Showing posts with label gameplay. Show all posts
Showing posts with label gameplay. Show all posts

Friday, 28 February 2025

Gameplay Complete, Release Soon™

Hollólány The Final Boss of Monsters Loot Swag, and this isn't even her final form

 Monsters Loot Swag is gameplay complete. All the levels and the level bosses, and the playerable cosplaying catgirl characters are finished. All that remains is some rebranding for release - which is planned for April now, so as not to clash with the Steam Spring Sale - and make an intro and outro sequence with PLOT!

Currently I am finishing off the Souvenir Screen. Souvenirs are now coded and modeled, they are a collectable item dropped by Level Bosses with an RNG modifier based on level progress and game difficulty. Each level Souvenir collected, unlocks an item in the Souvenir Screen, in the "Stats And Achievements" section. With Souvenirs now available, the final Achievements can also now be unlocked.

Work In Progress - The Souvenir Collection Screen, currently devoid of Souvenirs

The Souvenir Collection Screen artwork will also feature as the basis for rebranding of the game box art and packages, as it is more in keeping with the 2D art style used throughout the game for characters, whether playable or enemies.

Once this artwork is complete, all that will remain is for an intro sequence to explain why there are monsters, loot and swag - and a game complete outro sequence when (if) the player finally emerges victorious. This will all be done in the same 2D art style that appears throughout the game, and will be displayed as semi-animated storyboarding.

Behold the tiniest amount of frogspawn

 In other news, frogs have arrived! I was wondering where the frogs had got to considering that they were 13 days overdue from last year's arrival time. Well, someone has turned up, and deposited the smallest clump of frogspawn which I have ever seen. And now it has ice on it because the nights have reverted to freezing clear skies, so I'm not expecting to see any more frogs in the next week, but hopefully normal service will be resumed shortly and there will be more tapioca pudding than pond.

🐸
 

Tuesday, 31 December 2019

The Boring Look Back Episode Nobody Likes

It's the end of the year highlights show - which I am fairly certain no one likes. So first, here's what happened in December.

I got PTSD from Christmas shopping. Shopping is a terrible thing at any time of year but when the entire country is in panic mode over a certain approaching date this gets amplified even more.

I put on half a stone (that's 7lb or 45grams in new money) in 4 days, and the amount of nibbles that I still have lying around doesn't look like it's going away anytime soon.

I got back into modeling - you know, that thing that I am actually supposed to be doing - and created an animation for the defensive airstrike powerup.


Here's an animated gif, which has been converted into an mp4.

And here's a video of it all in action. It's a defensive powerup so it has a chance to be triggered whenever the player takes damage.


So onto the boring recap.

With the addition of tentacles, I finally completed all the basic enemies and their various special attacks, finally relegating the need for the red placeholder cube enemies which had been the standard for x years too many.



Levels started to get designed (I am about half way through them) and the flat grid world was finally relegated to history.


I eventually upgraded to the latest version of Blender 2.8, after having previously been using the 2007 version which I had found more than adequate for the last 12 years - read as; I don't like unnecessary change for it seems to be a right old faff around.

This change was partially enforced as it deleted another Blender version 2.7 I used for editing normals when v2.8 installed and then it was a simple case of "oh bugger, no going back now".

Thus I was forced by circumstance and the slings and arrows of outrageous fortune to get with the 21st century and learn how to export models and animations anew.


The good thing about upgrading to the latest version of Blender was that PBR suddenly became available, though it was another thing to learn on-top of everything else. Whilst I work on PBR related materials and design, my main test engine is still Dx9.0c for the time being, but will be updated later to brand new fancy Physically  Based Rendering capable Dx11.

Ears go up ...
 
Ears go down ...

Placeholder Player yellow cube was also retired, and replaced with what will hopefully be the first of several playable characters. It's GunGirl, leggy catgirl strapped into a propeller driven harness.


I made a start on boss monsters for each level.


And that was the year that was. Somehow doesn't seem enough. Progress continues next year.

I've made one ...

tl;dr Some things happened, something didn't.

So onwards and upwards. Can't wait for the Olympics next year.



Thursday, 31 January 2019

Terrible Tentacle Terror!

So, I managed about 3/4 of Dry January before falling off the wagon. Not a record by any stretch of the imagination but there was a solid few weeks without any booze in there.

Back to gamedev ...

In the last month of the last year I left on the nail-biting cliffhanger of ... modeling yet another enemy. So yeah, 3 years in, and the player is still a placeholder cube ... anyhow, back to that enemy character.

 Tentacles, in gloriously awkward to animate 3D

Tentacles. The scourge of cartoon schoolgirls everywhere (okay, only in Japan - literally nowhere else in the world, it's just Japan).

Cthulhu moves to Japan ...

It turn out that one thing a big bundle of psuedopods has trouble with is avoiding clipping into and colliding with each other when you use the minimum amount of keyframes in an animation. Tentacles turned out to be not that difficult to animate, pose into a nice, organic tentacle shape one way, then n frames later and another keyframe the other way. Let Blender 3D do the "tweening" (which is an animation term apparently for automated process of animating between keyframes) and then tweak the middle frame if it looks funny. Unfortunately there was a lot more frames which ended up needing "tweaking" to stop the writhing mass of extremities becoming a jumble of clashing appendages.

Did I ever mention that everything in game dev takes way longer than it would first appear to? Oh, every blog post? Yep, right ...

Placeholder cube getting snug cuddles from tentacles

Anyhoo, eventually said tentacles where animated, calibrated, datablocked into actually enemy AI and unleashed into a game level for tweaking - and boy did they need some tweaking. Player ended up squished rather quickly, then it was a case of tweaking data from too easy to too hard until it met in the middle somewhere.

Big tentacle, little tentacle

During testing I noticed an issue. Every so often a tentacle would fall from the sky past the camera to where it was supposed to be in the XYZ of the game world. I've seen this happen with other models  before and each time I fixed it and then forgotten what the cause was. The last time I fixed it I remember thinking that next time I will know the cause adn solution ... except for I have forgotten it again ...

I went back and checked through my written notes on exporting animations and then through all my "how to" forum posts ... and it looks like I didn't record the reasons anywhere. It's got something to do with animation or COLLADA format export - but that's as good as my memory is helping right now ... so a bit more testing and tweaking of the model and exporter is required,

Tentacle surprise!

I also made a whole load of really cool effects, like spawning and fleeing and attacking - but in actual playtesting there was so much going on that a lot of it is easily missed and the constant rattle of tentacles bursting through the ground gets rather annoying, so I plan on simplifying the audio and also some of the particle effects.

So, that's pretty much January covered. There was some other maths related stuff concerning getting player evasion to trigger the way the player is moving when it's different from the way they are facing - which ended up being more difficult than expected because I forgot to take randomized camera rotation into account on spawning and also forgot about normalizing vectors in 3D space - but it was mostly tentacle animating.

To be continued ... possibly indefinately at this rate ... naw I'm just kidding, I'll ship before Half Life 3.

Wednesday, 21 February 2018

New GamePlay Modes, New Weapons, New Fonts, New Stuff

Whilst contemplating unlockables, the obvious ones being the powerups which have to be unlocked, I turned my attention to differing gameplay modes. These things are sometimes called modifiers or mutagens and change an aspect of how the gameplay works. I came up with five ideas which I considered to be a good balance. I thought I might name them along the lines of "Trial By Whatever", as each one is an additional form of  challenge. I also thought that it might be a good idea to add a bonus score modifier to each one in use, that way if the player unlocked and chose to enable all five challenges, their score would double - thus giving an added incentive for the player to actual use them. Cue bullet point list! Note, gameplay modifier names are works in progress.
  1. Trial By Fun: Everybody drops FunBalls on death. Previously only bosses and certain enemies would drop FunBalls, but with this modifier every deceased enemy does and the original enemies drop double the amount. Expect more dodging!
  2. Trial By Strength: All attacks, whether by the player or the enemy, do critical damage. This is basically a x3 modifier to damage which makes gameplay much faster and increases the player's own vulnerability.
  3. Trial By Chance: Swag parcels full of powerups no longer spawn, instead there is a small percentage chance (based on the actual game difficulty chosen by the player at the main menu) of an enemy dropping a powerup when they are directly attacked by the player. In the proposed multiplayer co-op mode, this could create a rather amusing situation when everyone suddenly dives in to try and grab the swag for themselves.
  4. Trial By Judgement. All enemies spawn as elites. This means that not only do they have a higher capacity to take damage (somewhat negated if Trial By Strength is also enabled) but also carry a special attack of some sort, which are: radiation attack, player seeking missiles, extra health and damage, speed bonus,  electical attack and slow player on touch attack.
  5. Trail By Ordeal. Every 9 minutes or so (not certain of the acutal timings yet) some sort of enemy champion or enemy horde teleport in to harrass the player.
As stated above, unlocking and then enabling each of these challenges adds 20% to the player's score. Enabling them also makes for a much faster and more hectic game as escaping the level becomes much more urgent.

 Collecting a swag powerup dropped by an enemy

Speaking of unlockables, characters came to mind. Characters will come with their own statistics and are auto-equipped with their own weapon and evasion ability. Currently I only have one character, running around as placeholder yellow cube with a pistol and fast but short sprint for their evasion ability. Their standard attack is a single light bullet (damage 10) which has a long range (20m+), and their heavy attack (which uses energy the same as their evasion does, so the player has to wait for the recharge before being able to use either again) is a burst of four heavy bullets (damage 20 x4). Whilst tidying the finite state machines which control weapon states up, I noticed an error which had been around since the time the dinosaurs ruled the earth. Heavy attacks use onAltFire as a function call, but I had them set to the standard stateFire rather than stateAlternateFire, which meant that they were inheriting data from the standard attack. This meant that heavy attack was using particles and audio set for light attack rather than their own. Now heavy attack has a deeper, bassier gunshot and a wider spray of gunbarrel particles. I should have noticed this error much sooner.

Creating a new character I decided on "shotgun" as the weapon. This has a standard attack of solid slug (damage 50) which is much slower than the pistol in firing as it has to be cocked with a nice pump-action sound and also has a shorter range (12m). To compensate the damage is much higher. The heavy attack is a close range (5m) scatter shot, which hits all targets within a 90 degree angle (damage 20). The special evade for Shotgun is what I have called a "Ghost Run" - the ability to run through enemies for a few seconds to escape.

"Ghost Run" took some doing, as I had never had cause to go hunting around the collision code which was spread through numerous files of the engine. So what I wanted was to find out where I could extract the collision object's type (eg: AI enemies are derived from Player Class so I only wanted playerObjects) and then make a test against the class on whether this object should be ignored.

Of course it was not that simple ...



A few days and according to Windows Event Viewer, 80 crashes later, I realized that the whole thing was a lot simpler than I had originally envisioned. I created a new customCollisionMask for the Player class which emitted PlayerObjects and then made the test under the Player class's own workingCollisionList. If "Ghost Run" was enabled via a bool flag, and the object was derived from Player class then it used the customCollisionMask to ignore new playerObjects. Another bool flag issued when the state of Ghost Run changed which then renewed the workingCollisionList to remove that playerObject if it had already been added to the list, or readd it to the list if it was the last collision ignored before Ghost Run was deactivated. I felt like a coding god, regardless of having spent the previous week looking in entirely the wrong files.

I should probably read this, but to be honest my style is to make it up as I go ...

So now I had a working second character. Apart from obvious difference such as attacks and abilities I decided that characters should also have a unique strength attribute when colliding with enemies (or other players). This would be useful for barging their way past opponents. Strength should be relative to their own suited range, thus long range based characters would have a low value whilst short ranged, melee based characters would be high.

Shotgun is a medium ranged character so can push similar sized enemies around by banging into them. Pistol is a long range based character so now finds it difficult to physcially move enemies and is much more vulnerable to get swarmed at close range. However Pistol has a sprint evasion which quadruples speed and triples the force of pushing enemies, though this only lasts for a couple of seconds as energy drains away.

Shotgun in action, with Gradius Style Option/Follower trailing behind 
 
I also started thinking more about the overall look of the player's screen and HUD, and how to display information best with text. Thus began the GREAT FONT HUNT! If there is one thing which can be equated to slogging through an parched wasteland of spikey rocks, it's trying to find fonts for your game. I have a preference for condensed fonts, I think they look elegant, but elegant and easily readable with a quick glance are not always the same thing.

This looked great until I added it the actual HUD ...

 There's thin and difficult to read and then there is this ...

 Yeah, but no but really no ...

Argh my eyes ...

 One of the great problems with staring at millions of fonts is that they all end up looking the same. Currently I have this below, but found that the numbers are a little too close together. Using a font editor I managed to give them a little bit more spacing. Cue the first image in this blog being reused.


Hello it's the first image in this blog again

So that's progress. Next up are to make more characters with various abilities and give them a thorough testing for balance. After that come up with a definitive list of enemies and environments for levels, and then hopefully finally start on some model designs to chip away at all these placeholder cubes. Also somewhere on the horizon is ditching DirectX 9.0c and updating to Physical Based Rendering ... whatever the hell that is ...

Saturday, 27 January 2018

Welcome To Space Year 2018 - Now With More Catgirls And FunBalls

We are so into the future, and it is only another 2 years until the Tokyo Olympics. I can't wait.

Soon ... (ish)

And so to the New Year, which began with great productivity (once the hangover wore off) and "Dry January" commenced. More on that later.

First up was going back over some old ground and changing things ... which to be honest, appears to be 90% of what consumes my development time. I had used a small number of open source/creative commons/CC0/CC-BY images. I ended up stripping these out and replacing them with custom imagery. The most used one was of a cat, which was changed to be a tiger.


I dropped the sole icon I was using from http://game-icons.net/ (a really useful resource) and replaced it with my own custom one. This had been for the "Tough Skin" powerup, which during playtesting I had thought was underpowered for a rare item and so doubled the amount of damage it stopped from 10 to 20 percent.

 
"Tough Skin" Rare Powerup, Now With Less Gauntlet And More Catgirl 

The overall layout of the player's interface/HUD went through another iteration, and a skull was added to the kill/gore gauge which fills up and changes colour until it completes level 4 and a Momento Mori is triggered. Upon this the player becomes invincible for 60 seconds and scoring multiplies by 8  (that's the old 4/8, death/wealth for the Far East), and all attacks now deal critical damage to enemies.

 Object which mounts to the player to signify that the Momento Mori has been activated, and they are now Shinigami, God of Death.

Kinda like this guy but you have to make your own atatatatatatatata sound

I also altered the textures for the Gradius style followers which can be picked up and upgraded via powerups, giving them each a little sheen which passes over them. They are little weapon platforms which follow the player around and increase firepower. I spent a while in the depths of C++ changing their start/stop movement to make them move much smoother than they had before.

I am most proud about getting this gif to loop seamlessly :P

One thing I noticed about collecting offensive and defensive powerups is that there could be a disconnect between the information displayed to the player and what the actual effect is. This is because special attack and defend abilities are triggered using an RNG. The more abilities the player has, the greater chance of an activation. However this doesn't mean that the last powerup will trigger next, so I changed that so that it always triggers on the next attack or defence - thus giving the player a clear idea of the ability of the object which they just picked up.

Collect "Magic Bullet" offensive powerup, immediately see it used on your next attack

And so onto FUNBALLS. If the esoteric words "RoR, /v/, Git Gud and Host When?" mean anything to you, then this should give an inclining as to what comes next.

This is a FunBall. You can tell it's a FunBall due to the word "FUN" written on it and it's murderous grin 

FunBalls are fun - okay, they're not really, they're bombs which some enemies will drop. I also intend to create an unlockable challenge mode when everything will drop FunBalls upon death.

I am using a slightly basic collision and physics system (hello rigidBody) for speed and convenience. FunBalls didn't look very good as standard objects due to sudden rotation changes when they bounced. To combat this I made the object a billboard so that it always faces the camera and used a scrolling texture to give the illusion of smooth, spinning movement. I then created four variations, leaving one central and rotating the others (off-left, off-right and upside down) so that when a number of FunBalls burst from a deceased enemy, they have plenty of variation but the player can always see the grin at some angle.


FunBalls in action! Audio has since been changed.

And upon all of this, there have been numerous little tweaks and changes to how things work, as well as much planning on the data of enemy types as the levels progress (though everyone is still a placeholder cube right now).

Did I mention "Dry January"? My performance at darts really suffered so halfway through the month this kinda happened ... 


Next up, more sorting out data and attack types for enemies, and some considerable reading up on this new fangled thing called PBR.

Sunday, 16 July 2017

Paved With Good Intentions

Puts on gravely voice.

This is road ... to hell.

So, so much for making a development blog every month as I completely forgot during both May and June. Anyhow, here's July's.

SPARKLES! Everything is better with sparkles, and now sparkles are better than ever before! They're now an animated bitmap texture which changes colour and work along a complimentary colour scheme - eg: opposites, red/green, blue/orange, etc



There have also been some serious improvement in AI. Enemies now come in a variety of flavours.
Red are ranged based enemies who shoot projectiles. Light blue are dumb/zombie melee enemies (and thus carry a white stick to denote that they are melee based class) who stalk the player. Purple/magenta are melee class hunters who follow the player. Black are melee class chargers who rush at the player to attack and go flying past if the player can dodge out of their way.

On top of these enemy classes there are also special types of attacks. These are Radioactive Fire who have a green glownig arua and leave a green fire in their path, who do damage on contact; Electricity who can stun the player for a second and thus reduce movement at close range; Retardant which is a yellow falling aura who stun and slow the player for several seconds on contact; and finally Homing missiles, which come in two forms, one which is semi-accurate and can be dodged without too much difficulty and one which is both fast and accurate and very difficult to dodge.



There is also now a game over screen which lists various statistics for the player such as enemies killed, damage absorbed, cash picked up, etc, and also displays a list of swag collected by their icon's. Currently it's only a game over screen for when the player dies but it will also double as an end of level screen once I get level progression coded - and coding level progression is what I am currently working on.

My thoughts on level progression are as follows. Player needs to get to the exit, but the exit requires unlocking from a separate node. The higher the level, the more nodes there will be to unlock. Currently I am in two-minds whether to have the node activated with cash the same way swag collectibles are purchased, or whether to have them activated by having the player stand in the area for a certain amount of time like base/point capturing in an First Person Shooter (like planting the bomb in CoD multiplayer - though I've not played CoD since number 5 WaW, so what are they up to now? CoD 9000?). Either way, when the level exit it unlocked an enemy Boss appears and must be defeated to open the exit. I think that only defeating the end of level boss will be neccessary rather than cleaning out the whole level (like in say, Risk of Rain).

So that's how things are shaping up on the still untitled Swag 'Em Up!

Tuesday, 21 February 2017

Swag Test


Not going to be much of a Swag Em Up without making sure that the Swag drops.

With 108 power-up collectibles I needed a way of distinguishing the type of object that would be collected from each drop point - without having to resort to making a model of every single one. For this I decided to go with the class value of the item, as used in the image displayed.

Laser Beam - Uncommon Item, Amber Triangle

On top of Common, Uncommon, and Rare upgrades, I also have Use items and added a Hidden/Mystery indicator which hides the class of the collectible. There are also Gradius style Follower "options" which increase firepower and are hidden from displaying in the Mystery category. These Follower objects have their own upgrade system which runs through the colours of the rainbow - influenced from the security clearance levels of the old pen-and-paper RPG Paranoia: ROY G BIV(U).


Gradius Style Follower Weapon Platforms In Action

So I ended up with the following visual indicators for what type of Swag might be dropped. Unknown collectible is a swirling animated vortex, whilst all others use the same class value symbol as displayed on their image when picked up. I might extend this to show the type of power-up available such as on Attack, Defend, Temperory, Permenant, etc.

Swag Value Indicators

To test if all my code and math was in working order, I created a test zone and heavily populated it with repeating terrain meshes and Swag drops. Having previously learned that 1 30x30m mesh produces far fewer drawcalls than 9 10x10m, I used 1,190 meshes to cover roughly 1km squared. Placing Swag Drops 40m apart over a 300m area, meant that I ended up with 272 Drop points for Power-Ups. Each dropPoint (think Swag vending machine) consists of the rotating, non-colliding item for the value indicator (heavier load than the previous static mesh I was using), a placeholder cube for the dropPoint, a pulsing light - categorized in colour to the class value, and some particle and sound emitters for charging the point, and also for dropping the Swag. The last thing was to add some LOOT in the shape of bronze, silver and gold coins.


Swag Em Up!

So that works nicely. I've been recording the value quantities spawned and it all seems to work well with my mathematics formula which is based on difficulty/level progression. And it's beginning to feel kinda like a game now.

Tuesday, 2 February 2016

Swag Em Up - 100 Collectable Power-Ups

It took some doing, but I managed to design and code, a full 100 collectable power-ups. Most of the artwork is still placeholder but all bonuses, attributes, special attacks, etc work in practice.

They come in 6 flavours:
  • ATTACK - bonus event on striking an enemy. eg: critical damage, exploding attack
  • DEFEND - bonus event on being hit. eg: shield stops damage, retribution attack against enemy
  • TEMPORARY - boost to attributes for x seconds. eg: for 8 seconds speed x2, increased healing
  • PERMANENT - attribute increments. eg: increment health, speed, healing
  • PASSIVE - works passively. eg: cause damage on touch, enemies drop more loot
  • ITEM - Items are single use and player can use any item that they have collected when they wish. Can be good for getting out of trouble when your back is to the wall.
So here's some pics and videos of a few of more of them being tested. See last blog for previous ones.


 Bonus offensive machine-gun and grenade spam attacks.




Super Orbital Laser (anyone guessing the source of the name wins a free internet)



The Zone of Brass Monkies - slows all enemy who enter it.


Napalm Strike (need to work on those particles, not entirely satisfied with those flames)


And a quick test of shields in various colours.

I also spent some time reading through the code (this is why it's important to leave comments people!) and found a few things I didn't previously know about explosions - such as you can tie animated meshes to them. This help save a bit of overhead on things as in Airship Dragoon I had spawned "concussion blast spheres" seperately. So I decided to make the basic impact attack a little more interesting.


With the swag collectables coded if not modeled, next up is to test my ideas on how to actually model the environment and levels. And it looks something a little bit like this:



Saturday, 20 September 2014

Idea Fairy And The Next Game Concept


Airship Dragoon - walls now 0.2 world units lower!

Airship Dragoon has had a few fixes and tweaks since going up on Steam. I must say that Steam's updating system is great, literally pulling the changes from files and compressing them. I fixed an issue with the game not working on Windows XP, fixed a couple of strange bugs which had never happened before - and could not see what had caused them to happen now (fuuuuu-), and made a few general changes such as decreasing low walls by 0.2 units to make it easier to shoot over them.


Idea Fairy courtesy of http://www.themeatly.com

Whilst I have been updating and tweaking Airship Dragoon now that it's up on Steam, I have also been slowly doing the mental arithmetic of drawing up new game concepts for my next project. Frankly there have been a few ... a few thousand, because creative ideas and how to implement those concepts has never been an issue. Most get stored somewhere in the back of the memory banks whilst ones which are currently more interesting to my own whims and fancies, or seem to have greater viability are left to simmer in the subconscious at gas mark 3 (that's  160 Celsius / 325 Fahrenheit for those of you using electric brains). In the end, after much stewing, I narrowed it down to three ideas spread across three separate genres: Action, RPG, Adventure. And so, without any real screenshots, video or any actual visual reference for demonstration, I will attempt to explain my thoughts into some sort of coherent description which may or may not give a good understanding of what is bubbling away inside my head. CAUTION: TEXT AHEAD!

The Action Based Idea:

Concept:
Top-down steampunk/dieselpunk flight-sim/shmup with open-ended/branching narrative campaign.

Inspiration:
Descent Freespace (Volition 1998), Wings (Cinemaware 1990), Total Air War (DID/Infogrames 1998), World War 2 Pacific Naval/Carrier Battles

Outline:
Freespace bridged the link between arcade-action and simulation very well with it's simplified space flight model, and originally the idea was conceived as a steampunk/dieselpunk Freespace, set high above the clouds. However it didn't take long for me to decide that I really did not want to make a flight simulation, no matter how Freespace-like. So I thought about removing the Z axis completely and having a top down camera. Gravitating more to an action-simulation than a shoot 'em up as I've never been much of a shmup player  due rubbish reflexes, a disdain of lots of flashing lights, low blood pressure and whatever the opposite of ADHD is.

Core Gameplay:
Sticking with many of Freespace's features, such as individually damageable locations, slowly recharging afterburners for sudden turns of speed (nitro fuel injection for the sake of naming in this case), and multiple aircraft types split into 3 main categories of interceptor/dogfighter/bomber with different engines (speed), aerilons (manoeuvrability), airframe/hull damage and armour (total hitpoints), and hardpoints for guns and rockets/bombs/torpedoes. All of which can be individually damaged to reduce their capacity, so hit an engine and overall speed drops, blast apart an aerilon and turning is reduced.

I would envision the ability to pull various evasive manoeuvres to avoid incoming fire on the 2D axis (xy top down) such as displacement roll/rolling scissors, high yo-yo/barrel roll and Immelman Turn. Each evasion would move the aircraft out of the line of fire (be invulnerable for a short time) and lose momentum depending on aircraft manoeuvrability and size of airframe (possibly allowing for the enemy to overshoot). Thus a small, high aeroloned (pretty sure that ain't a real word but considering what gets into the Oxford English Dictionary these days it hardly bears worrying about) dogfighter would be able to pull many more evasions than a large, poorly moving bomber. Drop speed below minimum and the aircraft stalls instead, spinning off with loss of control for a few seconds which should be enough for pursuing fighters to make Swiss cheese out of it. Bombs, rockets and torpedoes would have finite ammunition (only what you can carry) whilst MGs, 50 cals and 20mm cannons would have infinite rounds but with cool-downs.

I was thinking of having an aerial navy, hence the World War 2 Pacific Naval/Carrier Battles influence, but obviously replacing boats with airships and zeppelins, so once again somewhat like how Freespace saw it's own capital ships and cruisers. Each water navy type would have an aerial equivalent such as Carriers, Dreadnoughts, Cruisers, Destroyers, DD AA Escorts, Frigates, Corvettes and Freighters. All the big capital ships would be designed to fight each other with big guns, and thus find it difficult to defend themselves from smaller, faster fighters and bombers ("We count thirty Rebel ships, Lord Vader, but they're so small they're evading our turbolasers."). Throw in some sort of orbital/hovering installation to work as a sky bound airport.

Aircraft capability would be loosely based on a mixture of World War 2 equivalents and also Freespace's similar archetypes (light bomber, heavy bomber, etc). I am considering using a physics based formula for aircraft construction, each part having a certain weight and aerodynamic quality, more guns (heavy) increase firepower but reduce speed, more than aerilons (light) increase manoeuvrability with smaller speed loss but make the aircraft a larger target due to their additional size, armour is heavy which means a larger airframe and more drag, an extra engine adds x1.5 thrust not 2 because of it's own drag and the need for a larger airframe to accommodate it.


This is a quick concept I knocked up of a fast bomber based on a de Havilland Mosquito equivalent (air intakes probably need to go away). I was going to use it for a quick and dirty technical demo but then never had the opportunity/spare time.

Expanded Gameplay:
Campaign-wise I was thinking of something of a mixture between Wings and Total Air War, driven by player combat performance and off-duty player decisions.

Wings went through the whole of the First World War with one mission a week, inter spaced with news bulletins about the war, rumours around the airfield and of the historical aces of the time. New pilots would arrive to replace ones killed in action, for both Ai and the player, with survivors becoming familiar names in the squadron for the player.

Total Air War on the other hand had more player agency. Two African sides would square-up to each other, both backed by NATO/Soviet airforces. Missions would be randomly generated using an algorithm and the player could accept or decline them. Wiping our 3A made the skies safer for your own planes, as blasting airfields reduced enemy hostile potential. Players also had some command over airbourne jets and using an AWACs could divert assets to intercept.

I would envision multiple missions to select from, each with varying difficulties, the more challenging, the more likely the damage to enemy war effort in that sector. Do well get wider mission selection, do less well selection decreases. As the war rages new equipment and aircraft would become available. Many losses of these upgrades would cause a shortage in availability and mean falling back on inferior choices whilst the airforce restocked. The player's personal performance during missions would directly contribute to the direction of the war.

Like in Wings, there would be a between combat section, possibly displayed like a Visual Novel for interaction, where the CO or Ai pilots would have a chat, exchange rumours, post news, and the player might be able to request transfer to another unit which specialises in interceptors, fighters or bombers, thus giving more selectable missions to personal taste.

With interceptors, dogfighters, bombers, a wide range of variously capable zeppelins and floating airfields there should be a wide choice of missions.  Straight forward reduce enemy numbers by dogfighting, intercept the bombers, attack the airships whilst fighters protect bombers and target, escort freighters and protect the supply lines, raid the supply dump, hunt the carrier, etc, etc. Also old fighter planes look really cool if you turn them into pushers with the propellers at the back.

After Thought:
This should be the quickest of my game ideas to complete ... allegedly ... and a faster turnover would be much appreciated after Airship Dragoon took nearly 3 years (mostly due to 3 rewrites ... which we won't be doing again).

Links to other peoples' artwork which might help give a better visual idea:
https://www.flickr.com/photos/25163007@N07/sets Lego!
http://linseed.deviantart.com/art/Further-Fictional-Airships-95199829
http://csp499.deviantart.com/art/Warhawks-Lusivakian-Airships-277978465
http://csp499.deviantart.com/art/Warhawks-Almenian-Airships-268368040
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The RPG Based Idea:

Concept:
Narrative based, isometric RPG set in an open world, using real time movement and possible stealth, turn-based melee combat with a steampunk and orientalist aesthetic.

Inspiration:
Various half-forgotten tactical RPGs ('90s), Suikoden Series (Konami 1995 onwards), Tactics Ogre (Square Enix 1995), Gunnm: Martian Memory (Yukito 1998), Shui Hu Zhuan / Outlaws Of The Marshes (Shi Nai'an 14th Century) aka All Men Are Brothers, aka The Water Margin, aka 108 Heroes Of Lang Shan Po, aka Suikoden

Outline:
Originally conceived as an open world, roaming brawler with a stealth option for sneaking past enemies. Having not actually played one since the heady days of coin-up arcades with Double Dragon and the like, I decided to take part in the 2014 Seven Day Roguelike Challenge (7DRL) and created a quick and dirty mock-up. With a working isometric camera, rudimentary controls, randomized level/maze generation (it was supposed to be a roguelike), a completely broken stealth mechanic but I was more interested in testing the action-combat idea here, I quickly came to the view that roaming brawler was not for me, as I do tend to favour more thoughtful turn-based combat over panicky button mashing.

Here's the post mortem of that 7 Day Roguelike Roaming Brawler.
http://yorkshirerifles.blogspot.co.uk/2014/03/the-7-day-roguelike-challenge-2014-post.html


At least it has the isometric camera view I am thinking of using.

The player moves around an open world in real-time from an isometric viewpoint, picking up missions from NPCs met on their travels, and using a mixture of stealth and turn-based combat to complete said missions. Successful completion grants XP/skills/power-ups/new attacks/etc. Some missions would be tied to each other, so if you have helped NPC X, it could help making NPC  Y more benign later.

Core Gameplay:
Large open world which the player can traverse and explore as they see fit. Meeting various NPCs give the option of accepting missions. The player moves using standard real-time isometric movement (up, down, left, right) and can crouch for stealth and sneak through grass/bushes to avoid hostile NPCs. Moving very much in the same manner as Gunnm: Martian Memory (which I have never played, but I saw gameplay video and it was similar to what I had in mind).

Combat is initiated by getting close to an enemy at which point the action becomes turn-based. The enemy takes a stance (unless surprised/ambushed in which the player gets a free attack) which confers certain bonuses, and the player selects a fighting stance/first attack from those available, and then a follow up or a counter from another list. Choices would be a mixture of defensive and offensive manoeuvres. Combat is resolved asynchronously and if the opponent is still standing a new set of attacks and counters are presented for continuing combat (or fleeing if things are not going well). Think of it as an expanded rock/paper/scissors with additional modifiers. New stances, techniques, attacks can be gifted/taught to the player on successful completion of certain missions or by defeating certain stronger opponents (boss battles).

Extended Gameplay:
I mentioned Shi Nai'an in the inspiration section and his 14th Century telephone directory of a novel and one of the Four Great Classical Novels of Chinese literature. The story popularised the 108 heroes, and in gaming terms is probably best known as Suikoden. I came across the Water Margin when I was 4 (somethings I have a great memory for, whilst others, such as what day it is, do not seem so important) from the BBC2 version (1977) of Nippon Television's 1973 series (filmed on location in China ... during the Cultural Revolution ... must have been interesting for a Japanese film crew ... )which went out at 5.30pm and my mother let me stay up for. Though heavily cut for British tea-time audience and stuck on what was at the time the Beeb's arty channel, it still had plenty of claret splashing around, severed limbs and rape ... the latter not actually in the original book but you know what the Japanese are like (I'm surprised they didn't throw squid starspawn and a schoolgirl in there - or maybe they did and that was one of the bits cut for British TV), as our noble heroes battle government corruption to save the land. Thirty plus years later and I bought the box set on DVD, and a few years after decided to finally read the translation of the six hundred year old book. With 108 heroes being quite prominent in contemporary media culture (Tarantino, Suidoken, et al) I was somewhat surprised to find that their actions were not all that noble ... and that some of "their methods were unsound" ...

So I was thinking that as a narrative backdrop The Water Margin was rather interesting with a world in near anarchy and a corrupt governmental technocracy. Also working along the lines of Suidoken (which again, I have not actually player but read up on and seen gameplay videos of) where the player has to recruit the characters, I would envision the player completing 108 tasks, 108 achievements, and thus gaining 108 bonuses/upgrades/skills/etc. Missions would be structured with a difficulty setting based on how large the reward is and how much effort is involved. The  hardest missions would be those which traversed large areas to complete with many dangers in the way - but I would make sure that there was never any doubling back, no fetch and return quests because only masochists like that sort of thing. I would hope that many missions would be solvable with a choice of stealth or combat. For example "steal the sacred sword/smexy lewt/McGuffin from the palace/guard house/temple of badasses" gives the option of beating seven bells out of everyone who gets in the way, or alternatively sneaking through the long grass, bushes to get inside and then hiding in the shadows to avoid patrolling enemies before quietly escaping.

The more open violence employed, the more infamous the player, and the more the authorities will take note of the player which would make freely moving around more difficult; "walks into town, walks past the jail with bored soldiers hanging around - hey is that my wanted poster? Oh shi-"
The world would be open, with the player free to decide which missions to take when. There would be a day and night system, the latter giving much larger bonuses for stealth and the likelihood of having less roaming hostiles, but more bandits, robbers and wild animals/possibly monsters outside of protected urbanised areas. Missions themselves could have a good range of variety and styles from as simple as lay flowers on a grave at close by location A, to obtain McGuffin B from the bandit mountain, to rescue BroDude C from the fort at location D, to defeat big bad BroDude E, and so on.

An aspect of moral choice could also be developed. If you kill the corrupt priest who spies for the government, then who looks after the orphans? Obtain vengeance for someone but they want their enemy's blood line destroyed, how far are you willing to go? To (roughly) quote  from  the novel, "Heaven's vengeance for murdering one is the same for murdering one thousand". The player would still get the achievement for completing the main part of the mission, but may not gain personal reward for either being overly violent or overlay passive.

I would consider having a save game system based around safe houses, so the player would find a pub, chapel, graveyard depending on location and be able to rest up, save the game, hide from enemies or fast forward time until sunrise or sunset.

After Thought:
There would be a fair bit of art required for this one as well as working out the many missions, 108 achievements is rather a big thing - but it definitely has to 108 or the reference does not work. If you mention Suikoden/108 Heroes people have a better understanding of where you are coming from. The rudimentary controls work as tested in the 7DRL except for the turn-based combat. I'd consider making the actual game world modular for ease of reusing assets and things such as trees are now quite easily created thanks to the glorious Forester Pro which can randomly generate them in a few clicks. Using isometric and camera distance could really reduce the amount of objects on screen at any one time, thus allowing for higher tris counts in localised areas without hammering performance. I might also consider lightmapping the whole thing rather than using dynamic shadowing and spend the savings on more complicated poly modelling.

No real image galleries to show on this one as it should be fairly self-explanatory.
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The Adventure Based Idea:

Concept:
Third-person survival horror and exploration game where the player can interact with the environment by jumping, climbing and shinning/dangling along ledges.

Inspiration:
Tomb Raider (Core/Eidos 1996), Amnesia: The Dark Descent (Frictional 2010), Dark Seed (Incentive/Cyberdreams 1992), Cthulhu Mythos (HP Lovecraft 1930s), Macabre Surrealism (HR Giger, Zdzislaw Beksinski, Wayne Berlowe, Sibylle Ruppert)

Outline:
Some years ago I replayed the start of original Tomb Raider and was struck by just how much the game left you alone. You could wander around, happily exploring to your heart's content without the game going out of it's way to force you to take part in the story. I was thinking along the lines of an adventure game where the player could scale certain vertical surfaces, jump across gaps/chasms, shin or dangle along ledges and generally free climb to explore the environment. Marrying this with the survival horror genre, the player would be unarmed and incapable of straightforward violence but could possibly leverage or knock over parts of the environment, whilst moving through ever more disturbing environments.

Core Gameplay:
The player explores, alone, unarmed and on foot. The emphasis is on environmental interaction and various surfaces throughout levels can be climbed. Often levels will have a puzzle element (usually just pathfinding) as a way of escaping them, though the prominence of the gameplay is on exploring. Thin ledges can be edged along or dangled off. Falling is generally considered bad.

Though this is survival horror, the stress is on the horror of macabre surrealism rather than a combat based threat. There would be certain times the player is directly hunted by creatures and have to escape via manipulating the environment or fleeing, but this would not be constant. More so the threat of bumping into something hostile whilst manoeuvring through increasingly disturbing aesthetics of each level would be key to building atmosphere and the sense of threat.

Extended Gameplay:
I am going to be a little coy about the narrative here, as the meat of a narrative based adventure is what happens in the story, and this is much more story specific than the other ideas so I intend to stick to explaining loose game mechanics. The game would start off in a contemporary timeline with the environments steadily becoming more and more horrifying. Along the way would be certain frescoes/statutes and the like which when activated would impart information via hallucination or actual animation depicting something to do with an alien narrative, somewhat akin to what happens in the story of HP Lovecraft's "At The Mountains of Madness" (1931) when the protagonist walks through the long dead city of the Elder Things. These objects would be supplementary to the main narrative. There would not be, under any circumstances, a game mechanic of find all of the scattered bits of paper someone had written notes on.

Apart from the exploration element there would be a certain amount of interaction with some physical objects such as pushing, shoving and knocking over, and it could be possible to treat these as weapons if done correctly.

The environments would be varied, with differing colour schemes. I much prefer artistically lit design for atmosphere rather than simple hard to see in darkness. I also prefer my horror to be subtly unsettling and build tension rather than opt for jump scares. Many scenarios would be about experience menacing rather than constantly running and hiding from it until it goes away and then attempting to move on again. Creature-wise, I am very much thinking along the lines of Lovecraftian nightmares, starfish alien, frightening abominations rather than the guy in a rubber suit concept. I am currently uncertain about having an "insanity" mechanic to the gameplay.

Whilst I thoroughly enjoyed Amnesia: The Dark Descent, I did find the ending weak ... what do you expect me to do, just sit there until the very last moment - which I'm not sure exactly when it will happen - whilst naked floating guy summons unspeakable evil, or wade in and stop him as soon as possible? To this effect I imagine multiple game endings based not only on direct and obvious choices the player makes, but also on how aggressively or cautiously they play the game.

After Thought:
This is probably the most creatively challenging of the three concepts, and annoyingly, probably the most commercially viable - though I am not really basing on that on anything concrete beyond the words horror, explore and Cthulhu tend to attract attention. It would require a lot of art, and a lot of that art would have to be custom/specific rather than more generic, and easier to create, models like mere rocks and trees. Whilst I have a big library of motion captured human animations, modelling and animating monstrous Things is another matter and one that I can see being very consuming. Rendering-wise, I am imagining it to be somewhat high poly (in dev terms), using a lot of tonemapping for shadowing and colour effect. Dispensing with dynamic lighting could save a lot on performance and thus really allow for some high tris environments.

Links to other peoples' Macabre Surrealist artwork which might help give a better visual idea. Viewing before going to sleep not recommended ;)
http://www.artgalleryartist.com/HRGigerart/index.htm
http://www.arts-wallpapers.com/galleries/zdzislaw-beksinski/index.htm
http://www.arts-wallpapers.com/galleries/wayne-barlow/index.htm
Sibylle Ruppert Google Image Search (can't find a decent web gallery of all of her work).
Macabre Surrealism Google Image Search.
And anything written by HP Lovecraft but I do recommend; At The Mountains Of Madness.
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So, those are the concepts which have been swimming around/festering in the back of my subconscious whilst I have continued to upgrade and fix Airship Dragoon. These three ideas are most viable of the many, many designs which form within the spongy bit between my ears, and constantly, incessantly, jockey with one another for position, and my attention.



Oh, omnipresent Idea Fairy, why will you not let me rest!? Oh, cruel Idea Fairy, a pox upon you!