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Up Topic Gosu / Gosu Showcase / Smash and Grab (Supervillainous heist game)
- - By Spooner Date 2011-10-28 00:06 Edited 2011-11-11 16:04
This is a turn-based isometric tactical game, where you play as a team of 1930s supervillains attempting to pull off a series of daring heists! The idea is to get in and out with the most loot as quickly as possible (gain score for each item stole and lose score for each turn you take before you get out). The AI (or, eventually, another player) will control the police, traps, army, superheroes, etc. that oppose you.

Still not 100% on the name. The working title is "Smash and Grab", since that neatly describes what happens in the game, but then it is rather an uninspiring title.

Game is very much an early exploratory prototype, so don't try it unless you are interested in it as an engine, not as a game :D

Some ideas of levels (and what you want to steal there):
* Break prisoners out of jail.
* Bags of cash from the bank.
* Gold bars from Fort Knox.
* Vials of deadly plague from a lab.
* Freak babies from the circus (got to get your minions from somewhere!).

* Devlog at TIGSource
* Github project (Extremely early alpha that is absolutely not a game)
Parent - By Jwosty Date 2011-10-28 23:48
Wow. This looks like it could be awesome once it's finished! Can't wait to try it! :D
Parent - - By Spooner Date 2011-10-29 13:56
Added a minimap and a wall system. Still need to make the walls opaque/transparent based on what they are covering though.
Parent - By Spooner Date 2011-10-29 16:24
Got selective transparency working nicely!
Parent - - By Spooner Date 2011-11-01 02:13
Added a non-functioning GUI to see how it would look (it uses up rather a lot of the window, but I am working on 800x600 being the minimum playable resolution, so that won't be as overpowering at a resolution that most people would play it). I can also use icon on the buttons, but I don't need to worry about that yet. Want to make enough room for 8 character portraits on the left, but not sure whether teams will be 4, 5, 6 or 8 people (maybe leave some spaces for pets or controlled enemies?). 6 seems like a good base number; then if I want to implement coop you could play with 6, 3 + 3 or 2 + 2 + 2.

Also added low walls which take extra movement points to vault over. You should be able to destroy the weaker walls if you are an epic superhero though (and make some effort!), but that isn't something I need to worry about any time soon.

Still avoiding creating the editor/game proper *blushes*. Need to stop working on rendering/interface and make an actual game :D
Parent - - By Jwosty Date 2011-11-01 22:37
Hmm, I kinda like that... About it being too big; maybe you could hook up some kind of hide/show mechanism that toggles when a key is pressed... Or maybe if the mouse is in a certain area of the screen. Nice work!
Parent - - By RavensKrag Date 2011-11-02 04:45
Or you could have the information float over the heads of the characters.  Of course, that really depends on how much information you want to display.  Still, think that showing the character in the HUD, and then again on screen is rather redundant.  There are quite a few games that do that, but that doesn't mean that is the best solution.
Parent - By Spooner Date 2011-11-02 11:37
I do intend to have some HUD info in the end, so you can see who can still move/attack. As it is, the selected guy's base is green if they can still move and black if they are out of movement points.

I agree that the screen can get very cluttered in that case, which is why I wanted to put a synopsis of unit stats at the side (bar1, bar2 being coloured bars showing remaining MP and AP, for example).
- By Spooner Date 2011-11-04 22:43 Edited 2011-11-05 00:59
Editor added, which is really quite nice. Threw that level up in no time, but then I don't have a lot of variety in tiles/objects to place yet.
- - By Spooner Date 2011-11-09 01:36
Made the GUI up a bit more and added some nice isometric vehicles (although they don't do anything at all, they look nice in the scene :) )

I've also added trivial AI (the enemies run and melee if they can, otherwise wander aimlessly).
Parent - - By Spooner Date 2011-11-11 00:28 Edited 2011-11-11 01:25
I changed the font and improved the gui a bit with portraits. Added ZOC indicators, but not 100% sure how I think those should cause effects, so I haven't put the logic in. Mainly avoiding real work to play with aesthetics again (like redrawing eyes because they were annoying me!)
Parent - - By Jwosty Date 2011-11-11 14:11
ZOC? Whats that? :P

Also, I like all your changes so far! Looks awesome, can't WAIT to play this!! :D
Parent - - By Spooner Date 2011-11-11 14:17
Sorry - Zone of Control. Squares adjacent to an enemy that triggers reactive melee and limits movement.
Parent - - By Jwosty Date 2011-11-11 23:25
Okay, that clears it up. Progress sounds great!
Parent - - By Spooner Date 2011-11-11 23:28
I've decided to move most of my dev-blogging to Tigsource as I think I'll get more feedback there. Feel free to keep commenting here, of course!
Parent - - By Maverick Date 2011-11-12 01:52
Let me know about that music! ;)
Parent - - By Spooner Date 2011-11-12 11:15
Thanks! Well, I was planning on using realistic sound effects for this one and trying to move away from the lo-fi music which is appropriate for lo-fi arcade games. Something that would be appropriate in a 50s B-movie would be right, I think, but frankly I haven't a clue, so probably best to leave it for now :D
Parent - By Jwosty Date 2011-11-12 14:55
- - By Spooner Date 2012-02-07 20:02
Blogged at tigsource
Parent - - By jlnr (dev) Date 2012-02-08 08:28
I think it looks great, but you should use every chance and idea you can find to reduce visual noise. There is just SO much going on with all the health bars, floor markers etc. :S
Parent - By Spooner Date 2012-02-08 12:30
Oh yes, the visual noise is out of control, but that is because I can't be bothered having all the toggles for info ... and it is useful for testing to see everything at once anyway :)
Parent - - By Spooner Date 2012-02-08 18:52
Another blog

I've pushed a new Rubygem (v0.0.6alpha) too or you can download the windows .exe
Parent - By Spooner Date 2012-02-08 19:21
Oh and you can run it with --fullscreen if that floats your boat :)
Up Topic Gosu / Gosu Showcase / Smash and Grab (Supervillainous heist game)

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