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DarkBASIC Professional Discussion / Sneak Peek: Dreadnought Commander

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Fallout
23
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 16th Mar 2010 21:13 Edited at: 16th Mar 2010 21:23
Hi gents. I wanted to post a sneak peek of what I'm working on. I don't want to make a WiP for my latest project. See this thread for why. However, I'm really enjoying making my latest game. It's the most exciting and rewarding game I've made, and the most technically challenging.

It's basically a space battleship commander game, where you control an armada of battleships. It's quite unique for a few reasons. It's turn based and real time, and you can control many aspects of the ship, from each gun to each man on board. You can repair your ship and customise it. You can board enemy ships pirate style, and the ships are fully destructible, yet it's hard to bring them down. This results in long drawn out tactical battles with lots of ship damage fully visible.

I've just finished some of the key ship collision code. The game is starting to come together, so I wanted to share it without the pressure of making a WiP. There is still a long way to go, but I've broken the back of the technical challenges.

In this vid I just smash a few ships together to demonstrate how the ships come apart. Currently ship momentum isn't lost during collision, but it will be in the full game. The second ship explodes once the main reactor is destroyed (one of many different ways to take out a ship).

Anyway, I just wanted to share, because hiding away doing all this dev is proving quite frustrating.

Video Link (4MB WMV)

Radical hamsters skipping furiously into the blue ether, questioning their very existence while breathing out the bitter fog of smoked haddock.
Fallout
23
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 16th Mar 2010 21:13 Edited at: 16th Mar 2010 21:13
Screeny


Radical hamsters skipping furiously into the blue ether, questioning their very existence while breathing out the bitter fog of smoked haddock.
That1Smart Guy
17
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Joined: 26th Feb 2009
Location: Somewhere...... yep
Posted: 17th Mar 2010 01:19
looks sweet!

baxslash
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Bronze Codemaster
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Joined: 26th Dec 2006
Location: Duffield
Posted: 19th Mar 2010 23:50
This looks really cool, it's hard to tell exactly what the gameplay will be like but it looks quite original.

I look forward to seeing more!

Neuro Fuzzy
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Joined: 11th Jun 2007
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Posted: 20th Mar 2010 02:16
Wow, really cool, except for the physics of it. In that situation, it wouldn't require material to destroy material, it would require force, so the two ships would bounce off of each other (or at least affect each other's trajectory in some way).

That said... I hope to see a lot more of this DD It's awesome! Turn based, moving personnel around, firing, ramming... Looks really really really cool


Fallout
23
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 20th Mar 2010 02:19 Edited at: 20th Mar 2010 02:22
Thanks chaps. I've attached a little video I made testing the combat. In it, I simply intercept a ship I've set on an easy course to follow. I will need to streamline the controls, to avoid too much clicking of guns etc. Things will be faster too. Obviously in the full game, there will be many more ships and much more carnage, but it gives an idea of how it may play.

Simple combat example (7MB WMV)

@Fuzzy - Yeah, the physics isn't quite right. I've since added some momentum transfer. It's better now, but you still get lots of metal bending madness.

Radical hamsters skipping furiously into the blue ether, questioning their very existence while breathing out the bitter fog of smoked haddock.
Butter fingers
20
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Joined: 20th Mar 2006
Location: Mecca
Posted: 22nd Mar 2010 13:16
This looks very nice. I don't want to fall into the trap of asking you about the project and getting you to answer questions on pointless stuff, because from the looks of things you have it under control.
One comment - shouldn't the ship interior view only be for your ships or ships that you have people on? Right now when you do the interior view on your ship, it affects all of them...

Anyway, this looks totally sick. Looking forward to seeing more!

j

I want robotic legs.
Fallout
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 8th Apr 2010 15:04
You're right about the ship view. You won't be able to see under the roof of enemy ships until you dock with them, or blow the roof off. In that example vid, I was blowing up one of my own ships.

I've been offline for a while since I moved house and don't have internet yet. I've made progress with the game though, so it's coming along nicely. Currently tackling how to dock with other ships and board them, and how that affects path finding and controls. Once that's done, I'll start the challenge of doing enemy AI for the ship controlling. Then I'll post up a video of some true combat mayhem.

Interestingly, as a side note, I realised that once you've plotted your turn, and you hit the 'realtime' button to move on, the outcome is effectively predetermined. AI and you have chosen your moves and you just play them out. The upshot of this is, I can theoretically pre-calculate everything before going into realtime, and thus use next to no CPU for the realtime stuff. I could even render screenshots for each frame, and play back the video, allowing me to add as much visual detail as I want irrespective of CPU power.

It may be an interesting challenge.

Radical hamsters skipping furiously into the blue ether, questioning their very existence while breathing out the bitter fog of smoked haddock.
Mike Schlueter
20
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Joined: 28th Nov 2005
Location: Somewhere that I\'m not suppose to be
Posted: 8th Apr 2010 16:05
Awesome job! That’s a really cool game. Kinda Reminds me of Steam Birds from Armour Games. But it still doesn't beat my game. ;D

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