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Project: Convoy Turret
Project Started: 5th December, 2007 Last Update: 12th October, 2008
Project Owner: s-m-r Project Members:
Project Type: Game, Action Project Progress:

Project Overview  
Preview This game started originally as a test of my abilities working with the MMF2 automatic rotation and angle features. At this point, it features a 360-degree shooting engine and other special effects I've never tried before. I've learned a tremendous deal from my work on this project, and I feel very positive about its outcome...I hope it will be an entertaining, engaging game.

The current story revolves around the player beginning a routine convoy mission. Soon after, a top secret project is shot down over the planet on which the player resides, and this catapults them into the center of an intergalactic conspiracy, for which the player's actions are crucial to unraveling and finally defeating. Levels one and two take place on the planet's surface, while the remaining portions of the storyline happen in deep space.

Thanks goes out to Sketchy for providing me with the 360-degree shooting engine...it works wonderfully!

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By: s-m-r
On: 4th Oct 08, 03:02:29
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Update: 11th October, 2008
Posted 11th Oct 08, by s-m-r Post A Comment
Preview

Preview

I've spent a little time working on a concept for the second level of the game. This one is a sand-covered level, populated with rocks and steam vents. At this point, I'm not sold on the giant mushrooms seen in these screen shots, but I worked out a neat semi-transparency effect with them so I still want to work with the concept. I may move them to a different level, though, and deal with different visuals instead. Thanks to some of the different engines posted on TDC recently, I shouldn't have a problem working with something else. Regardless, I'm still not sold on the environment yet.

The idea for this level, at the moment, is to seek out different pieces of a damaged satellite, and bring them back to the start area. Unfortunately, spacefaring pirates also have the same plan, so you must defeat them in the process. I may work with this a little more, and nothing is solidified.

I'm quite pleased with the stone and boulder textures I came up with for this level. I've also layered background objects, which allowed for a lot of detail but no noticeable loss of performance (other than the damn dithered graphics I keep seeing...).
Update: 5th October, 2008
Posted 6th Oct 08, by s-m-r Post A Comment
The demo of the first level has been released! You can download it here:

http://www.let-off.com/software/ct_demo_1.exe

I invite feedback and comments about this demo, to help guide me in the coming weeks as I design more levels and eventually finish this project.
screenshots: version 5
Posted 2nd Oct 08, by s-m-r Post A Comment
Preview

Preview

Preview

Here are some screen shots of the most recent build. The current hud/interface and stun gas weapon can be seen.
Update: 1st October, 2008
Posted 2nd Oct 08, by s-m-r Post A Comment
You can download and test the latest version (version 5) here:

http://www.let-off.com/software/turret_v5.exe

I lied in my last post...This is not the full first-level demo. However, it does have some significant improvements over the previous version.

-> stun gas is an effect centered on the player, and appears to be more effective
-> tweaks to the movement engine to make it somewhat smoother
-> some basic audio files in place for major in-game events
-> took out the dust billows due to object count and the fact they didn't look good enough
-> pause game is implemented (use the ESC key)

Known issues:
-> the game doesn't end yet...either success (three convoys successfully make it to the other base) or failure (player loses all lives, or two convoys are destroyed)
-> graphical dithering persists, and I know no way to eliminate this
-> my object count appears to be too high, especially after playing several minutes; this is bad news, and I will need to fix it in a future build

Future plans:
-> create and implement all sound files
-> implement player success and failure
-> new gfx for enemies and perhaps the player tank as well
-> replace all non-essential active objects with background objects
-> status messages in proper places and at appropriate times
-> intro screen that tells part of the game's "story"
-> design up to four additional levels (though I am wary of never finishing this project if I keep adding in more things...)

Any feedback would be GREATLY appreciated. Those of you who have seen previous builds, please let me know what you think of the improvements.

Thanks!

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