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Graphics demo

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E37:
There are two main gamemodes, the campaign and freeplay. The campaign is a randomly generated collection of caverns. As you go deeper, they increase in difficulty. They each have unique names. You aren't required to play in any specific order or even complete all of them. The demo only shows a subset of what goes on in the campaign. Teleporting units between caverns, teleportation range, tunnels... arent shown.

As it is is, the campaign's menus are kinda confusing. Especially as the way it works is different from the rest of the game. It is where almost all the rest of my work is.

E37:
Every unit (and almost every building) can be upgraded. There are 5 different options for units, 2 are only one level, but the other 3 can be upgraded many times (they each have different maximums). The more upgrades are applied, the more expensive they are up to a point. Buildings have 1-3 upgrades and their cost doesn't increase. Their upgrades have much smaller limits but are more powerful.

E37:
So I have about 2 weeks more of interesting stuff to show off and have written the little description of each, but getting the recordings for each day is a little work. And by a little work I mean about 1-2 whole minutes. Still, it is so easy to push off making the posts. :P

There is currently one boss enemy in the game, the Rocky Horror. He has a healthbar, and a bunch of specific animations and attacks. He is designed as a 'cavern ending' boss and is insanely tough. Without a crazily upgraded unit, the horror will tear through pretty much anything in its way. It is mostly there for players who have played past the end of the game and unlocked the superweapons and have a really overpowered team. (which will probably get slaughtered anyway >:) ) And yes, I have beaten it on Insane difficulty. But that is expected since it is my game...

Also I know his feet are broken. And I have fixed it. I haven't updated the emulator's version of the game since I started this since it was a huge pain to get it to work at all...

E37:
So I figured I might as well kinda necro this as I have stuff to show. I added 'dynamic' lighting. It basically adjusts the contrast based on how many units/buildings are close to the screen. Each object has its own brightness value and magma even has its own subtle glow. I turned on wallhacks for the demo so thats why everything looks strange. The whole recording is pretty low effort but eh, it shows the general idea. The transitions between light levels look way better on actual hardware (read: it doesn't have that super obvious flicker that the emulator does) Actually, come to think of it, the whole game looks way better on hardware but I guess that is true of every game. It can be disabled in the settings. The whole project is basically finished. All I need to do is find some time to figure out a minor bug on campaign completion and add descriptions to all the options in the settings menu.
Not shown: lasers create light flashes when on or close to the screen. It can be disabled separately from the lighting if you find random flashes irritating.

I added a bunch of other cool things in the mean time too but I can't remember what they are...

Jonson26:
This kind of reminds me of the alien breed graphics.  :)

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