[ti]Game[/ti]Star Storm - Working Title
Oct 1, 2016 19:48:17 GMT -6
GMLWaffle and KurtBlissZ like this
Post by kaeldor on Oct 1, 2016 19:48:17 GMT -6
I thought that I would take a moment to post a thread for my first project (currently in early development), tentatively called "Star Storm". It is a Windows platform game, developed with GM: Studio. While I don't have any available pictures or a playable demo yet (I am still in the process of doing all of the art and sound, as well as gathering other resources), I will share my demo as soon as it is complete (projected timetable based on experience so far is 2-3 weeks). It's something of a hybrid of a tower defense game and a space shooter... it's designed to be one of those games where the only point is to get as far as you can, and earn as high a score as you can. It's a simple premise, with a simple control scheme, requiring only the mouse to play.
Basically, the player is placed in the center of the screen. Enemies approach from random points along the edge of the screen, and move towards the player at varying rates, with different patterns based on their enemy types. Some shoot projectiles at the player; others are kamikaze-style runners. The player can switch between three core weapon types, all of which are able to be upgraded by spending "scrap", a resource acquired by killing enemies. The player also has several peripheral systems which are also able to be upgraded: thrusters (which control how rapidly the player can turn), shields (which protect the player from damage), and engines (which generate the energy that powers the player's shields and energy weapons). The toughness and spawn rate of enemies is designed to increase along a slowly accelerating algebraic curve, as is the cost of upgrades, while the reward in scrap for killing enemies progresses along a somewhat steeper geometric curve. This should, in theory, make the game inherently self-limiting, as eventually no player will have sufficient resources or reflexes to cope with the horde of enemies descending on them.
Progress has been somewhat slow, since I am not an artist, but I insist on doing all of the artwork myself. All of the art for the game was either done directly by me, or heavily modified by me from other resources that others have made available freely online. All of the sound effects are being made by me using Bfxr, and since I am not a sound tech either, that part is taking a while as well since I basically have to randomize sound generation until I find something close to what I want for a given effect, and then tweak settings until I am satisfied with the final result. The soundtrack for the game is comprised entirely of tracks acquired from Soundimage.org, composed by Eric Matyas, who has very generously supplied a whole heap of awesome music free for anyone to use on his website.
Once it's finished, I intend to offer the game to others free of charge, asking only that those who play it take a moment to send me an email with their thoughts on the game experience (compliments/constructive criticism/suggestions for possible improvements). I'll be updating this post regularly as I complete various stages of the project, so if it sounds like something that interests you, stay tuned for updates!
Basically, the player is placed in the center of the screen. Enemies approach from random points along the edge of the screen, and move towards the player at varying rates, with different patterns based on their enemy types. Some shoot projectiles at the player; others are kamikaze-style runners. The player can switch between three core weapon types, all of which are able to be upgraded by spending "scrap", a resource acquired by killing enemies. The player also has several peripheral systems which are also able to be upgraded: thrusters (which control how rapidly the player can turn), shields (which protect the player from damage), and engines (which generate the energy that powers the player's shields and energy weapons). The toughness and spawn rate of enemies is designed to increase along a slowly accelerating algebraic curve, as is the cost of upgrades, while the reward in scrap for killing enemies progresses along a somewhat steeper geometric curve. This should, in theory, make the game inherently self-limiting, as eventually no player will have sufficient resources or reflexes to cope with the horde of enemies descending on them.
Progress has been somewhat slow, since I am not an artist, but I insist on doing all of the artwork myself. All of the art for the game was either done directly by me, or heavily modified by me from other resources that others have made available freely online. All of the sound effects are being made by me using Bfxr, and since I am not a sound tech either, that part is taking a while as well since I basically have to randomize sound generation until I find something close to what I want for a given effect, and then tweak settings until I am satisfied with the final result. The soundtrack for the game is comprised entirely of tracks acquired from Soundimage.org, composed by Eric Matyas, who has very generously supplied a whole heap of awesome music free for anyone to use on his website.
Once it's finished, I intend to offer the game to others free of charge, asking only that those who play it take a moment to send me an email with their thoughts on the game experience (compliments/constructive criticism/suggestions for possible improvements). I'll be updating this post regularly as I complete various stages of the project, so if it sounds like something that interests you, stay tuned for updates!