thinking of a fantasy direction you could have an inventory that allowed the use and purchase of runes that could be applied to your commander that gave him an area effect to enemy's and allies.

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Ashingda 27
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Posted: 13th Dec 2009 05:21
Thanks Caleb


@Azunaki
Yes I have considered a bit of what you mentioned, I just haven't gotten to working on it yet but hope I can soon. The commanders have special abilities such as magic damage, summon, area effect, etc and can use items during battles. Castles also gives moral boost and extra effect, that is if you're defending your own castle, otherwise the enemy gets the benefit if the castle is theirs.
Ashingda 27
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Posted: 16th Dec 2009 21:34
The last update had the worst fps rate and graphics output speed, I solved that problem with the use of memblock. Previously I drew the shadows and characters separate and it took a toll on the speed. Now the shadows and characters are merged as 1 image with the shadow being at 30% transparent. I could have done this from the start but at the time I didn't know how to support 16bit modes.

Updates:
Added Text Font
Added Command Menu Dialog
Added New Command "Direct", allows you to pick an area to move to.
Improved Overall Game Speed, scrolling is much smoother now.
Improved Bridge Generator, should always be a straight bridge now.
Fixed Battle Gauges & Total TroopCounter, both works properly now.


The Ai are getting hard to manage, the codes in that area are super messy!

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Garion
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Posted: 18th Dec 2009 20:40
looks better and better good job
Hassan
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Posted: 18th Dec 2009 21:48
yeah, this game will be really good if you continue like that x)

Ashingda 27
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Posted: 12th Mar 2010 18:58 Edited at: 12th Mar 2010 18:58
Continuing where I left off...

I'm now working on the Map Phase of the game. Although the battle map is completely randomly generated, the field map will have to manually be plotted.

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C0wbox
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Posted: 12th Mar 2010 20:08
!!! Aww they all look so cool when they're on the battle screen together. xD

This game should be awesome.
Marsh0
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Posted: 14th Mar 2010 13:27
Game looks fun and original

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Ashingda 27
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Posted: 14th Mar 2010 22:36 Edited at: 14th Mar 2010 22:36
Thanks guys

Updates:

Added most of the layers for the Editor. Almost ready for the actual Map-play.

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Ashingda 27
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Posted: 16th Mar 2010 05:05 Edited at: 28th Mar 2010 10:25
I have started working some more on the plot and characters. This is the first of 8 main characters that are playable.

[edit]
Moved to first post.

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Garion
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Posted: 16th Mar 2010 10:07
amazing work
Ashingda 27
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Posted: 16th Mar 2010 19:03 Edited at: 5th Apr 2010 06:32
Thanks.

This is the second main character.

[edit]
Moved to first post.

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Bizar Guy
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Posted: 16th Mar 2010 22:57
This is looking very cool! I'm quite impressed

Ashingda 27
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Posted: 17th Mar 2010 03:36 Edited at: 5th Apr 2010 06:33
I have updated the previous two main characters and added some descriptions. This is the 3rd of 8. And thanks guys for encouraging me to keep it going

[edit]
Moved to first post.

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mike5424
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Posted: 17th Mar 2010 23:58
Let me make sure i've got this right, His talents are Running away and thinking? Well, I guess the player would do all the thinking in the game so he's only used for running away? Sounds useful (Seeing as he can't carry the army)

---
Ashingda 27
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Posted: 18th Mar 2010 01:32 Edited at: 26th Jul 2010 02:47
The traits of the characters effects the points allocated to the stats, diplomatic options and the skills available to them. For example this character has the abilities as listed.

Tactical Retreat: Allow the commander to instantly retreat during a battle and may still continue to battle afterward.

Retreating during battle takes about 10 secs normally and after retreating they become unusable throughout the encounter. Also during the 10 second wait for a normal retreat your commander may be beaten to death by the enemy troops or get snared by the enemy commander if they have the ability and you may loose a number of troops in the process, normal retreat goes on your win/loss record also.

Tactical Maneuver: Ally troops travel 1.5 faster and can swim through water.

Garion
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Posted: 19th Mar 2010 10:02
Very good ideas

Will the fruit kingdoms vary in culture and units or will they be all similar, except heroes?
Ashingda 27
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Posted: 19th Mar 2010 21:23
Good question, at the start they vary from one another. Each kingdom has it's own initial culture and units/commander but you may acquire different kinds as you progress and conquer the other nations.

So say for Lashiin (1st main character) has mostly Knight and Priest type commanders, as for Zatsuo (2nd main character) has mostly Fencer and Archer type commanders.
Dark Dragon
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Posted: 24th Mar 2010 04:54 Edited at: 24th Mar 2010 04:55
Nice......The Style reminds of Maki Senki Disgaea , But not the Battle system. Now thats not to say I dont like the Battle sys, it is very nice. Sorta like Age of Empires, but in Real time.....Ashignda, This is Very cool. I bet it'll be up there With Dego in a while.

On a side Note, The Idea of some of your characters is what REally Sparked my interest.

Quote: "
Queen Lashiin, the ruler of Caspirial Kingdom located far to the south. Gifted with the ability to restore life and with exceptional swordsmanship she protects her kingdom from any foe who dares to invade. "


My mouth watered upon reading it.


Upon playing the game, it inspired me to get back into my RPG.....You'll see it in GEEK CULTURE in a while, as I'm developing it on the Psp! ok, better not ramble on, I'll have a more constructive response tomorrow!

(\__/) HHAHAHAHAHAH!
(O.o ) / WORLD DOMINATION!!!!!!!!!!
(> < )
Ashingda 27
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Posted: 24th Mar 2010 05:07
Thanks, I've been working more on the map phase and will hopefully be able to upload a working demo of it soon. Also looking forward to seeing your project.

I'll also be releasing the media I used on the next demo upload, my updates to the media folder are way too frequent and don't feel like packing everything up every time.

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