Jump to content


Photo

Space Exploration


  • Please log in to reply
80 replies to this topic

#1 saintsalive

saintsalive

    GMC Member

  • GMC Member
  • 115 posts

Posted 20 December 2010 - 11:01 PM

Posted Image

Demo video: (Demonstrates Alpha 0.3)
http://www.youtube.com/watch?v=bDZm1byMTYM&feature=channel_video_title

Category: Simulation/Open World Exploration/Top down shooter
File Size: 3.23 MB
GM Version: Made in GM7, but presented as an executable
Vista Compatible: Yes, it is being made on a vista
Changes Screen Resolution: No
Download Link: Download It's on Yoyogames, so Instant Play is also an option.


Alpha 0.5 is out! Information above has been edited to reflect the changes.

Additions in Alpha 0.5:
Ship features:
-Several small tweaks, such as damage values and graphical mishaps.

Planetary Features:
-Asteroids look better, act better, and have a better function. There are far more of them and their presence makes the game a bit more challenging. You can no longer just turn on hyperspeed and zoom forward relentlessly, you must be careful of the asteroids that block your way.
-Terraphosphios' ships have been greatly improved. They have a better AI, detecting the ship from a distance. They are very difficult to face now, since the first one you kill will cause the others to immediately start blasting at you. This, along with the asteroids, will hopefully add in a bit of action for those who prefer that game style.

Other:
The Message UI has finally been revamped. WAY better now, if you ask me. No more scrolling text, no more flashing lights or any of that nonsense. Static paragraphs allowing you to read at your own pace or quit whenever you like. This was a pain to do, but now that it's been rewritten it'll be MUCH easier to create message screens in the future.

------------------------
Past Changelog:
Spoiler

------------------------

Space Exploration is (or is at least going to be) a huge open-world space exploration game. There are no quests, no huge complicated storyline, no points or money or anything (though I am debating adding this), no forcing you to do anything. The only limitations are you and what your ship can do (which should end up being a whole lot!)

Posted Image
After a quick (like twenty seconds) start-up tutorial and a launch from your home planet (which looks pretty much like Earth), oh, and a tiny transmission from your base explaining the game, you are free to do whatever you want. Explore the galaxy! Abduct aliens! Shoot asteroids! Fly down into a super-hot star for all I care, play it how you want! I think in terms of this the only thing you can't do is hurt your home planet, since you need someplace to crash, literally, if you run into trouble while exploring.
Simple controls in the F1 menu will teach you how to use your ship's abilities to your liking. Use your cargo hold of three items (what do you want, it's a tiny ship!) to carry alien creatures, water, and whatever you feel like picking up around and drop them where you want. Drop crater-bombs and blow holes in planets (And then, fill them with water! Lakes!). Shoot lasers at things! Whether those things are asteroids, ufos, or hapless aliens, you decide. Use hyper-drive to navigate the universe with ease!
And if you die, your super-convenient escape pod will bring you back for a crash-landing on your home planet, and you'll end up right back where you started.

Posted Image
The graphics aren't amazing, but they're pretty good, at least IMO. There are some pretty cool things to find - new planets, different stars, nebulae, comets, asteroids, and a whole lot more.

Current Features:
Spoiler

Edited by saintsalive, 10 December 2011 - 08:04 PM.

  • 0

#2 ClassyGoat

ClassyGoat

    Goatee Connoisseur

  • GMC Member
  • 410 posts
  • Version:GM:Studio

Posted 21 December 2010 - 01:30 AM

Just gave the game a little play through and here are my thoughts:

1. Regarding the incoming transmission screen: Flashing black and yellow, kind of a strain on the eyes.
I noticed you neglected to use apostrophes. Use quotation marks instead of apostrophes when defining strings and you can use apostrophes in your string. EXAMPLE: draw_text(x,y,"I'm using apostrophes! Yay!")
Also, being able to skip this message would be nice.

2. I feel like the non-hyperspeed speed is just a little too slow.

3. I got completely lost very quickly and could not find my way back to anything. Having some sort of map or radar system that showed where you were and maybe also showed places you've visited would be nice.

4. I couldn't get the crater bombs or the tractor beam to work.

5. Personally, the whole "no quests, story, money, points, etc." makes me have very little desire to play this game. I'm just flying around aimlessly with no goal?

Other than that, it's looking good so far, keep at it!
  • 0

#3 saintsalive

saintsalive

    GMC Member

  • GMC Member
  • 115 posts

Posted 21 December 2010 - 08:18 PM

Just gave the game a little play through and here are my thoughts:

1. Regarding the incoming transmission screen: Flashing black and yellow, kind of a strain on the eyes.
I noticed you neglected to use apostrophes. Use quotation marks instead of apostrophes when defining strings and you can use apostrophes in your string. EXAMPLE: draw_text(x,y,"I'm using apostrophes! Yay!")
Also, being able to skip this message would be nice.

2. I feel like the non-hyperspeed speed is just a little too slow.

3. I got completely lost very quickly and could not find my way back to anything. Having some sort of map or radar system that showed where you were and maybe also showed places you've visited would be nice.

4. I couldn't get the crater bombs or the tractor beam to work.

5. Personally, the whole "no quests, story, money, points, etc." makes me have very little desire to play this game. I'm just flying around aimlessly with no goal?

Other than that, it's looking good so far, keep at it!


Thank you for the reply and critique!

1. Yeah, I've been thinking about that. It's pretty messy and kind of lame if you ask me. I threw it together pretty quickly when I did and just haven't gone back to tweak it. Not so much of an eye strain for me, but I can see how it could get annoying, so it will have to change. Any suggestions for a new setup? I'm thinking about having a static paragraph of text instead of scrolling, so that there won't be any issues with reading it, too.
About skipping the message - I want to leave it in mainly because it explains the F1 menu and why you haven't gone through a huge briefing process (in a slightly humorous way). However, I am contemplating making a message in the beginning tutorial explaining the F1 menu so the transmission won't be so intrusive.

2. I'm thinking of making it a little faster, but the point is supposed to be that the hyperspeed is exaggeratedly faster than moving without it (think of how vast the universe really is - your ship is already, relatively, pretty fast) and also to force quick thinking and make it a bit more difficult. Let's say you're cruising in Hyperspeed and suddenly you come across a band of hostile UFOs. You either switch back to normal so you can shoot (and bear the consequences of the time it took) or you haul arse out of there and rethink your plan. That way, your character isn't completely elite against my crappy AI system :P
But yes, I agree, it is pretty slow. The time when you notice this mainly is when you are exploring a planet, since hyperspeed is too fast but normal speed is too slow. Maybe make it much faster when on the surface of a planet, and just a bit faster in the universe?

3. Very true. I'm actually a bit conflicted about this because I want it to have a feeling of if I wander too far, I might not be able to find my home again without dying, but that's the risk I take but also I don't want people to get completely lost. So I am probably going to implement a radar system of some sort, or at least something that points always to the home planet. Maybe marker satellites you can set around the universe that mark points you want to keep track of? I don't want it to be too complicated, but if you're getting lost, then that tells me it's a bit too simple.

4. Really? Did you try them on the home planet, or somewhere else?
They should work everywhere but the home planet.
The reason for this is because the scale is much different on the home planet. On most planets, you're very close to the ground, enough to see tiny creatures in great detail. But on your home planet, you are way above the clouds, and can see cars, and cities, and your secret base in full detail. A crater bomb dropped there would have to be way smaller than on the other planets, and would need time to fall. I'm actually thinking of implementing a little animation where, if you drop a crater-bomb on your home planet, you watch it fall and explode in mid-air, dropping as ashes harmlessly to the ground. The same with the tractor beam - its range is limited, so it would not appear on the surface of the homeworld when it would easily appear on the surface of a planet you are closer to. I hope you see what I mean about the scale differences.

5. Yes, that's right. And this is what I'm sad about, because I know this won't appeal to a good number of people. But that's simply not what this game is about. It's all about exploring, finding things out, learning new things, seeing new things. I might add minor quests, such as alien races whose fights you have to break up, or "Help! A meteor is falling down to our planet! Save us!" and you have to destroy it or something, but other than that, I want to make it have as little pre-written storyline as possible and as much emergent storyline as possible. I'd go as far to say that I wish I could make a randomly-generated universe. I hate that it's static, because then you'd just be able to tell someone else where something is, and they could find it. It's about the player doing the exploration themselves. There will be a fair share of space fights, so there's certainly no lack of action, but for the most part, you're on your own.

Once again thank you!

Saintsalive
  • 0

#4 Desttinghim

Desttinghim

    Artist

  • GMC Member
  • 166 posts
  • Version:GM8.1

Posted 23 December 2010 - 06:59 AM

Just played the game and I think it's pretty good. It seems somewhat similar to a game I tried to make (It's not on the site). But There are a few things that could be changed to make it better:
-Making the down key make you go backwards, instead of on and off the surface.
-Making something to tell you where the home planet is
-A health bar. Something to tell me if I'm gonna die soon
-Graphics. There okay but could be better. If you want any help with it just ask me.
But other that it's great!
  • 0

#5 saintsalive

saintsalive

    GMC Member

  • GMC Member
  • 115 posts

Posted 23 December 2010 - 11:12 PM

Just played the game and I think it's pretty good. It seems somewhat similar to a game I tried to make (It's not on the site). But There are a few things that could be changed to make it better:
-Making the down key make you go backwards, instead of on and off the surface.
-Making something to tell you where the home planet is
-A health bar. Something to tell me if I'm gonna die soon
-Graphics. There okay but could be better. If you want any help with it just ask me.
But other that it's great!


Hi, thanks for playing!
I'd love to see the game you were working on, btw.

To answer your concerns:
-The problem is, I want people to be able to really quickly go down to a planet just as they're done moving. I want the basics to be very easy to get the hang of, simple things that are essentials, and have the other tools be quick keys. If you had to memorize another specific key just to visit a planet, it'd be kind of tedious. (Plus, when you're running from aliens, you want to be able to get to shelter quick. :P)
-See my above post @Classygoat, I'm thinking of doing that.
-I've tried health bars but it looks pretty bad. I want to stay away from too many graphics that get in the way. I might make a key to access your control board, and that could show your ship's health, but I don't want too much onscreen. I want the player, the surroundings, and possibly waypoints to indicate structures you mark and your homeworld. Even the waypoints seem too messy for me.
-Thanks, but I'm good. Right now it has a pixel art feel (except for some of the stars, where the sunspots are blurred) and fits together pretty well. I know it's not the best but I like it the way it is. The only thing I really need help with is sound. I don't have any professional sound programs so my past games have been lacking in this particular area. I want this one to be good though, so if you or someone you know can help me, let me know please!

Thanks again!

Edited by saintsalive, 09 January 2011 - 02:55 AM.

  • 0

#6 Desttinghim

Desttinghim

    Artist

  • GMC Member
  • 166 posts
  • Version:GM8.1

Posted 24 December 2010 - 06:24 AM

Just played the game and I think it's pretty good. It seems somewhat similar to a game I tried to make (It's not on the site). But There are a few things that could be changed to make it better:-Making the down key make you go backwards, instead of on and off the surface.-Making something to tell you where the home planet is-A health bar. Something to tell me if I'm gonna die soon-Graphics. There okay but could be better. If you want any help with it just ask me. But other that it's great!

Hi, thanks for playing!I'd love to see the game you were working on, btw.To answer your concerns:-The problem is, I want people to be able to really quickly go down to a planet just as they're done moving. I want the basics to be very easy to get the hang of, simple things that are essentials, and have the other tools be quick keys. If you had to memorize another specific key just to visit a planet, it'd be kind of tedious. (Plus, when you're running from aliens, you want to be able to get to shelter quick. :P)-See my above post @Classygoat, I'm thinking of doing that.-I've tried health bars but it looks pretty bad. I want to stay away from too many graphics that get in the way. I might make a key to access your control board, and that could show your ship's health, but I don't want too much onscreen. I want the player, the surroundings, and possibly waypoints to indicate structures you mark and your homeworld. Even the waypoints seem too messy for me.-Thanks, but I'm good. Right now it has a pixel art feel (except for some of the stars, where the sunspots are blurred) and fits together pretty well. I know it's not the best but I like it the way it is. The only thing I really need help with is sound. I don't have any professional sound programs so my past games have been lacking in this particular area. I want this one to be good though, so if you or someone you know can help me, let me know please!Thanks again!


Oh, okay. You can't see the game(Not because I don't won't you to see I just don't know where it is(Made it about ... a few years ago.)Anyway in my space game you were supposed to find planets and colonize them, not just do whatever you like(when I finish the game... which probably won't happen)). I can't help you with music or sound effects because I cant do those. Oh well. See you when the game's finished! :)
  • 0

#7 kburkhart84

kburkhart84

    GMC Member

  • GMC Member
  • 1618 posts
  • Version:GM:Studio

Posted 24 December 2010 - 07:27 AM

-The problem is, I want people to be able to really quickly go down to a planet just as they're done moving. I want the basics to be very easy to get the hang of, simple things that are essentials, and have the other tools be quick keys. If you had to memorize another specific key just to visit a planet, it'd be kind of tedious. (Plus, when you're running from aliens, you want to be able to get to shelter quick. :P)


My recommendation about the controls is to let the player choose his own control, including using joysticks if they have them. You could make your own, but you could also look up an extension I have made, called "kbinput". Right now, it is still on the first page under extensions. It lets you use custom controls, and makes it easy for the player to define them, including using the joysticks if they have them. They can also use the joystick axes as buttons, so you don't have to account for axes that can be halfway tilted, unless you want to have that affect your gameplay. Instead of using key events, or checking the keys in your step events, you would instead check a function from my extension, to know if an action button is being pressed. Your game doesn't have to know or care what key the player has selected. For example, you appear to be using the down arrow key for going to a planet surface. Instead, you could use the down arrow to go backwards, but only as a default key configuration. There is also included a program which lets you create the "default" controls, and save them to a file for your game to load. In an options menu, you let the player choose what keys they want, and likely, unless you have too many different actions/buttons, they will have no problem remembering the key they chose, simply because THEY chose it, and your game will call the same function, not caring what button they chose, even if it is on a joystick instead of the keyboard. And, whenever the player changes his configuration, you would then save the file(not overwriting the default file you created, rather another file) and then whenever you start the game later, you load that file, and the player doesn't have to redo his controls. Also, if said file doesn't exist(like first time to play the game), or of the player clicks the "default config" button, you can load the default file you created.

Feel free to check it out. If you need help with it, you can post in the topic, or PM me, and I will be glad to help.
  • 0

#8 Drathro

Drathro

    GMC Member

  • New Member
  • 891 posts

Posted 24 December 2010 - 07:35 AM

I like the idea, and it plays pretty well... making a randomly-generated universe would be awesome methinks! It could give it re-playability... maybe making some alien races that are also random and random planets and such??? Could be very cool! If you ever need sounds to be edited, combined, found, mashed, slaughtered or whateva, I'm your man for it! (can't really make my own... but I can do some pretty cool stuff with whatever is provided to me, and I can find my own stuff to mash up). Just PM me with sounds that you have and have suggestions to change or sounds that you want to be found with some specifications or references to similar sounds and such. Keep it up! This could very easily go very far!!! ;)
  • 0

#9 saintsalive

saintsalive

    GMC Member

  • GMC Member
  • 115 posts

Posted 25 December 2010 - 02:07 PM

My recommendation about the controls is to let the player choose his own control, including using joysticks if they have them. You could make your own, but you could also look up an extension I have made, called "kbinput". Right now, it is still on the first page under extensions. It lets you use custom controls, and makes it easy for the player to define them, including using the joysticks if they have them. They can also use the joystick axes as buttons, so you don't have to account for axes that can be halfway tilted, unless you want to have that affect your gameplay. Instead of using key events, or checking the keys in your step events, you would instead check a function from my extension, to know if an action button is being pressed. Your game doesn't have to know or care what key the player has selected. For example, you appear to be using the down arrow key for going to a planet surface. Instead, you could use the down arrow to go backwards, but only as a default key configuration. There is also included a program which lets you create the "default" controls, and save them to a file for your game to load. In an options menu, you let the player choose what keys they want, and likely, unless you have too many different actions/buttons, they will have no problem remembering the key they chose, simply because THEY chose it, and your game will call the same function, not caring what button they chose, even if it is on a joystick instead of the keyboard. And, whenever the player changes his configuration, you would then save the file(not overwriting the default file you created, rather another file) and then whenever you start the game later, you load that file, and the player doesn't have to redo his controls. Also, if said file doesn't exist(like first time to play the game), or of the player clicks the "default config" button, you can load the default file you created.


Thank you! That sounds a bit complicated though, and not really my area of expertise. However, I'll definitely put it down on my list-of-things-I-might-do.

I like the idea, and it plays pretty well... making a randomly-generated universe would be awesome methinks! It could give it re-playability... maybe making some alien races that are also random and random planets and such??? Could be very cool! If you ever need sounds to be edited, combined, found, mashed, slaughtered or whateva, I'm your man for it! (can't really make my own... but I can do some pretty cool stuff with whatever is provided to me, and I can find my own stuff to mash up). Just PM me with sounds that you have and have suggestions to change or sounds that you want to be found with some specifications or references to similar sounds and such. Keep it up! This could very easily go very far!!! ;)


Cool! Shot ya a PM.
  • 0

#10 kburkhart84

kburkhart84

    GMC Member

  • GMC Member
  • 1618 posts
  • Version:GM:Studio

Posted 25 December 2010 - 02:36 PM

My recommendation about the controls is to let the player choose his own control, including using joysticks if they have them. You could make your own, but you could also look up an extension I have made, called "kbinput". Right now, it is still on the first page under extensions. It lets you use custom controls, and makes it easy for the player to define them, including using the joysticks if they have them. They can also use the joystick axes as buttons, so you don't have to account for axes that can be halfway tilted, unless you want to have that affect your gameplay. Instead of using key events, or checking the keys in your step events, you would instead check a function from my extension, to know if an action button is being pressed. Your game doesn't have to know or care what key the player has selected. For example, you appear to be using the down arrow key for going to a planet surface. Instead, you could use the down arrow to go backwards, but only as a default key configuration. There is also included a program which lets you create the "default" controls, and save them to a file for your game to load. In an options menu, you let the player choose what keys they want, and likely, unless you have too many different actions/buttons, they will have no problem remembering the key they chose, simply because THEY chose it, and your game will call the same function, not caring what button they chose, even if it is on a joystick instead of the keyboard. And, whenever the player changes his configuration, you would then save the file(not overwriting the default file you created, rather another file) and then whenever you start the game later, you load that file, and the player doesn't have to redo his controls. Also, if said file doesn't exist(like first time to play the game), or of the player clicks the "default config" button, you can load the default file you created.


Thank you! That sounds a bit complicated though, and not really my area of expertise. However, I'll definitely put it down on my list-of-things-I-might-do.


I do my best to make it as simple as possible. That's why I made the external program to create the "default" configs. I didn't want the hassle of creating them in code, or having to create a game menu, and then get the defaults. I don't think it's very complicated, but I'm sure with the lengthy paragraph I wrote you, it may seem that way.
  • 0

#11 saintsalive

saintsalive

    GMC Member

  • GMC Member
  • 115 posts

Posted 25 December 2010 - 08:30 PM

Oh, okay. I will take it into definite consideration.

Thanks!

I also came to tell you guys that an update should be coming sometime next week. It will involve a new way of using the current mechanism of the ship to do something very cool, and will enhance the exploration experience even more!
  • 0

#12 Desttinghim

Desttinghim

    Artist

  • GMC Member
  • 166 posts
  • Version:GM8.1

Posted 25 December 2010 - 10:03 PM

Can't wait for the update! And letting the player choose the controls is really good idea(I think).
  • 0

#13 saintsalive

saintsalive

    GMC Member

  • GMC Member
  • 115 posts

Posted 26 December 2010 - 08:40 PM

The update is currently underway. Among the new features will be:

-A test cave! On a certain planet, a lump in the earth can be found, and when blown up, it creates an entrance to a cave, filled with precious minerals! There will probably be a single cave when the update is put up but eventually you'll find them everywhere!
-Precious minerals. No current use for those, but there will eventually be.
-Some new fun functions for the ship.
  • 0

#14 Drathro

Drathro

    GMC Member

  • New Member
  • 891 posts

Posted 26 December 2010 - 08:41 PM

And I'm getting on those sounds for ya. Probably won't be done in time for this update... but soon-ish depending on what I can find.
  • 0

#15 saintsalive

saintsalive

    GMC Member

  • GMC Member
  • 115 posts

Posted 27 December 2010 - 01:01 AM

Ooh, really? Thanks a ton!
  • 0

#16 saintsalive

saintsalive

    GMC Member

  • GMC Member
  • 115 posts

Posted 08 January 2011 - 01:38 AM

Wow, more than a week and no update whatsoever. Sorry guys, I've been really busy with school.

I've got barely anything finished, so I will contribute time to finishing this update over the next weekend/week.

Once again, sorry about that. :(
  • 0

#17 Drathro

Drathro

    GMC Member

  • New Member
  • 891 posts

Posted 08 January 2011 - 07:07 AM

Well I'M sorry on not finding any sounds yet! XD Haven't found anything with the style that you're looking for yet... :|
  • 0

#18 saintsalive

saintsalive

    GMC Member

  • GMC Member
  • 115 posts

Posted 08 January 2011 - 08:51 PM

Lol, that's fine XD

I'm happy you offered to help in the first place, so take as long as you like!
  • 0

#19 saintsalive

saintsalive

    GMC Member

  • GMC Member
  • 115 posts

Posted 08 January 2011 - 10:40 PM

The update is out! Alpha 0.2 is described in the original post, but in short, it adds a compass (hold V) that lets you get the gist of where your home planet is, a cave (instructions to find it are in the top post) with precious ores, a way to tell if your health is lower, and a fix on the annoyingly bright communications screen.

Enjoy!
  • 0

#20 saintsalive

saintsalive

    GMC Member

  • GMC Member
  • 115 posts

Posted 11 January 2011 - 10:43 PM

Anyone there?

Anyone want to give it a go?

...

Oh right if I bump, I have to post something useful...

hmmm...

This game is cool, and stuff!

Yeah!
  • 0




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users