Adventure Game Studio

AGS Games => AGS Games in Production => Topic started by: DoorKnobHandle on Sat 05/02/2005 11:42:46

Title: Troopers (Real-Time Strategy) - UPDATED: 03-27-05!
Post by: DoorKnobHandle on Sat 05/02/2005 11:42:46
T R O O P E R S

Updated on: 03-27-05

Welcome to the 'Troopers' project.
'Troopers' is a real-time strategy game just like Westwoods 'Command&Conquer', Blizzards 'StarCraft' or Microsofts 'Age Of Empires'... It combines elements of all those great and unique games to create something new...
It is entirely written in AGS and does not even use any plug-ins at all...

This is the most current screenshot:

(http://datenfunk.bei.t-online.de/troopers/troopers_screen_new3.jpg)

Thanks to 'Neutron' for most of the new visuals!

To find out more, check the official website (http://www.troopers.info.ms)...

Featurelist:

- Real-time action!
- Create new units, build new structures and develop new techniques to improve your strength!
- Enjoy a very intuitive and comfortable way of controlling your units!
- Atmospheric story in 'Campaign Mode'!
- Tons of new challenges in 'Battle Mode' (You can also create your own levels using the available 'Troopers Level Editor' - Make sure to share your levels with all the other players online and to download additional battle scenarions as well)!
- Great MP3-Soundtrack!
- Video cutscenes!
Title: Re: Troopers (Real-Time Strategy)
Post by: Redwall on Sat 05/02/2005 14:44:09
In Command & Conquer it's left click to move/attack and right click to deselect. So not just like Command & Conquer. ;)

Great job, though! I was working on something like this a while back. I'm curious, how did you handle unit creating?
Title: Re: Troopers (Real-Time Strategy)
Post by: DoorKnobHandle on Sat 05/02/2005 14:52:25
I write all my functions that handle units very open so they dont go only for one character
but for every existing unit and then I set a limit (for example right now you can have a maximum
of 20 soldiers at the same time) and I export one soldier character and import it 19 times to get
the 20 units. Then I read from the map file with how many soldiers you start at what x,y place
they start...

This is how it works right now...

ANd thanks for pointing that out for me with the C&C Controls. Well, my way is very easy and
actually similar to how you select files in Windows, so it should be very intuitive for everybody!
Title: Re: Troopers (Real-Time Strategy)
Post by: foz on Sun 06/02/2005 12:56:09

Looks like MIA has some competition........

Looks good so far....

Since starting MIA i have now thought of better ways of making the code for this sort of game.....

Be prepared for lots of bugs and problems....i was`nt.....but  i`m getting used to it.

I decided on just an action game as the strategy would have been harder to make......

GOOD LUCK.....hope you can finish it.
Title: Re: Troopers (Real-Time Strategy)
Post by: Darth Mandarb on Sun 06/02/2005 13:40:16
Please add 1 more screenshot (as per the forum rules).
Title: Re: Troopers (Real-Time Strategy)
Post by: DoorKnobHandle on Sun 06/02/2005 14:03:15
ok. I'll add the screenshot in a second...

it is really hard to create this kind of games using AGS and it requires a lot of scripting skills.

I hope I can finish it...

EDIT: There goes the screenshot...

(http://datenfunk.bei.t-online.de/scrnshot2.jpg)
What we see here is the "Create Unit" Menu, that opens up when you
select one of your facility buildings and press the "Create..." Button.
Right now it only features the soldier for 200$ and 1 Energy Point...


Oh yes and you can see my approach to a rawdraw radar screen on the
left top corner of the screen, but I'm still working on it.

Sorry for the prealpha or placeholder gfx.

I'll release a alpha pretty soon I hope, but it is just going to include very
little gameplay, it's more for people to see the technical abilities of the game.

Thanks for the attention...

EDIT:
(http://datenfunk.bei.t-online.de/scrnshot3.JPG)
THere are three tanks and several soldiers. I don't show the
jeep yet because his sprite is just too ugly...

Title: Re: Troopers (Real-Time Strategy)
Post by: DoorKnobHandle on Mon 07/02/2005 18:58:59
Ok, progress is going good so far.

(http://datenfunk.bei.t-online.de/NewScreenshot.JPG)
We see a different scenerio here with the tank, several turrets
and apaches. Also new is the radar map.


You can build those turrets just like in C&C now, you create them,
then you can place 'em with your cursor and there is this red/green
tint over them wether you can build 'em there or not and then you
place them. Pretty cool, but the new apaches rock as well.

Also useful is the new radar map, it works with raw draw but only
updates every fifteenth game cycle right now, so it does not
slow down the game at all (The FPS count is still at 39 FPS...)

Just thought I should show you guys that progress...
Title: Re: Troopers (Real-Time Strategy)
Post by: Ishmael on Mon 07/02/2005 20:21:26
Looks cool :)

I'd want to help out with the unit handling, since I have some faint visions about how to get a 200 men army roaming the scape... But my schedules are a bit questionable around this time. Just thought if you want any help... (I don't know if I actually can help, but I've been thinking of making a strategy game with AGS too, thus I have some visions about how things would work, but that projects been on ice for some time...)
Title: Re: Troopers (Real-Time Strategy)
Post by: DoorKnobHandle on Wed 09/02/2005 17:27:34
Ok, a playable demo is coming really soon.

I am not going to give you more screenshots but I
can tell you that the game now features a new
graphical interface, more gameplay features (like
a nuclear bomb, an airport which is required
in order to create apaches etc...) and less bugs.

Also, it is going to include single/ multiplayer games
with several different game modes, like "Deathmatch"
(You have to kill every enemy unit to win), "VIP"
(The player loses, who first loses his VIP unit and
"King of the Hill" (A game takes either 15, 30, 45 or
60 minutes and you gain points every second you are
controlling the hill in the middle of the map with same
distance to every players base. After that amount of
time the player with the most points/who controlled
that hill the longest time wins...).

If you have any more ideas or suggestions on other
game modes or anything else in the game, make sure
to let me now, because now is the time I'm building
it in...

Thanks!

EDIT: Oh and now we got an announcer who announces
things like 'Nuclear Bomb in development' or 'Nuclear Air
Strike ahead' with a really cool voice!
Title: Re: Troopers (Real-Time Strategy)
Post by: Gregjazz on Thu 10/02/2005 23:20:12
Quote from: foz on Sun 06/02/2005 12:56:09

Looks like MIA has some competition........


Just what I was thinking...

Looks good so far!
Title: Re: Troopers (Real-Time Strategy)
Post by: DoorKnobHandle on Fri 11/02/2005 20:43:29
Hey,

Thank you for all the comments and interest...

Since it is going to take me atleast one more week with that playable demo-version
of "Troopers", I decided to show you more screenshots out of the current version,
so you can make sure my progress is doing good...

(http://datenfunk.bei.t-online.de/MAINMENUSCREENSHOT.JPG)
The Main Menu

(http://datenfunk.bei.t-online.de/INGAMESCREENSHOT.JPG)
The new interface design, the airport building and a better radar map...

(http://datenfunk.bei.t-online.de/INGAMESCREENSHOT2.JPG)
The new "Create Unit"-Interface and the african scenario...

Keep me up to date with your thoughts about this project...
Title: Re: Troopers (Real-Time Strategy)
Post by: Pizzaman on Fri 11/02/2005 21:16:42
So how is multiplayer going to work?  Are you making it TCP/IP?  This should be interesting.

-Pizzaman
Title: Re: Troopers (Real-Time Strategy)
Post by: DoorKnobHandle on Fri 11/02/2005 21:35:50
Quote
Are you making it TCP/IP?

That is exactly what I am planning to do, I already have the plug-in and will start
learning everything about it right after I released that playable demo (which is not
going to include multiplayer, but it is going to be available in the full-version)...

The things left to for me are Attack Code, AI, Level Editor, Complete Visuals, Adding ways to gain money (maybe just that you get a special amount of money every xth seconds). Thats it.

Of course, the demo will only feature two levels, no multiplayer and no level editor.

The rest is comming with the full version.
Title: Re: Troopers (Real-Time Strategy)
Post by: Ishmael on Sat 12/02/2005 11:45:51
Quote from: mamarulez on Fri 11/02/2005 21:35:50
Adding ways to gain money (maybe just that you get a special amount of money every xth seconds). Thats it.

I think the easies way around to make it decent would be what was used in Battle For Middle Earth: You need to construct certain structures, like a slaugherhouse (but that probably wouldn't fit into a modern setting...) that produces certain amount of money at a set interval, like one structure gives you 10 credits every 5 seconds or something...
Title: Re: Troopers (Real-Time Strategy)
Post by: DoorKnobHandle on Sat 12/02/2005 15:26:35
That is exactly how I have it set up right now...

You have to build an oil raffinery structure, and this oil raffinery gives you 5000 $ every minute, of course if you need more money, you can always build up to three oil raffineries, which will give you a 5000 $ plus every minute, so up to 15.000 $ right now, although I am not done with the balancing process...

And you can built more powerplants as well if you need more energy, since every unit is not only taking away money but also energy... (just like in C&C...)
Title: Re: Troopers (Real-Time Strategy) - DEMO RELEASED!
Post by: DoorKnobHandle on Sun 13/02/2005 17:52:07
A DEMO IS RELEASED...

LINK: http://www.adventuregamestudio.co.uk/games.php?action=detail&id=503

Please try it out and give me your opinion about the game.

Keep in mind that some of the sprites are still placeholders and that not all
features are entirely implemented yet. Read game description or readme.txt
for details.

Have fun with it!
Title: Re: Troopers (Real-Time Strategy) - DEMO RELEASED!
Post by: foz on Sun 13/02/2005 18:47:41
Hi

I like a lot of what you have done...it is obviously still very early in devolopment but has some good ideas...

I think you should put your area scanner inside a gui and over lay it...as when the screen is scrolled the dots move...udating a bit behind...i think the gui should sort this..

Also the selection square is great and something i wanted to add in MIA ....but it doesnt update properly leaving a trail of squares as you open it...

I think this is good work so far....i predict that you have a hell of a lot still to do...

Title: Re: Troopers (Real-Time Strategy) - DEMO RELEASED!
Post by: DoorKnobHandle on Sun 13/02/2005 19:08:56
Quotei predict that you have a hell of a lot still to do...

that sure is true...

I know that the selection rectangle and the radar map unit dots are a little bit behind,
that is because they are only updated every tenth game cycle instead of every one.

If you put it to every game cycle, the game would be very slow since both features are using
raw draw. But there is going to be an option in the full version where you can actually adjust
that value (Update Rate from every 25th frame to every frame...). Users with faster CPUs can
go lower and users with older computers can go higher when adjusting this option and it is
going to be perfect for everyone...
Title: Re: Troopers (Real-Time Strategy) - DEMO RELEASED!
Post by: DoorKnobHandle on Thu 24/02/2005 20:01:55
I'm warming up this thread because there has been a major update for "Troopers"...

(http://datenfunk.bei.t-online.de/troopers_screenshot.jpg)
New are the visuals (units, buildings, guis etc.), now the radar map shows you where your screen is at and it shows you if an object is friendly or not, if it is a building or a unit and if it is selected or not using red and green color code combined with different shades (so selected and friendly units are bright green, friendly units not selected are medium green and not selected buildings are dark... Same goes for enemy objects using red), also new are the smaller and nicer cursors. What you cannot see on the pictures is that I've been fixing major bugs in the game. It is starting to get bigger.

Please tell me what you think especially concerning the new visuals, so I can really make this project/game good...

Thanks!
Title: Re: Troopers (Real-Time Strategy) - UPDATED: 02-24-05!
Post by: Moox on Thu 24/02/2005 21:11:03
I like the new look, the iso is really nice, whens the demo due out man?
Title: Re: Troopers (Real-Time Strategy) - UPDATED: 02-24-05!
Post by: DoorKnobHandle on Thu 24/02/2005 21:15:20
Well, there is actually a beta demo out there... But it does not use the iso visuals and includes more bugs than it does right now.

I may release another demo as soon as I implement all the major features (AI and attack code still missing...) as well as some gameplay, or I may just work on the full version... We'll see...
Title: Re: Troopers (Real-Time Strategy) - UPDATED: 02-24-05!
Post by: Scummbuddy on Fri 25/02/2005 02:50:31
I would suggest a new font, and an outlined one at that. You may not come across it when playing, but if i were over a dark patch of ground, I may not be able to read what it says, and spend more time trying to figure it out, and then get owned by bad guys.
Title: Re: Troopers (Real-Time Strategy) - UPDATED: 02-24-05!
Post by: DoorKnobHandle on Fri 25/02/2005 19:48:04
Don't worry, the font is not final yet.

Troopers now uses a very cool weather system, that features rain and snow (maybe even more weather features in the future)...

Here's a rainy screenshot:

(http://datenfunk.bei.t-online.de/troopers_screenshot2.jpg)
Here you can see the new weather system and the new designed turrets.


UPDATE on 02-27-05:

- Attack code added!
- Second soundtrack added!
- Code improvement!
- Speed improvement!
- Logo Video added!
- Intro Video added!
- Sounds (Ambience- and Action-Sounds) added!
Title: Re: Troopers (Real-Time Strategy) - UPDATED: 02-27-05!
Post by: DoorKnobHandle on Wed 09/03/2005 21:13:06
UPDATE ON 03-09-05

Two weeks ago, I restarted 'Troopers' from scratch, because I realized, that it would be an impossible task to add gameplay and other features I wanted to add to this mess...

So, now I am overdoing all the dirty code parts and optimizing the **** out of that game...

New features:
- You now have a little "unit preview" screen. When you select a unit it shows a little picture of the units face and you can see how they talk to you saying for example "Unit responding...". It is just like in Star Craft.
- Also next to that first feature, you have a little "Selection Preview"... This shows you how many units of what type you have currently selected...
- Optimized graphical work (With the old Project I had to paint a unit normal, selected, dead, dead and selected at the same time, shooting, and selected shooting... Now one single sprite is enough plus the shooting frames...)
- Several more things, but I'm too lazy to point them out right now...

For a full list of features, go back to the first post and then read the whole thread...

Screenshot:

(http://datenfunk.bei.t-online.de/NTS00.JPG)
New visuals and the new features... What else?

Hope you like it, well, still tell me... ^^
Title: Re: Troopers (Real-Time Strategy) - UPDATED: 03-09-05!
Post by: Scummbuddy on Thu 10/03/2005 00:23:24
I am truly amazed at what you have taken AGS into. I also hope that maybe after a year of the release, you may release your game as open-source. (perferably, sooner than a year  ;) )

the updated visuals are very welcome. I really like what you've done. Keep up the great work.
Title: Re: Troopers (Real-Time Strategy) - UPDATED: 03-09-05!
Post by: DoorKnobHandle on Sun 13/03/2005 00:27:42
Please check the first post to see the news!
Title: Re: Troopers (Real-Time Strategy) - UPDATED: 03-16-05!
Post by: mport2004 on Thu 17/03/2005 17:10:59
looks like a good game.

im making one similar to it but my graphx are crummy and i dont know how to get more than one unit slected at one time. or to do the scrolling.
Title: Re: Troopers (Real-Time Strategy) - UPDATED: 03-22-05!
Post by: DoorKnobHandle on Tue 22/03/2005 19:02:08
Please check the first post to see the news!
Title: Re: Troopers (Real-Time Strategy) - UPDATED: 03-22-05!
Post by: Ishmael on Tue 22/03/2005 19:14:00
You've done some amazing work with Troopers :) Keep it up!

You need a helping hand in some sort of campaign design or something..?
Title: Re: Troopers (Real-Time Strategy) - UPDATED: 03-22-05!
Post by: DoorKnobHandle on Tue 22/03/2005 20:39:42
Thank you, Ishmael...

I guess I could use some help in campaign design, please PM me for details!
Title: Re: Troopers (Real-Time Strategy) - UPDATED: 03-22-05!
Post by: DoorKnobHandle on Sat 26/03/2005 15:11:08
Please check the first post to see the news!
Title: Re: Troopers (Real-Time Strategy) - UPDATED: 03-27-05!
Post by: DoorKnobHandle on Sun 27/03/2005 12:01:30
And there's yet another new screenshot available... Check it out!
Title: Re: Troopers (Real-Time Strategy) - UPDATED: 03-27-05!
Post by: sergiocornaga on Mon 28/03/2005 09:36:19
Wow, this game just keeps getting better! Keep up the good work.
Title: I'm stunned!
Post by: Ozzie on Mon 28/03/2005 19:48:36
Well, the game seems good to me, but the really amazing thing is that you are doing this with AGS of course.
Nice Visuals, my opinion is that it looks even better than C&C Red Alert 2!!
Hope you reach all your aims, seems like a really ambitious project to me with multiplayer and Level-Editor....exists by the way a AGS game already with such features? It's interesting how much you can do with it!

So, I wish you much success with this project!  :)
Title: Re: Troopers (Real-Time Strategy) - UPDATED: 03-27-05!
Post by: DoorKnobHandle on Mon 28/03/2005 19:58:14
Thank you for the nice words!

Yes, it is quite an ambitious project, but if you spend enough time on it it's ok.

NEWS: Dynamic weather-system redone and improved! New weather-visuals as well!

There is not going to be a new screenshot showing this stuff, because I don't want to give away too much features at this moment of time... Stay tuned, because a playable demo ( way better than that technical beta, which is already been released ) is not too far away ( though not really close either )...

Thanks to 'Neutron' for those sprites!