9/19/2023 0 Comments Games like galcon![]() Why Does Rule 1 (Help Us Help You) Exist?Ģ - You may not make threads on unreleased content. For this reason, we require all posts to be at least 300 characters long. People can't help you make a decision if you don't express yourself. Give us details about what types of games you enjoy, which games you don't enjoy, and why you're unsure about your purchase. When asking for a recommendation, help us by providing context to your question. Here, you can ask others questions about any game on Steam or any other game on any console, whether it is about the graphics, the plot, the game play, or even the length.ĭo not open links to games sent to you through PM, as these often contain malware Rulesġ - Help Us Help You. It's a relaxing ambient song, and it matches the slow pace of the game pretty well.Īlso, I'd appreciate votes and reviews on GameJolt very much.Have you ever wanted to buy a game on Steam but didn't know if it was good? Have you ever had just enough money for an indie game but didn't know whether it was worth buying? Have you ever asked yourself, "Should I buy this game ?" Added music: Spacial Harvest by Kevin MacLeod. While currently the map will still be roughly the same size every game, this opened the game up for the possibility of arbitrary map sizes later on. The map solar system is now bigger than the size of the window, and I added camera scrolling with the middle mouse button. This also gives you one more way of being more efficient than the AI. This makes end-game fights and planet capturing last longer, and it also increases the amount of damage a smaller fleet will be able to deal to a larger fleet before being wiped out. Diminishing returns have been added to the squad sizes for attacking and capturing planets:0 The first 50 units will have an attack power of 100% the next 25 will have an attack power of 70% the next 25 will have an attack power of 40% and every unit after that will have an attack power of 10%. ![]() It also makes the game a bit more aesthetically pleasing, and makes the AI seem a bit more human. This should make it easier to out-micro-manage the AI if you really want to. The AI will now move a minimum of 3 units when attacking. This should increase the variation a bit and make it less about just trying to be more efficient than one AI. I've improved the game a bit, and I have added it to GameJolt so people can actually play it. ![]() It's very similar to games like Galcon and Eufloria. Your goal is to beat the blue and red AIs and take control of the entire map. You have planets that produce space ships, and you send those ships to other planets to take control of them. The game was written entirely in LUA using the Love2D engine. I am not actively working on the project, but I do occasionally return to it to see if improvements can be made. ![]() This game was originally developed over a week or so for the OneGameAMonth challenge, but the development has continued a bit since then. The most recent version can be downloaded on GameJolt: Update (April 2015): The game has been improved a lot since I started this thread. Nothing is set in stone, so if you have an idea that I like it might eventually make it into the game. Feel free to leave any suggestions you have here. I'd talk about all of my ideas for the game but I'd be writing all day. Right now every single dead-end tile has a chest that drops weapons and ammo. In the video when the player goes through the door at the end the next map is generated then. Weapons have spread and recoil, so the faster you shoot the less accurate the weapon becomes (that's what the two yellow lines attached to the character are showing). Once they see you they will chase you around the entire map until you kill them. Right now the enemies just start chasing you if you come within a certain number of tiles of them. That video shows off some of what I have done so far: Basic enemies, basic weapons and weapon/ammo drops, procedurally generated dungeons and a basic minimap. Here's a short video showing my progress so far. So the inherited money (after a substantial death tax is applied) will be used to purchase permanent unlocks which will affect future playthroughs, and inherited weapons/armor can be selected as starting items for future playthroughs. I'm still tossing around ideas for how it will work, but I am thinking it will be somewhere along the lines of passing a selection of armor/weapons from your playthrough and a portion of your acquired wealth onto the next character to run through the dungeon (probably an heir, but the story doesn't really matter at this point). The player will explore procedurally generated dungeons killing randomized enemies and collecting randomized weapons and armor.ĭeath will be permanent, but there will be some kind of meta-progression. This game will be a rogue-lite dungeon crawler. ![]()
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