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Thread: [ALPHA] Parallax - Space shooter RPG Development

  1. #1
    Senior Member PRadvan's Avatar
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    [ALPHA] Parallax - Space shooter RPG Development

    My short term goal is to create a simple space shooter with RPG elements.

    I have spent the last 2 months working on my game engine, a few hours a night. I think I've reached the point where I could start getting some feedback on how it plays.

    Link
    http://www.philip-radvan.com/paralla...llax_v043.html
    Arrow keys - move
    Left click - shoot
    Circle around player is the weapon range

    Feedback
    How is the performance?
    Is this type of game fun?
    Am I the only one in to space RPGs?
    Is this game too complicated for someone to play in browser?
    What features would you like to see?

    Screenshot


    Planned Features
    Galaxy Map - Allows player to travel to different zones.
    Zones - Zones will feature different enemies, missions, etc
    Missions - Sends player on a mission in a specific zone to kill or collect something
    Ship - Player will be able to buy better ships with more equipment slots
    Equipment - Player will be able to get upgraded ship equipment from loot drops or vendor

    To Do List
    -Interchangeable ship equipment
    -Shields
    -if enemy within followRange, follow player
    -Fix PlayerTracker - stops working next to edge of map
    -Fix ghost enemy ship (can't shoot it)
    -UI Screens
    -Preloader

    KNOWN BUGS
    -Going to the edge of the map screws up player tracking, resulting in weird enemy ai/enemies not appearing
    -some enemies disappear
    -unable to pick up some loot

    If you're curious, you can see previous game engine builds and how the game has changed. Link is in my sig.
    For example, version 4.1 had projectile bullets but it lagged the game to hell.
    Last edited by PRadvan; 02-18-2008 at 11:39 AM.

  2. #2
    Senior Member hatu's Avatar
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    I like it. Everything so far looks and feels great.

    What was the problem with projectiles? From a quick test they didn't lag for me.

    Have you played Weird World: Return to Infinite Space yet? It might give you some ideas if you haven't.

    http://www.shrapnelgames.com/digital...d_worlds/1.htm

  3. #3
    do your smiles love u? slicer4ever's Avatar
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    very nice

  4. #4
    Senior Member tonypa's Avatar
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    I never liked this control system. I would prefer either:
    *pressing arrow key moves you in that direction
    or
    *mouse controlled movement

    The game is also too large for my screen, only discovered armor and energy bars and those other buttons by looking at your screenshot.

  5. #5
    The Cheeze to Your Macaroni ColbyCheeze's Avatar
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    Cool, I like the idea. The game obviously requires much work. I also am working on a sort of space RPG type of game. I won't say much now until I have more to show, but I am definitely a huge fan of any space shooter. Actually...I cannot seem to find any good ones lately. Anyone know of some links? I just played Starscape and it was an amazing game...I like stuff like that.

  6. #6
    Zombie Coder EvilKris's Avatar
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    I would change the arrow keys to the AWSD control method which works better with the mouse for most people.
    How about a story too? An RPG without a story is like a book with a great cover but no text inside.
    I liked using the mouse to aim every direction within the range sphere though.
    Generally it's a great start. On a final note I'll say I think calling it Parallax is a little cheeky since it doesn't at all resemble the C64 game of the same title, it's almost like false advertising.

  7. #7
    Senior Member PRadvan's Avatar
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    Thanks guys! Positive feedback is always good.

    Projectiles did slow it down a bit. It just didn't feel right. Plus it was pretty hard to hit stuff while you're moving. Maybe I'll add a projectile gun as an add on.

    As far as the controls, well, I'm not a big fan of pressing arrow key moves you in that direction. That control theme always bugged me out. I never liked the "moon lander" control feeling.

    With this control system I also have more flexibility when it comes to ship systems, like the engine. Which will control acceleration, turn rate, etc.

    Mouse movement is also not an option as I want the player to be able to shoot all around instead of just infront of the ship.

    I will change it from arrow keys to AWSD though.

    Screen size is currently at 800x650, which I was afraid would be too large. I guess I'll have to shrink it down. What resolution are you running tonypa?

    Game Story; well, I don't really have anything set in stone as I'm only working on the technical aspects but it is definitely something I'd like to add. Missions is one way I can introduce the story.

    Weird World: Return to Infinite Space is pretty sweet! I love these types of games . Looking at it I also got some ideas for my game. Thanks for the link!

    There's also Armada Online, pretty sweet RPG space shooter. http://www.armadaonline.com/

    And last but not least, I had no idea there was a game called Parallax I did a quick search and didn't see any games with that name. The reason its called Parallax is because that's what I called the game engine. Since I couldn't come up with anything better, it kind of stuck :P

    Again, thanks for taking your time to look at this. I appreciate all the feedback, good or bad.

  8. #8
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    I like the new shooting system much better than projectiles. I also liked the arrow keys (WASD will be better) once I got used to them.
    The greatest pleasure in life is doing what people say you cannot do.
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  9. #9
    Senior Member PRadvan's Avatar
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    Today being a holiday, I did a bit of work on the game Here is the latest version:

    http://www.philip-radvan.com/parallax/parallax_v044.html


    Version 0.44
    ======================
    -more interface updates
    (currently the player screen is crazy. it will all make sense soon!)
    -added dynamic radar range to radar window
    -added shields
    -added shield explosion effects
    -added armor explosion effects
    -added enemy shields

  10. #10
    Senior Member PRadvan's Avatar
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    After spending 6 hours banging my head on the desk, I finally converted all the player stats to XML. All the ship equipment is now loaded through XML files. Woot!

    Also added some nice graphical touches, like engine trails and smoke.

    Ship Info screen also cleaned up!

    http://www.philip-radvan.com/paralla...llax_v045.html

    Version 0.45
    ======================
    -HUGE Update; Ship equipment data loaded from XML

    -added engine trails to player
    -added smoke damage to player

    -added smoke damage to enemies
    -added shield damage animation to enemies
    -added armor damage animation to enemies

    ---

    Drag and Drop inventory system is next. This is going to be a tough one

  11. #11
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    That was fun. I look forward to the drag and drop inventory system

    Are the invisible scout ships supposed to be cloaked?

  12. #12
    Senior Member PRadvan's Avatar
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    Quote Originally Posted by Taels
    That was fun. I look forward to the drag and drop inventory system

    Are the invisible scout ships supposed to be cloaked?
    Cloacked? That sounds like a bug.

    This inventory stuff is going to be complex. Does anyone have any samples or theories on how its done?

    This is what I have in mind for the drag, drop & snap inventory system;

    Bag Slot Variables
    --------------
    slotType (type of items slot accepts)
    -bag(accepts all items)
    -radar(accepts only radar items, so on)
    -armor
    -shield
    -reactor
    -engine
    -weapon
    -special
    slotItem (current item in the slot)
    -empty
    -item ID

    Item Variables
    --------------
    itemType
    -misc
    -radar
    -armor
    -shield
    -reactor
    -engine
    -weapon
    -special
    currentSlot
    -slot ID
    itemData
    -all the data the item holds

    When player is on "hangar" screen;
    -----------------------------------
    Create movable itemsArray
    (currently draggable Items)

    Create slotsArray
    (ship slots & bag slots)

    Make Items buttons
    (run for loop on array)
    -itemButton onPress > startDrag
    -itemButton onRelease > stopDrag, checkSlot

    checkSlot
    -if slot it empty > checkType

    checkType
    -if type matches > dropItem

    dropItem
    -Save slotID & itemID in playerItems array
    -Update data associated with item

    ...

    Any comments/suggestions are very welcome!
    Last edited by PRadvan; 02-20-2008 at 01:22 PM.

  13. #13
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    Yeah, I figured the cloaked ships were probably a bug.

    I saw several red dots on the radar screen where there was no ship, and near one of those dots, an enemy ship would appear and disappear, like it was cloaking and decloaking every second or so.

  14. #14
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    This is looking really awesome. A game that you can look at that this reminds me of is www.ambrosiasw.com/games/evn/ I'm sure that you'll love this.
    .

  15. #15
    Senior Member PRadvan's Avatar
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    @Taels; yeah, there's an issue with enemies disappearing... still trying to pinpoint the problem

    @swak; thanks man! I like evn's galaxy map, i might have to borrow it

    Drag, Drop and Snap Inventory system
    Here is an early prototype;
    http://www.philip-radvan.com/paralla...tory_v0.2.html

    It's not pretty but I guess it does what it's suppose to. Next I'll be adding item types and slot types. Along with a visual hint of where the item can be dropped.

    Here's the code;
    PHP Code:
    var slotsArray:Array = new Array(slot1slot2slot3slot4slot5slot6slot7slot8slot9slot10slot11slot12slot13slot14slot15slot16);
    //

    //sets slot settings
    var slotsArrayLength:Number slotsArray.length;
    for (
    i=0i<=slotsArrayLengthi++) {
        
    slotsArray[i].itemID "empty";
    }


    //updateAfterEvent for smooth dragging
    function updateDrag():Void {
        
    updateAfterEvent();
    }
    //start dragging
    function dragItem():Void {
        
    trace(this+" slotID "+this.slotID);
        
    logText.text += this+" slotID "+this.slotID+" \n";
        
    logText.scroll++;
        
    //save old pos
        
    this.nowX this._x;
        
    this.nowY this._y;
        
    //drag
        
    this.startDrag(true);
        
    this.onMouseMove updateDrag;
    }
    //stop dragging
    function dropItem():Void {
        
    this.stopDrag();
        
    delete this.onMouseMove;
        
    //run loop on slots array
        
    var slotsArrayLength:Number slotsArray.length;
        for (
    i=0i<slotsArrayLengthi++) {
            
    //set temp slot var
            
    currentSlot = eval(slotsArray[i]);
            
    //check slot hittest and slot itemID
            
    if ((eval(this._droptarget) == currentSlot) && (currentSlot.itemID == "empty")) {
                
    //place item in slot
                
    this._x currentSlot._x;
                
    this._y currentSlot._y;
                
    logText.text += "1currentSlot.itemID "+currentSlot.itemID+"' \n";
                
    logText.scroll++;
                
    trace("1currentSlot.itemID "+currentSlot.itemID);
                
    //update current slot itemID
                
    currentSlot.itemID this;
                
    logText.text += "2currentSlot.itemID "+currentSlot.itemID+" \n";
                
    logText.scroll++;
                
    trace("2currentSlot.itemID "+currentSlot.itemID);
                
    //update previous slot itemID
                
    temp this.slotID;
                
    temp.itemID "empty";
                
    //update current item slotID
                
    this.slotID currentSlot;
                
    logText.text += "Moved '"+this+"' to slotID '"+this.slotID+" \n";
                
    logText.scroll++;
                
    trace("Moved '"+this+"' to slotID '"+this.slotID+"'");
                
    //item moved, end loop
                
    return;
            } else {
                
    //return item to previous position
                
    trace("else "+i);
                
    this._x this.nowX;
                
    this._y this.nowY;
            }
        }
    }

    //create items array
    var itemsArray = new Array(object1object2object3);
    itemsArray[0].slotID "slot1";
    itemsArray[1].slotID "slot2";

    //make items buttons
    for (var 0i<itemsArray.lengthi++) {
        var 
    item itemsArray[i];
        
    item.onPress dragItem;
        
    item.onRelease item.onReleaseOutside=dropItem;
        
    item.onRollOver = function() {
            
    logText.text += "itemID: "+this+" \n";
            
    logText.scroll++;
        };

    Keep in mind that the itemsArray and slotsArray will be populated dynamically when I add this to the game.

    Any comments/suggestions on how to improve the code are welcome.

    PR

  16. #16
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    Why specifically are you doing an inventory type of setup? Why not do something similar to evn?
    .

  17. #17
    ....he's amazing!!! lesli_felix's Avatar
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    Love it, but I completely agree with Tony, navigation is a serious gameplay issue.. It's really hard to steer when your steering direction changes all the time.

    You could overcome this by rotating the entire playing field, by having the directional keys move in that physical direction or by using the mouse to steer.

  18. #18
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    I don't see it as a problem. You guys should check out evn from ambrosia. They do the same thing. One thing though is the space ship moves like a car. You need to change it so it will accelerate in the direction it's facing and continue to move in the direction it has accelerated at. I have some code where I have this figured out but it's kind of messy. I can look for it if you like.
    .

  19. #19
    Senior Member PRadvan's Avatar
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    @swak; I'm doing an inventory system because I want the player to be able to equip his ships as his likes. Buy bigger ships, which will have different slots, etc. Buy better equipment. Get equipment drops from enemy/boss kills.

    I'll be honest, I haven't played evn. I only had an opportunity to look at the screenshots from work (which i really liked btw). Hopefully this weekend I'll be able to play it a bit.

    @lesli_felix; I'm glad you like it. It's also good to see that tony is not the only one that doesn't like this type of navigation. Rotating the entire playing field is a possible solution, but as it stands now, it would break my whole engine. Either way this is good feedback to cosider for my next game.
    About the steering with the mouse; how would you shoot? How would you press interface buttons? Wouldn't that potentially fly you where you dont want to go if you tried to press something?

    @swak; you are obsolutelly right, it does fly like a car. Compared to other types of controls though, I think this one is the simplest in terms of game play. The control system you speak of confuses the crap out of me and is hard to control.

    I think you're talking about this;
    http://moock.org/asdg/codedepot/moti...meadjusted.swf

    Here's the fla for that if you're intereseted;
    http://moock.org/asdg/codedepot/moti...meadjusted.fla
    Last edited by PRadvan; 02-21-2008 at 11:21 AM.

  20. #20
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    That's pretty good except for the fact that it's jumpy and it is in *shutters* as1. I am talking about the example you gave. Here's something that I've made that works well: http://www.typhoonent.com/nt/nebulatribes.html EV:N does have it so you can equip your ship with stuff. The idea behind an inventory is you can quickly swap out stuff as you go. The idea behind a space ship game like this is you only change it when your in a shipyard. The one problem with evn's engine is if you are at a planet that doesn't sell the outfit then you can't take it off. When equipping stuff you have a certain amount of mass that prevents you from equipping something like a planet destroying item on a fighter. Or so you can't have a fighter with an armada.
    .

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