So I decided it was probably time to make a thread for currently in production game.
It is essentially an Advance Wars clone, programmed in Fenix, but with extras and improvements (I hope ). I actually started programming this particular game early last year, but lost a lot of motivation when progressing further would have required me to draw a lot of sprites (not my strong point). Since Pixitu showed an interest and knocked up a few sprites I've rediscovered my enthusiasm for the project. Another reason may also be because I should be revising for exams and I’d rather be doing something else .
First things first, a few screenshots to whet you appetite:
Screenshot 1 – showing a few of the units and capturable buildings.
Screenshot 2 – showing the selected units possible movement area and the path to be taken (pathfinding implemented)
Screenshot 3 – showing the selected units possible attack area.
A collection of units, scenery and other random sprites (note some are likely to change slightly).
Features
Implemented so far:
Unit selection
Unit movement
Pathfinding
Capturable buildings (giving income per turn once captured)
Fighting! , although not shown this has been implemented but is still using the old sprites, which in all fairness are rubbish.
Terrain advantages/disadvantages
Main things left to implement:
Unit stats, e.g. fuel, ammo etc
Standard units
Bases
Transports
AI
Sprites and animations, lots of them!
Future Plans
Once these things have been implemented the game will be pretty close to AW aside from the missions etc. However I have plans for quite a few extra units and ideas that aren’t in AW (well not the original anyway, haven’t played the others). Some of them are:
Snipers
Elite Commando Units
Medics
Aircraft Carriers
Blimps (think Kirov from RA2)
Paratroopers
Base defences – Tesla Coils etc
Mobile Wall Builders
And any other ideas I have
I’ve also been building a map editor alongside the game, so there should be no shortage of maps to play.
Implementing the rest of the features shouldn’t be too difficult, Once I have time to devote solely to the game I should be able to get thru most of the remaining programming fairly quickly, leaving just AI to implement. A PvP version of the game will most likely be released at this stage to allow for play testing etc with hopefully a later release including AI and missions.
Once the Pandora is released and Fenix is ported, I will defiantly be porting this game over, however at the moment I’m not sure whether to simply port it and scale the graphics to fit the Pandora screen, or redo some of the game to take advantage of the bigger screen and higher res.
I hope this satisfies the curiosity of some people who heard about the project in Pixitu’s thread and I’d love to hear you ideas and possible criticisms on the work so far. I’ll try my best to keep you updated on progress regularly.
Geuben
It is essentially an Advance Wars clone, programmed in Fenix, but with extras and improvements (I hope ). I actually started programming this particular game early last year, but lost a lot of motivation when progressing further would have required me to draw a lot of sprites (not my strong point). Since Pixitu showed an interest and knocked up a few sprites I've rediscovered my enthusiasm for the project. Another reason may also be because I should be revising for exams and I’d rather be doing something else .
First things first, a few screenshots to whet you appetite:
Screenshot 1 – showing a few of the units and capturable buildings.
Screenshot 2 – showing the selected units possible movement area and the path to be taken (pathfinding implemented)
Screenshot 3 – showing the selected units possible attack area.
A collection of units, scenery and other random sprites (note some are likely to change slightly).
Features
Implemented so far:
Unit selection
Unit movement
Pathfinding
Capturable buildings (giving income per turn once captured)
Fighting! , although not shown this has been implemented but is still using the old sprites, which in all fairness are rubbish.
Terrain advantages/disadvantages
Main things left to implement:
Unit stats, e.g. fuel, ammo etc
Standard units
Bases
Transports
AI
Sprites and animations, lots of them!
Future Plans
Once these things have been implemented the game will be pretty close to AW aside from the missions etc. However I have plans for quite a few extra units and ideas that aren’t in AW (well not the original anyway, haven’t played the others). Some of them are:
Snipers
Elite Commando Units
Medics
Aircraft Carriers
Blimps (think Kirov from RA2)
Paratroopers
Base defences – Tesla Coils etc
Mobile Wall Builders
And any other ideas I have
I’ve also been building a map editor alongside the game, so there should be no shortage of maps to play.
Implementing the rest of the features shouldn’t be too difficult, Once I have time to devote solely to the game I should be able to get thru most of the remaining programming fairly quickly, leaving just AI to implement. A PvP version of the game will most likely be released at this stage to allow for play testing etc with hopefully a later release including AI and missions.
Once the Pandora is released and Fenix is ported, I will defiantly be porting this game over, however at the moment I’m not sure whether to simply port it and scale the graphics to fit the Pandora screen, or redo some of the game to take advantage of the bigger screen and higher res.
I hope this satisfies the curiosity of some people who heard about the project in Pixitu’s thread and I’d love to hear you ideas and possible criticisms on the work so far. I’ll try my best to keep you updated on progress regularly.
Geuben
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