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#101 tabc3dd

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Posted 08 January 2013 - 05:56 PM

First of all thank you very much for your reply . Unfortunately I'm going to have huge exams in around 4 months and I don't have access to my personal computer until then to concentrate on work, so I won't be able to work on the project until then :/ .
Commander mode being activated when spawning some ships was voluntary to avoid keeping portals as a backup strategy. When testing, I generally always build a single ship and spawn them all at the time, so that bug hadn't occurred to me. I'll fix it ASAP and am sorry for the problems it has caused.
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Final Core is being remade, come check the new topic !
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Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.


#102 tabc3dd

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Posted 05 March 2013 - 08:13 PM

Sorry for the long update time, but a new version is finally up.

The creation bug has been removed, the hangar has been changed, a few unnecessary options have been removed, a few graphical updates, a new indicator for low building energy and more



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Final Core is being remade, come check the new topic !
http://gmc.yoyogames...howtopic=646818

Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.


#103 tabc3dd

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Posted 07 March 2013 - 02:26 PM

New update, all bosses in the arena mode are now ready and working correctly. The game is now easier to pick up as all parts display full information on mouseover. Improved enemy building AI. Polished presentation a bit. Optimized some weapons.
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Final Core is being remade, come check the new topic !
http://gmc.yoyogames...howtopic=646818

Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.


#104 Copernicus

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Posted 16 March 2013 - 05:40 PM

Some bugs to report.
1. When an enemy is out of energy, the energy bar extends to the left edge of the screen when the enemy is moused over. I get this a lot when fighting the first arena boss.

2. The parts that restore energy do not indicate how much energy they restore in the window that lists their stats.

3. I can not upgrade starting buildings in campaign missions (but can upgrade buildings I build).

4. In Skirmish after upgrading an energy when I click on the screen again the view in the room is teleported as far right as possible.

Comments
1. In skirmish mode the enemy spawns a lot of the same kind of enemy from assemblies, and I doubt the enemy has that kind of money that early in the battle. It would also be nice to see some variety in the ships the enemy assembles.

2. In skirmish mode it would be nice to have the total energy available and the energy currently used by player network displayed in the HUD. You could put it below flux.

3. After selecting a base, are there keyboard shortcuts for selecting buildings? At the start of a skirmish it would be nice if I could simply press the number keys to choose which building to construct instead of having to click on opposite corners of the screen every time.

4. Because you are displaying the stats of items when moused over, it would be nice if you also displayed the damage/energy cost of weapons when fired. You could also display integrity, and the cost/sell value.

5. It would be nice if the window showing item stats was always placed in the same position on the screen. Currently the window tracks mouse position and it sometimes puts most of the window lower than the screen when mousing over parts in my purchased tray or in editor mode.

6. Because we no longer get the special parts that boost all stats, did you ever consider giving the hull/shield/energy/repair/regen/restore/speed/turn parts a fifth grade, or upgrading their lower-level effectiveness? Without the old specials I find myself having to use more parts, which makes skirmish more of an issue.
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#105 tabc3dd

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Posted 16 March 2013 - 11:34 PM

Some bugs to report.
1. When an enemy is out of energy, the energy bar extends to the left edge of the screen when the enemy is moused over. I get this a lot when fighting the first arena boss.

2. The parts that restore energy do not indicate how much energy they restore in the window that lists their stats.

3. I can not upgrade starting buildings in campaign missions (but can upgrade buildings I build).

4. In Skirmish after upgrading an energy when I click on the screen again the view in the room is teleported as far right as possible.

Comments
1. In skirmish mode the enemy spawns a lot of the same kind of enemy from assemblies, and I doubt the enemy has that kind of money that early in the battle. It would also be nice to see some variety in the ships the enemy assembles.

2. In skirmish mode it would be nice to have the total energy available and the energy currently used by player network displayed in the HUD. You could put it below flux.

3. After selecting a base, are there keyboard shortcuts for selecting buildings? At the start of a skirmish it would be nice if I could simply press the number keys to choose which building to construct instead of having to click on opposite corners of the screen every time.

4. Because you are displaying the stats of items when moused over, it would be nice if you also displayed the damage/energy cost of weapons when fired. You could also display integrity, and the cost/sell value.

5. It would be nice if the window showing item stats was always placed in the same position on the screen. Currently the window tracks mouse position and it sometimes puts most of the window lower than the screen when mousing over parts in my purchased tray or in editor mode.

6. Because we no longer get the special parts that boost all stats, did you ever consider giving the hull/shield/energy/repair/regen/restore/speed/turn parts a fifth grade, or upgrading their lower-level effectiveness? Without the old specials I find myself having to use more parts, which makes skirmish more of an issue.



Thank you very much for the reply :) . Unfortunately my vacations just finished and I won't be able to work on this for another few month, but all of this will be fixed ASAP.

BUGS :
1) Thought this was fixed, easy to take care of, thanks for notifying
2) Isn't it the last stat displayed ? Or maybe i gave them a special regeneration that doesn't occur every 2 seconds to be more consistent. I'll look into it. Although there's a PDF in the files along the game that contains all details for every parts.
3) Weird, theres nothing different between these buildings :/ . Maybe some "on create" variable I forgot, should be easy to fix.
4) Weird, I really don't see why upgrading would alter my view variables, thanks for pointing it out :)

COMMENTS :
1) Enemy ship creation follows standard pricing. But I've changed ship prices during the last updates, maybe I forgot to put the enemies on par. As for ship diversity, every skirmish level the enemy unlocks a new ship type to use, and every 7 levels moves on to the next tier. But you are right this makes level 1-3 fights kinda repetitive. I'll give the enemy more ship types from the start and maybe work on a better ship AI.
2) Will see if I can make it work, the spot below flux is currently used for alert messages. Unfortunately it won't be entirely representative of the network's energy effectiveness as energy does take time to travel around. Last patch should also include a "low energy" indicator for buildings.
3) Good idea, wonder why I never implemented that. In the mean time you can use shift to create multiple without having to move back and forth :)
4) Will do if it doesn't clutter the info. Currently all these information are within the PDF that comes with the game. Integrity is always Hull bonus + 100, except for armour parts that have more. Buy values are the same for all parts of the same category, and sell value are the same for all parts of the same tier, will probably add the info.
5 ) Will try to find a good location to stick the window to when mousing over parts
6) I found the achievement parts to be slightly gimmicky and unnecessary complication, but I can't quite make up my mind. Do you think I should have kept them ? I can't improve the stats of lower level parts as that would mean buffing most enemies which would pose balance issues. As for adding a 5-th tier to these parts, wouldn't it be counter-intuitive as most parts only have 4 tiers ? Maybe I could add an RPG aspect to this game, the commander gains level as enemies are defeated and can give permanent upgrades to Core stats ? And maybe I could make talent trees and expand on the offence/defence/support choice at the start of the game which is currently kind of hollow. Tell me what you'd think is best please.


Feedback like this is extremely helpful :), hopefully I can improve this game to its full potential.
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Final Core is being remade, come check the new topic !
http://gmc.yoyogames...howtopic=646818

Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.


#106 slayer 64

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Posted 17 March 2013 - 11:41 PM

i like the concept, but i don't know if i like the game. it seems like i have to spend a lot of time managing resources instead of my ships. does 1 make the AI easier or harder? it says 5 gives the ai the same stats as me, but i don't know what higher or lower numbers do.

i haven't been able to win yet because it's hard to build my base. there should be a course grid so i can make a really good perfect base like the enemy does.

it slows me down a lot when i place a building. i have to go back and click on the hub again and select another from the menu. i know i can hold shift and place a bunch of buildings, but when i want to change the building i'm placing, i have to re select the hub again. it should just stay selected.

i didn't think that the mouse wheel would zoom, it should say somewhere. i think middle mouse button should pan the view around. not having to go down to the mini menu and do it.

the final message in the tutorial blocks my view pertinently, i have to restart so it goes away. those achievements pop up, block my view, and piss me off too.

this confuses me. the tutorial says to build an assembler next, but i can't. it says to build more collectors to unlock. why? i should just be able to buy the dam thing. and how many collectors do i need to unlock this? it doesn't say.
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i would make some changes to the way the text is displayed in a lot of cases. it's a real pain to read through a bunch of text to know how much a building costs and all it's other stats.
Posted Image

and the ship designer. well, it should just be laid out better. and why am i working on six different ships at a time that have been given a slot number instead of a customization name? then when i'm trying to remember my ships in game i can create the right ones faster.
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i think the game is pretty good, but there's a lot of little annoying things.
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#107 tabc3dd

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Posted 18 March 2013 - 07:17 PM

i like the concept, but i don't know if i like the game. it seems like i have to spend a lot of time managing resources instead of my ships. does 1 make the AI easier or harder? it says 5 gives the ai the same stats as me, but i don't know what higher or lower numbers do.

Hopefully managing ressources will become easier once I've included keybinds.

1 is easiest and is the level at which you start. 10 starts becoming hard.

 

i haven't been able to win yet because it's hard to build my base. there should be a course grid so i can make a really good perfect base like the enemy does.

Well I made buildings snap to every 8 pixels to get a good balance between perfect bases and choice. I'll bump it up to 36 but it might feel too restrictive.

 

it slows me down a lot when i place a building. i have to go back and click on the hub again and select another from the menu. i know i can hold shift and place a bunch of buildings, but when i want to change the building i'm placing, i have to re select the hub again. it should just stay selected.

Will do :)

 

i didn't think that the mouse wheel would zoom, it should say somewhere. i think middle mouse button should pan the view around. not having to go down to the mini menu and do it.

Mouse to zoom is pretty standard and is in the controls. Adding it somewhere else would be invasive imo though. I'll add middle mouse to pan.

 

the final message in the tutorial blocks my view pertinently, i have to restart so it goes away. those achievements pop up, block my view, and piss me off too.

Theres a little red cross to remove the message once you've done reading. I'll make it time out in addition. As for the achievements, they are supposed to pop-up, how else are you supposed to know you got them ^^. I'll see if I can't reduce their size or duration

 

this confuses me. the tutorial says to build an assembler next, but i can't. it says to build more collectors to unlock. why? i should just be able to buy the dam thing. and how many collectors do i need to unlock this? it doesn't say.

The problem is that many new players who haven't played before instantly rush important buildings, and therefore run out of cash and don't have enough collectors to make up for it fast enough. But you are right, limiting the player is kinda stupid, they should realise their mistake when they run out of cash and try to fix it.

 

i would make some changes to the way the text is displayed in a lot of cases. it's a real pain to read through a bunch of text to know how much a building costs and all it's other stats.

I like your presentation, will try to make it work.

 

and the ship designer. well, it should just be laid out better. and why am i working on six different ships at a time that have been given a slot number instead of a customization name? then when i'm trying to remember my ships in game i can create the right ones faster.

Will work on it. Might probably keep the shop in a box, put it to the left. To the right the current design with its name under and arrows to switch to other designs. The bought parts on the lower part of the screen. And the buttons, well I'll see.

 

i think the game is pretty good, but there's a lot of little annoying things.

Thanks, I'll try to improve it.


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Final Core is being remade, come check the new topic !
http://gmc.yoyogames...howtopic=646818

Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.


#108 slayer 64

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Posted 18 March 2013 - 11:39 PM

welt, i gave the game another try. i managed to win my first skirmish. only got 600 credits out of it. i spent that on more turrets for my ship, but i guess i should have added more shields or something, they were terrible my second skirmish and i lost.

 

i think the reason i won was because i really micro'd my buildings, i spent like 90% of my time placing buildings really well and getting as many money makers as possible and spamming my ships early. the placing of buildings is such a mother friggin pain in my b4lls. that's puttin lightly. i would add some coloring to when the user is placing them, red if you can't place something and normal when you can. i would also put a box or increase the alpha value on buildings being placed and buildings that are in progress, it's really hard for me to see.

 

it seems like the whole game is based off of who can build faster and makes eco. i haven't really gotten into the flux yet to comment on that.

 

i was wondering what the problem was here. there's a bunch of power connected to that node, but the collectors don't seem to be getting power. i think the total power should be drawn at the bottom of the screen with the flux and credits, that way i know when to build more power things. i don't know, maybe it's just a matter of me getting used the game. oh yeah, and you can see my boss ships.

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anyways, just thought i'd complain some more. i want to like this game, but i suck so much at it.

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#109 tabc3dd

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Posted 19 March 2013 - 03:26 PM

welt, i gave the game another try. i managed to win my first skirmish. only got 600 credits out of it. i spent that on more turrets for my ship, but i guess i should have added more shields or something, they were terrible my second skirmish and i lost.

Well-balanced ships are indeed the key to sucess :)

 

i think the reason i won was because i really micro'd my buildings, i spent like 90% of my time placing buildings really well and getting as many money makers as possible and spamming my ships early. the placing of buildings is such a mother friggin pain in my b4lls. that's puttin lightly. i would add some coloring to when the user is placing them, red if you can't place something and normal when you can. i would also put a box or increase the alpha value on buildings being placed and buildings that are in progress, it's really hard for me to see.

Will take care of all of that :)

 

it seems like the whole game is based off of who can build faster and makes eco. i haven't really gotten into the flux yet to comment on that.

Flux is currently more a gimmick than anything else, apart from dull upgrades it doesn't serve any purpose. I plan on expanding on it (special units, buildings) later on.

 

i was wondering what the problem was here. there's a bunch of power connected to that node, but the collectors don't seem to be getting power. i think the total power should be drawn at the bottom of the screen with the flux and credits, that way i know when to build more power things. i don't know, maybe it's just a matter of me getting used the game. oh yeah, and you can see my boss ships.

Thats weird, those collectors should be powered since the relay is :/. I'll try to see if I can recreate that next time I work on this and see what is wrong, thanks.

 

anyways, just thought i'd complain some more. i want to like this game, but i suck so much at it.

your complaints are very much appreciated, thanks to them I'll be able to improve the game even more :). And it is not you that is bad at the game, it's just that currently it requires alot of micro because I didn't add keybinds and other things to help the player, whereas the AI instantly builds a perfect base.

 

Once again thank you very much for this feedback, the fact that you photoshoped screenshots to give me advice is awesome :). Unluckily, as I already stated before, I won't be able to work on this project for 2-3 month because of incoming major tests (stupid french education system ...), but as soon as I can I'll update it.


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Final Core is being remade, come check the new topic !
http://gmc.yoyogames...howtopic=646818

Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.


#110 slayer 64

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Posted 20 March 2013 - 01:36 AM

so i turned up the gamma on my monitor and was able to see what i was doing a bit better. i actually won every match. i played like 5 times.

 

i noticed i could build things off the screen. if my mouse could move there, i could place it.

 

towards the end of a match, i couldn't build any more ships. i figured i hit a limit or something. but then the next match i still couldn't build any, and i know i could afford it because i had lots of credits. so there must be a glitch there.

i did beat the ai with turrets though.

 

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#111 shadow gamer

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Posted 20 March 2013 - 03:11 AM

Hey, tab. Took the time to put you in the spotlight for my game review at www.gamemakerhub.blogspot.con
Hope you like it,
-shadow
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#112 tabc3dd

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Posted 20 March 2013 - 11:37 AM

so i turned up the gamma on my monitor and was able to see what i was doing a bit better. i actually won every match. i played like 5 times.

Well played :), although in the current stage the lack of diversity makes it so it becomes repetitive rather fast :/.

 

i noticed i could build things off the screen. if my mouse could move there, i could place it.

Do you mean just out of screen or actually off the map ? I'll fix that.

 

towards the end of a match, i couldn't build any more ships. i figured i hit a limit or something. but then the next match i still couldn't build any, and i know i could afford it because i had lots of credits. so there must be a glitch there.

i did beat the ai with turrets though.

Definitly a glitch, will try to fix it. Turret spam works on lower levels but they start countering it later on ^^

 

Hey, tab. Took the time to put you in the spotlight for my game review at www.gamemakerhub.blogspot.con
Hope you like it,
-shadow

Thank you very much :)


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Final Core is being remade, come check the new topic !
http://gmc.yoyogames...howtopic=646818

Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.


#113 tabc3dd

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Posted 20 March 2013 - 05:01 PM

In addition to everything previously stated, here are changes planned for next version :
 
* Renaming offense/defense/support  to  destruction/protection/disruption. I felt as support wasnt a name that would push players to play it, and as a theme is was hard to link parts to it.
 
* Destruction : Weapons and the energy to use them
  Protection : Durability and defending those around
  Disruption : Stealth, distraction, mobility, backstabs etc ...
 
* Changed some parts attribution to reflect the destruction/protection/disruption playstyle.
 
* Planned three talent trees, one for each of the playstyle. Each talent tree will have 14 skills that I already designed. Each talent tree will have a talent that unlocks an interesting passive for the core, a talent that unlocks a new part related to the playstyle, a talent that unlocks an active ability for the core and the last talent unlocks the ultimate part for the playstyle. Destruction talents will be set out in the shape of a sword, Protection in the shape of a shield and Disruption in the shape of a pirate crossbone.
 
* Active abilities. This is something new : when ships are selected, if they have active abilities available these will appear in the HuD. Clicking them or pressing the keybind will use the ability, generally at the cost of energy, and put it on cooldown.
 
* Stealth parts now grant the stealth active ability rather than activating every minute, same goes for the Anomaly part, and the Hope and Faith parts. This will give the player more control over his ships and strategy, and can be toggled to autocast if you dont want to micro.

* I feel as if current mission selection screen sucks, just big floating buttons with words on a black background ... Will try to replace it by an "overmap" system, that'll also allow me to give more pre-mission information and add side-missions, make it feel less linear. Maybe I can also stuff the Arena,Bonus modes, skirmish and such on the overmap, that will reduce the clutter on the hangar screen.

 

* The current training section is horribly unpolished. Will replace the message box by an actual menu and make counters more obvious.


Edited by tabc3dd, 22 March 2013 - 12:25 PM.

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Final Core is being remade, come check the new topic !
http://gmc.yoyogames...howtopic=646818

Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.


#114 Copernicus

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Posted 22 March 2013 - 06:14 PM

6) I found the achievement parts to be slightly gimmicky and unnecessary complication, but I can't quite make up my mind. Do you think I should have kept them ? I can't improve the stats of lower level parts as that would mean buffing most enemies which would pose balance issues. As for adding a 5-th tier to these parts, wouldn't it be counter-intuitive as most parts only have 4 tiers ? Maybe I could add an RPG aspect to this game, the commander gains level as enemies are defeated and can give permanent upgrades to Core stats ? And maybe I could make talent trees and expand on the offence/defence/support choice at the start of the game which is currently kind of hollow. Tell me what you'd think is best please.

 

I had actually thought about RPGs when I posted.  The only achievment part I cared about most was the Core Amplifier.  It boosted all the stats!  In order to achieve the same effect the player has to use 8 other parts.  1 versus 8 is a huge difference in skirmish.  8 parts also cost a lot more money to buy and upgrade.  The Core Amplifier was gotten for free.  But I now use parts I didn't before, so I guess it is more balanced concerning the parts.

 

I find myself having to equip a ton of move and turn parts to maintain dexterity, because low level parts don't give enough bonus.  I don't find myself equipping 5 or 6 energy parts, or radars, etc.  So there doesn't seem to be a balance between numbers of parts.  Or maybe the balance is in the penalty.  Parts seem to give more extreme penalties to speed and turn than they do to energy.  Maybe more energy penalty would be appropriate for weapons instead of taking a whole point or more out of movement.  If that makes the part too powerful, perhaps you can cut the hull or shield bonus, so the player has to rely more on the hull and shield parts.

 

The core amplifier was most useful at lower levels.  With fourth level parts available it isn't as much an issue.  So it is really an early game versus late game balance issue.  Which brings in the problem of a core leveling system.  At higher levels the player would have the bonus when they don't really need it because they can get the higher tier parts.  Perhaps you could make an inverted leveling system.  The player gets a core amplifier early in the game, but its stats decrease as they complete the campaign.  Or maybe its stats decrease based on how many parts are equipped, or the level of the parts (more parts = less bonus, higher tier = less bonus).  Equipping the 8 standard parts should grant more bonus than the core amplifier alone, even when the parts are level one.

 

And in regards to ship cost and skirmish...the fact that cost is determined by number of parts alone, and not their tier encourages the player to level up those parts, but it doesn't balance low level and high level play.  A core with a 4th tier canon is more effecient than a core and four level 1 canons, and it costs 600 less to assemble.  Perhaps tier should effect cost, making those low level parts actually useful for something.

 

You current class system affects how much parts cost, but doesn't really change how the game is played.  Your planned class system sounds much better.  It might help to solve the core amplifier problem.  Will a player get skill points for completing campaign missions, or skirmish, or the arena?  Will the player manually choose skills or will they be automatic based on class?

 

Now that you're planning to add manual control over the active abilities...how about the ability to manually eject parts from the ship?  Because my ship needs tons of move and turn parts to function, when the enemy blows them off I get stuck with a ship that can't turn or move.  If I could manually select and eject from the ship the parts that give the move and turn penalty I could move and turn again, thus salvaging a bad situation.  Perhaps ejected parts could function like a meteor--destroying other parts they come in contact with.  Of course, I'd prefer my ejected parts to only destroy enemy parts.  With your class system, perhaps one class could have the added benefit that ejected parts explode to produce shrapnel that damages the enemy (the shrapnel could be ruin bullets).  A higher level skill would produce more shrapnel, or grant the shrapnel more range.  And for more carnage, perhaps you could add an actual self destruct function for the entire ship--so the whole thing explodes into meteors.  One meteor for each part.


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#115 tabc3dd

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Posted 24 March 2013 - 03:40 PM

I find myself having to equip a ton of move and turn parts to maintain dexterity, because low level parts don't give enough bonus.  I don't find myself equipping 5 or 6 energy parts, or radars, etc.  So there doesn't seem to be a balance between numbers of parts.  Or maybe the balance is in the penalty.  Parts seem to give more extreme penalties to speed and turn than they do to energy.  Maybe more energy penalty would be appropriate for weapons instead of taking a whole point or more out of movement.  If that makes the part too powerful, perhaps you can cut the hull or shield bonus, so the player has to rely more on the hull and shield parts.
 
I'll try tweaking the values around, might just end up buffing stat parts.
 
 
The core amplifier was most useful at lower levels.  With fourth level parts available it isn't as much an issue.  So it is really an early game versus late game balance issue.  Which brings in the problem of a core leveling system.  At higher levels the player would have the bonus when they don't really need it because they can get the higher tier parts.  Perhaps you could make an inverted leveling system.  The player gets a core amplifier early in the game, but its stats decrease as they complete the campaign.  Or maybe its stats decrease based on how many parts are equipped, or the level of the parts (more parts = less bonus, higher tier = less bonus).  Equipping the 8 standard parts should grant more bonus than the core amplifier alone, even when the parts are level one.
 
I planned to put the stats on the first tier of each talent tree, whereas higher tiers will have more interesting talents, so it should even out correctly. In addition to balancing out stat parts it should work out hopefully ^^.
 
 
And in regards to ship cost and skirmish...the fact that cost is determined by number of parts alone, and not their tier encourages the player to level up those parts, but it doesn't balance low level and high level play.  A core with a 4th tier canon is more effecient than a core and four level 1 canons, and it costs 600 less to assemble.  Perhaps tier should effect cost, making those low level parts actually useful for something.
 
Encouraging players to level up rather than to stack more parts is exactly what I was aiming for, partly because it made ships look better and not a huge jumble of parts. But I'll look into it.
 
 
You current class system affects how much parts cost, but doesn't really change how the game is played.  Your planned class system sounds much better.  It might help to solve the core amplifier problem.  Will a player get skill points for completing campaign missions, or skirmish, or the arena?  Will the player manually choose skills or will they be automatic based on class?
 
Skill points for new campaign missions won, probably for every 5 achievements, for skirmish wons, for new arena bosses defeated. Arena and missions might grant more than skirmishes to avoid farming them out. And players will be able to manually choose skills, unlocking new tiers in each tree as they spend more points in it.
 
 
Now that you're planning to add manual control over the active abilities...how about the ability to manually eject parts from the ship?  Because my ship needs tons of move and turn parts to function, when the enemy blows them off I get stuck with a ship that can't turn or move.  If I could manually select and eject from the ship the parts that give the move and turn penalty I could move and turn again, thus salvaging a bad situation.  Perhaps ejected parts could function like a meteor--destroying other parts they come in contact with.  Of course, I'd prefer my ejected parts to only destroy enemy parts.  With your class system, perhaps one class could have the added benefit that ejected parts explode to produce shrapnel that damages the enemy (the shrapnel could be ruin bullets).  A higher level skill would produce more shrapnel, or grant the shrapnel more range.  And for more carnage, perhaps you could add an actual self destruct function for the entire ship--so the whole thing explodes into meteors.  One meteor for each part.
 
I'll test a self-destruct active ability. Click once, than click target part or core for a total self-destruct. But I fear it might be too gimmicky to implement, will see. However for the graphics i'll keep the small parts that appear when a part is destroyed, and give them damage equivalent to that of a missile probably. But I feel as they should shoot off away from the core or in random directions, so hitting enemies with it might be tricky.
 
 
By the way could you send me a screenshot of your ship and it's stats, just so I can see how much speed and rotation parts you need to make it work ? It'll help me plan a balance fix.

Thanks for the great feedback :)

Edited by tabc3dd, 24 March 2013 - 03:50 PM.

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Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.


#116 Joe H

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Posted 24 March 2013 - 05:36 PM

Soooo glad to see Tab is still working on this game!

 

Final Core was one of the first GM games I played and really inspired me. I can't wait to play the new version!


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#117 tabc3dd

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Posted 25 March 2013 - 02:27 PM

Soooo glad to see Tab is still working on this game!

 

Final Core was one of the first GM games I played and really inspired me. I can't wait to play the new version!

 

Thank you :)


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Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.


#118 MissingNo.

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Posted 25 March 2013 - 03:27 PM

Soooo glad to see Tab is still working on this game!

 

Final Core was one of the first GM games I played and really inspired me. I can't wait to play the new version!

 

Thank you :)

 

Yeah I'm also really glad that this is still in production. 


One day... I will destroy the world... WITH MY THUMB!!


#119 tabc3dd

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Posted 26 March 2013 - 12:06 PM

 

Soooo glad to see Tab is still working on this game!

 

Final Core was one of the first GM games I played and really inspired me. I can't wait to play the new version!

 

Thank you :)

 

Yeah I'm also really glad that this is still in production. 

 

Wow I didn't realise people appreciated this game :), thank you.

 

 

I've been wondering about something : what should be the setting of the game ? Currently I didn't pay much attention to the lore, setting and world mechanics and rather just put together a jumble of linked mission for gameplay reasons, but the result is far from immersive and lacks coherence. I recently came up with the idea that everything happens in space, but you as a commander are in central command and therefore what you see on screen is just simplified/stylized feedback from what is going on in space. Could this work out ? Because having a virtual world as a setting kind of goes against the fact that there are factions, resources, people communicating etc ...

Such a setting could also give value to the Radar parts, which are in my opinion the most useless parts atm. Even though the ships in space would have visual on enemy ships, if they aren't within a certain range they would just appear as blips on the screen, and radars would increase that range. Basically it would be a sort of fog of war where you still have a vague idea of enemy positions

 

Edit : Actually no, this would just bring up more incoherences, like wings for maneuverability, engines inside the design, lack of collisions, floating parts etc ... Guess I'm stuck to working with the "virtual" universe, hopefully I can make something good from it ^^.

 

Other planned changes :

- Use of custom particles for curved shots, missiles, lasers etc ... It might achieve a better visual

- Changes to fully upgraded energy leech and shield drain parts, as the are too ugly and gimmicky. Probably a visual update for all those line weapons.

- Changes to Phoenix, which is currently a turreted double missile ++, kinda bland.

- Introducing new building upgrades for skirmish mode with multiple upgrade path.

- Mission and intro remake. Putting so many ships and buildings in the first mission for exemple is overwhelming for new players.

- A new part for the offensive/ defensive group to balance out part number per path.


Edited by tabc3dd, 26 March 2013 - 04:39 PM.

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#120 JacRom

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Posted 26 March 2013 - 11:48 PM

very good game congratulations


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#121 tabc3dd

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Posted 27 March 2013 - 12:07 PM

very good game congratulations

 

Thank you :)

 

 

This may be asking alot, but I was wondering if anyone could record a few minutes of gameplay video and post it on youtube ? The current video in the first post is too outdated to be representative, and seeing as this topic is feeling more alive than before I believe it could be worth it to update it. Then again I don't want to make you waste your time, so only do so if you planned on playing and have a downloaded screen recorder ^^, don't go out of your way to do so :). Thank you very much.


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#122 MissingNo.

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Posted 27 March 2013 - 02:40 PM

very good game congratulations

 

Thank you :)

 

 

This may be asking alot, but I was wondering if anyone could record a few minutes of gameplay video and post it on youtube ? The current video in the first post is too outdated to be representative, and seeing as this topic is feeling more alive than before I believe it could be worth it to update it. Then again I don't want to make you waste your time, so only do so if you planned on playing and have a downloaded screen recorder ^^, don't go out of your way to do so :). Thank you very much.

 

I would do it but I'm not into the whole youtube seen, I just watch videos on there I never once uploaded a video there.


One day... I will destroy the world... WITH MY THUMB!!


#123 tabc3dd

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Posted 27 March 2013 - 06:41 PM


I would do it but I'm not into the whole youtube seen, I just watch videos on there I never once uploaded a video there.

 

No problem ^^

 

Btw, are there any parts or new features you guys would like to see added ?


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Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.


#124 tabc3dd

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Posted 28 March 2013 - 03:43 PM

More planned changes, the designs are fully fleshed out but I'll go over them rapidly here just in case some of you are interested :

 

2 new parts so that each group has the same amount of parts :

   Shock / Storm : An offensive solution to fighting against armor/aegis : Energetic AoE projectile, fully upgraded also zaps nearby enemies while travelling

   Salvage / Ouro : Reuses nearby broken part shards to repair the ship and integrity, fully upgraded also recreates some broken parts.

 

Changes to skirmish :

* Grid color will now have a meaning, different maps with different color setups:

      - Black (no grid) : cannot build on it

      - Green (standard) : Collectors produce 4* less and Energy 2*less than they do now (to avoid the current state of snowballing)

      - Blue (wealth) : Collectors in this area produce as much as they do now

      - Yellow (energetic) : Energy in this area produce as much as they do now

 

* Buildings no longer have a number of collector as a requirement. Instead the HQ is now an upgradeable building, and each upgrade unlocks a new tier of buildings. Each building also has two mutually exclusive upgrades that can be obtained when the next tier is achieved. Here are the new building tiers :

     - Tier 1 : Collector, Energy, Relay, Minefield   (Minefield is purely defensive, in case a player achieves tier 2 before the other and starts spawning ships)

     - Tier 2 : Turret, Repair, Assembler, Flux Well  (Flux Well can mine nearby flux, but destroys a portion of it and has a small range)

     - Tier 3 : Shield Generator, Drone Pad, Forge, Techlab (The names speak for themselves)

     - Tier 4 : Siege Laser, Stealth Generator, Mothership Beacon, Research Station (SL : huge range, anti-building; SG : stealths nearby buildings, MB : creates prebuilt huge ships; RS : unlocks massive upgrades )

 

I won't post more information such as the effects of each upgrade for each buildings or details on the new parts, since it would flood the topic and create an unnecessarily long post, but everything is noted down on paper, I can't wait to code it all :).


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Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.


#125 tabc3dd

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Posted 30 March 2013 - 04:07 PM

Here are all the problems a single playthrough on my part brought up, I'm ashamed to have thought that it was a game that could get featured when I see all the flaws it currently has :/ . Everything brought up here will be fixed in future versions :

 

Spoiler


Edited by tabc3dd, 30 March 2013 - 04:09 PM.

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#126 jflorek

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Posted 01 April 2013 - 09:28 PM

I would suggest either adding some code to keep the tooltip (from in the build menu while the mouse is hovering over a part) completely within the game window, or adding an info box to contain any information that would have otherwise been in the tooltip.

 

Also, on second thought, you should make the parts in the build menu turn to the enemy's colour when the part is in an invalid position.


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#127 tabc3dd

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Posted 02 April 2013 - 09:44 AM

I plan on locking the tooltips to middle of the screen vertically and left/right of mouse horizontally depending on where the mouse is ^^

Actually, I was going to add a red cross over the part, seems more explicit, but the idea is the same :).

Thank you

 

 

On a side note, I've found other minor issues which I plan to fix, and more importantly I've written 3 pages of backstory and setting, which means that I am going to rewrite the whole campaign and hopefully achieve something that feels coherent and interesting.


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Final Core is being remade, come check the new topic !
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Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.


#128 MissingNo.

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Posted 04 April 2013 - 10:28 AM

On a side note, I've found other minor issues which I plan to fix, and more importantly I've written 3 pages of backstory and setting, which means that I am going to rewrite the whole campaign and hopefully achieve something that feels coherent and interesting.

 

Go get em tiger. I'm rooting for you. :thumbsup:


Edited by MissingNo., 04 April 2013 - 10:28 AM.

One day... I will destroy the world... WITH MY THUMB!!


#129 tabc3dd

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Posted 05 April 2013 - 06:54 PM

On a side note, I've found other minor issues which I plan to fix, and more importantly I've written 3 pages of backstory and setting, which means that I am going to rewrite the whole campaign and hopefully achieve something that feels coherent and interesting.

 

Go get em tiger. I'm rooting for you. :thumbsup:

 

Thanks :)

 

Does this count as an illegal bump btw :/ ?


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Final Core is being remade, come check the new topic !
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Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.


#130 MissingNo.

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Posted 05 April 2013 - 10:13 PM

 

On a side note, I've found other minor issues which I plan to fix, and more importantly I've written 3 pages of backstory and setting, which means that I am going to rewrite the whole campaign and hopefully achieve something that feels coherent and interesting.

 

Go get em tiger. I'm rooting for you. :thumbsup:

 

Thanks :)

 

Does this count as an illegal bump btw :/ ?

 

No, since I posted your fine.


One day... I will destroy the world... WITH MY THUMB!!


#131 tabc3dd

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Posted 07 April 2013 - 03:06 PM

No, since I posted your fine.

 

Ok :), although from now on I'll update this post rather than bumping the topic back up every time ^^. I don't want to occupy a place on the first page until I've actually got something new to present .

 

New stuff :  (I'm actually posting most of my ideas here to have them all in one place when I can work on the project again)

 

* Will maybe implement an "always fire" toggle that would allow ships to fire whenever they can, even if they aren't targeting anything. This could be used to make ships with side weapons viable, by toggling it on and strafing around the opponent (like old sea ships that only had side-mounted cannons.). Although it's more of a gimmick and could render stealth part useless (just fire where he disappeared), so it's currently only an idea.

 

* Parts will no longer "float". If a ship has a few parts destroyed and some parts can no longer connect to the Core by a chain of parts, then they will also be destroyed. However, checking if a part can connect to a Core through other parts is computational-heavy, so if I notice an increase in lag I'll have to forget the idea (or find a lagless workaround, although I can't think of any atm).

 

* If the previous idea works, Ship "size" will be updated every time and I'll increase the repulsion between ships, which should mean less stacking and therefore less chaos in battles.

 

* Updates to the Main menu, menu boxes, and the removal of default message boxes (these ruin any game)

 

* Might remove commander mode activating when spawning ships. The original intent was to force the player to spawn all his ships in one go, to prevent abuses on some mission (ex: Ambush mission, just spawn one ship, lure them all away and then spawn the rest ...). However, since I'm remaking all the missions, this might not be necessary, because it's also quite confusing the first time it happens (until you see the message).

 

* I might work a bit more on the bonus modes if I'm bored :

    - The TDS minigame will now put you against squads of ships rather than in 1v1 situations.

    - A "space invader" minigame with enemy ships as the invaders and a custom ship as the player.

    - A "tower defence" minigame where towers are cores which you can upgrade by attaching parts.


Edited by tabc3dd, 09 April 2013 - 01:02 PM.

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#132 ShadowCat

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Posted 08 April 2013 - 12:28 AM

REALLY Well Made :D, You sir are a genius! Keep it up! I really love this idea of preparing your bots before sending them out. Really love this man!


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~Rawr~ Hey!, Check out my game, Sushi Survival! I'd deeply appreciate it if you played and rated it ='D.


#133 tabc3dd

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Posted 08 April 2013 - 11:34 AM

REALLY Well Made :D, You sir are a genius! Keep it up! I really love this idea of preparing your bots before sending them out. Really love this man!

 

Thanks :D, glad you liked it :). It's too bad the current version is so unpolished though, can't wait to work on it again.

 

By the way, if anyone has an idea for a new part or ships for the Arena or some new concepts, feel free to post them and I'll see if I can implement them.


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#134 tabc3dd

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Posted 15 May 2013 - 12:33 PM

New version is up :),  here's an extended changelog :

 

CHANGELOG

 

 

- Fixed part attribution (offense, defense, support), which I had horribly messed up when grouping parts by category.

- Fixed an issue where buildings granted in missions could not be upgraded.

- Improved turret placement in mission 2 to prevent stacking.

- Removed stating money on mission 2 to prevent players from stacking buildings.

- Lowered the base speed of the mission 4 target and reduced the "clamping" of defending ships. This mission should now be much more achievable.

- Changed defending formation in mission 4 so that the ships wouldn't all escape before the escort, leaving it vulnerable.

- Fixed an issue where releasing the mouse button over the HuD sometimes caused the selection box to remain.

- Drones are now summoned in the direction of the drone pad.

- Simplified a wall of text in mission 3.

- Buildings should now properly be deselected by dragging.

- Removed achievement count in achievement room.

- Toned down the alpha of the attack_move lines.

- Changed "speed_up" to "O" and "cheat" to "S" so as to clear the left side of the keyboard for shortcuts.

- 'S' now sells selected building

- 'D' now upgrades selected building

- Letters Q,W,E,R,T,Y,U,I now serve as shortcuts to create buildings when a HQ or relay is selected.

- Q,W,E,R,T now serve as shortcuts to spawn ships or research new techs when the appropriate building is selected.

- Collectors should no longer improperly display the low-energy icon when working.

- Solved a bug where enemies would display negative energy values.

- Randomized enemy ships in mission 4 for added diversity.

- Increased the amount of ship types the enemy uses at lower skirmish level to make them more interesting.

- Increased the snap amount when placing buildings to make it easier to organize a base.

- Fixed a bug where losing in skirmish would trigger nothing.

- Sped up the mission 6 introduction.

- Fixed a bug where ships in mission 6 would belong to the player.

- Maybe fixed a bug concerning ship selection and double-clicking.

- Buildings should no longer deselect in some cases, such as creating ships and creating new buildings.

- There is now a red cross to warn you when hovering over an unbuildable location with a building to place.

- New improved layout for the hangar with the possibility to name your designs. Changed the tutorial to adapt to this. A few changes in the hangar to accommodate this new layout.

- Improved part information messages and small message boxes.

- Changed tooltips to better convey information.

- Energy restore parts now properly display their restore values, however the restore now happens every 2 seconds.

- Removed technical details from building upgrade tooltips.

- Buildings now rapidly gain health and shield while being built.

 

TO DO IN V2

 

- Change the three roles and add the talent tree

- Remove commander mode.

- Icons for gatherers and upgrades in buildings rather than numbers.

- Replace the generic "You were forced to retreat and regroup" by something more adapted.

- Add a "set spawn location" button for assemblers and collectors.

- Make the following achievements harder to get : Time, drones, Buildings.

- Change the amount of over-upgraded parts from 2 to 4.

- Change intervention to be a medium range laser and find a different final upgrade, currently the defensive shots can be misinterpreted for weapon fire and clutter the screen .

+ Everything that has been stated in my forum posts.


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#135 MissingNo.

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Posted 15 May 2013 - 02:48 PM

Oh goodie, this is looking sweet. :)


Edited by MissingNo., 15 May 2013 - 02:49 PM.

One day... I will destroy the world... WITH MY THUMB!!


#136 tabc3dd

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Posted 15 May 2013 - 06:14 PM

Oh goodie, this is looking sweet. :)

 

Thanks :)
I couldn't test all that much on my computer, but the new version should work well ^^. Please tell me if there's anything wrong :)


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#137 tabc3dd

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Posted 18 May 2013 - 03:49 PM

New minor update with changes to the main menu, options menu and hangar layout.


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#138 moh-f

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Posted 18 May 2013 - 11:56 PM

Error when having more than 1 enemy in skirmish mode.
___________________________________________
ERROR in
action number 1
of Alarm Event for alarm 3
for object oController:
 
Error in code at line 11:
   
                                  ^
at position 33: Division by 0.
 

 

Played the game. Sorry, but the game needs a lot of work. Many tiny bugs that don't show errors but are annoying like:

- every time I play a game, when I return, all my data, all my ships are all lost and need to be recreated. Really a pain in the ass.

- double clicking on a unit does not work

- cannot use CTRL button to individually select/deselect a unit or group of units

- sometimes I have to reclick a building 20 times to get it selected

- AI is so darn slow, I have collected 100.000 money while the enemy (skirmish, lvl 100 instead of 5) has nothing more than a handfull of collectors and stuff

- units attack so slowly: it takes like a minute for 1v1 ships to get one destroyd... try reducing the HP or increasing the attack

 

 

Please work on simplicity and improve the gameplay quality rather than adding extra parts and game moduses. The game is so complex with little to no instruction.


Edited by moh-f, 19 May 2013 - 11:06 PM.

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#139 tabc3dd

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Posted 20 May 2013 - 03:01 AM

First of all, thank you very much for the fast relpy :), a new version has been posted to take this into account.

 

 

 

Error when having more than 1 enemy in skirmish mode.
___________________________________________
ERROR in
action number 1
of Alarm Event for alarm 3
for object oController:
 
Error in code at line 11:
   
                                  ^
at position 33: Division by 0.

 

Couldn't recreate this after multiple attempts

 

 

Played the game. Sorry, but the game needs a lot of work. Many tiny bugs that don't show errors but are annoying like:

- every time I play a game, when I return, all my data, all my ships are all lost and need to be recreated. Really a pain in the ass.

             Fixed

- double clicking on a unit does not work

              Fixed

- cannot use CTRL button to individually select/deselect a unit or group of units

              It works here :/ . Control is used for command groups, nothing else.

- sometimes I have to reclick a building 20 times to get it selected

              Couldnt not recreate the problem

- AI is so darn slow, I have collected 100.000 money while the enemy (skirmish, lvl 100 instead of 5) has nothing more than a handfull of collectors and stuff

              Stupidly replace "irandom" by "random", so the AI was trying to build ships with decimal cases >.< ... Fixed

- units attack so slowly: it takes like a minute for 1v1 ships to get one destroyd... try reducing the HP or increasing the attack

              This is voluntary, the game is supposed to be tactical. Also you might be playing the defensive playstyle, in which case this is normal. There is a speed-up button in the HuD though :)

 

Please work on simplicity and improve the gameplay quality rather than adding extra parts and game moduses. The game is so complex with little to no instruction.

         All these bugs were new to this version ^^. The problem is that I cannot really test the new features because my computer is old as hell, so I rely alot on feedback and update as I can. And the game is not supposed to be complex, to have depth, I'm not really aiming for simplicity, although if you ahve any tips I'll gladly take them :)


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Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.


#140 MissingNo.

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Posted 20 May 2013 - 10:51 PM

tabc3dd, this topic is about 3 years old, I must congratulate you on your dedication.

LONG LIVE Final Core!


One day... I will destroy the world... WITH MY THUMB!!


#141 moh-f

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Posted 23 May 2013 - 01:58 PM

Hmm, I will try the game tonight again. I am also amazed you have the endurance to work on the same game for three years... :) And you fixed the bugs really fast.

 

I'll let you know if there are other bugs or so.


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#142 tabc3dd

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Posted 23 May 2013 - 06:10 PM

Thanks. To be honest, 2 of the 3 years were spent in a french prepa so I didn't have the time to work as much on the project as I really wanted , and I want to leave behind a game that I'm proud of, which is not the case atm. There's always room for improvement, and hopefully the huge 2.0 version I'm planning next should complete the game.

I fix the bugs fast because I don't want too many people to experience them and have a bad opinion about this game .

 

Thank you very much for your testing and comments :), they are extremely helpfull.


Edited by tabc3dd, 23 May 2013 - 06:13 PM.

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#143 tabc3dd

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Posted 22 June 2013 - 06:27 PM

New version is out :

 

- Improved the pause menus and removed the exit buttons. Pressing escape is now used to change rooms, save, load, quit the game etc ...

- Removed the location butons and replaced everything by an overmap with location nodes.

- Removed the bonus modes and training section until I can polish it more.

- Fleshed out a functioning talent system. Everything works but points currently grant no purpose. This is just something to expand on for my 2.0

- Modified the classes, changed some part attributions.

- Improved the hangar's disposition

 

+ Probably other small changes that I may have forgotten

 

Edit : In addition I've modified the video in the first post


Edited by tabc3dd, 23 June 2013 - 08:49 PM.

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Final Core is being remade, come check the new topic !
http://gmc.yoyogames...howtopic=646818

Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.


#144 MissingNo.

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Posted 22 June 2013 - 06:52 PM

New version is out :

 

- Improved the pause menus and removed the exit buttons. Pressing escape is now used to change rooms, save, load, quit the game etc ...

- Removed the location butons and replaced everything by an overmap with location nodes.

- Removed the bonus modes and training section until I can polish it more.

- Fleshed out a functioning talent system. Everything works but points currently grant no purpose. This is just something to expand on for my 2.0

- Modified the classes, changed some part attributions.

- Improved the hangar's disposition

 

+ Probably other small changes that I may have forgotten

 

Splendid, But I probably wont download until you release the next version. :)


One day... I will destroy the world... WITH MY THUMB!!


#145 tabc3dd

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Posted 28 June 2013 - 07:29 AM

New version is out :

 

- The skirmish buildings have been redesigned. There are now 16 basic buildings and 40 upgraded buildings. Warning : These changes are for testing measures, as such only the player in the skirmish has access to them. Buildings in missions, editor, built by enemies are unchanged.

 

- Skirmish progressions is now tiered. Each tier unlocks 4 buildings and requires the appropriate HQ upgrade, which in turn requires some buildings, credits and Flux.

   Here are the buildings :

    Tier 1 : Focuses on resource management and expansion

        - Collector : produces credits

        - Relay : Transfers energy and acts as a building hub

        - Energy : produces energy

        - Drone pad : passively generates up to 4 defense drones. This is to give you a way to defend yourself if your opponent achieves tier 2 before you, however you cannot hope to rush enemies with them as drones get utterly destroyed by turrets and their action range is limited.

    Tier 2 : The beginning of combat

        - Assembler: builds your ships. In this version, ships take time to build depending on their size and a production queue has been added.

        - Turret: Static defense emplacement

        - Techlab : Allows the research of new technologies, and is required to upgrade the HQ to get tier 3 buildings. Warning : In this version technologies are not implemented

        - Flux Depot : Can build gatherers to obtain Flux which is required for some advanced buildings and technologies

   Tier 3 : Focuses on defending your base so that expansion can continue

        - Repair Station : Repairs nearby buildings

        - Shield Generator : Protects nearby allies

        - Portal Prism : This teleports nearby ships in a radius, allowing ships to rapidly jump around your base

        - Strike command : Unlocks active abilities, each with its own cost and cooldown. Warning : The strikes are not implemented in this version.

   Tier 4 : Focuses on advanced technologies

        - Stealth generator : Stealths nearby buildings . Warning : not implemented in this version

        - Siege laser : Long range turret that focuses on its target and deals increasing damage

        - Prototype Beacon : Builds predesigned prototype ships, like those in the Arena. Warning : not implemented in this version

        - Flux Nexus : Unlocks special technologies. Warning : not implemented in this version

 

- Building key binds have been altered to feel more intuitive

 

- Stealth, Radar and Anomaly parts now grant controlled active abilities rather than triggering when the cooldown is off. Radar parts can now scan in a targeted radius to give players more incentive to buy them, the final upgrade retains its passive scanning ability.

 

- Added icons for all buildings, abilities and talents. Warning : talents still have no effect

 

- Some minor changes and fixes


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Final Core is being remade, come check the new topic !
http://gmc.yoyogames...howtopic=646818

Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.


#146 tabc3dd

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Posted 30 June 2013 - 11:05 AM

New minor changes linked to the new buildings :

 

- Added a rally point option for assemblers

- Fleshed out the technologies

- Finished the tiering system

- Added a production queue for assemblers and production time for upgrades/techs/gatherers ...

- Small bug fix concerning new buildings


Edited by tabc3dd, 03 July 2013 - 08:25 PM.

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Final Core is being remade, come check the new topic !
http://gmc.yoyogames...howtopic=646818

Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.


#147 tabc3dd

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Posted 03 July 2013 - 08:25 PM

New version is out :

         Fixed a bug that made loading the game after you had closed it problematic

         Fixed a bug where you couldn't finish the second mission because of the new buildings

         Started working on the V2 missions, currently only part of the training mission is available

         Fixed a stability issue and reduced filesize

         Minor balance changes and utility fixes

         Radial menu for ship spawning rather than default inbuilt menu

         Added GFX for ship spawn and destruction

         Started working on the second mission of the new storyline

 

         As was often requested, I halved the Rot and Speed of all parts to avoid the common end-game issue of having crippled ships.

 

Edit : Changed a core element of the gameplay. The Shield stat no longer acts as a second healthbar. Now, when Shield is up, projectiles are stopped before hitting the ship, meaning that no integrity damage is taken. Also added a small graphical effect.


Edited by tabc3dd, 05 July 2013 - 05:00 PM.

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Final Core is being remade, come check the new topic !
http://gmc.yoyogames...howtopic=646818

Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.


#148 e123mememe

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Posted 08 July 2013 - 05:47 PM

really fun game. when i was playing in skirmish i was making a bounch of collectors and upgrading them to solor collectors and this erroe started poping up

 

 
___________________________________________
ERROR in
action number 1
of Draw Event
for object oController:
 
Error in code at line 259:
   draw_rectangle_color(x-25,y+40,x-25+max(min((Energy/Max_Energy),1),0)*50,y+45,c_yellow,c_yellow,c_yellow,c_yellow,0)
                                                       ^
at position 54: Division by 0.

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#149 tabc3dd

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Posted 08 July 2013 - 09:04 PM

Ah yes, since these do not consume energy I stupidly set Max_Energy to 0 ... This has been fixed along with an overmap related bug, thanks for finding this :)


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Final Core is being remade, come check the new topic !
http://gmc.yoyogames...howtopic=646818

Final Core is an RTS/TDS in which you can design your ships using a selection of 120 parts.





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