Conveyor RTS is an RTS based on Command and Conquer 4 Crawler system + Factorio style construction/crafting + Warrior Kings faction system + Warzone open world. Resources are limited and players must always be on the move.
Showing posts with label InDev. Show all posts
Showing posts with label InDev. Show all posts
Tuesday, January 9, 2018
Wednesday, March 19, 2014
InDev: Offgrid, Wormhole Eilis, and Aethernoughts
It's been awhile since I actually posted something of a game design nature. The truth is, I have been so busy with school, the VDP society, scholarships, and work that I just don't have the time to make games.
There are, however, ideas that are baking in my machine when I do find the time. These are simply in the ideas stage.
Offgrid is a cyberpunk, open world "survival" game. The player character is a sort-of on-the-run hacker in a heavy surveillance society. Unlike most cyberpunk games, nations are not ruled solely by corporations (though they are still important), but have an NSA-like supragovernment. The player theoretically wants to go offgrid, that is, untraceable, so he is tasked with erasing information about himself. If the player makes a wrong move, he becomes hunted by a government hunter or a team of hunters, and must race against time to promptly disappear. Offgrid will have proper networks in-game (servers, routers, terminals, hubs, etc.) that control various aspects of the city and almost all equipment (cameras, cars, traffic lights, etc.) and will properly simulate true networks. Inventory and HUD, almost anything can be hacked or tampered with. I'm not sure if I will provide some sort of programming mechanism (maybe crafting) to create your own in-game virus and software, but that is an idea. I'm not sure currently what art style I want to use for Offgrid, though a 2.5D perspective may be best.
Offgrid Planned Features:
2.5D perspective
Simulated, realistic networking system
Survivalist gameplay
Hack everything and be hacked
Wormhole Eilis is a top down cross between X COM: Enemy Unknown and The Jeluvian Project, with sprinklings of Pacific Rim and Lovecraft. Each turn is a ten second sliver of time with gridless movement. The player controls a special ops squad, but then may get a proper gigantic mecha to handle the more colossal nameless threats. It probably will be set in the near future, humanity will not have everyday, practical space travel, but have mecha for military applications. I'm not sure if it will be a government agency or squad, I dislike the nominal government agency type feel. A militia or terrorist thing won't work. I'm not much for a corporate, fraternal, or religious paramilitary either. So... that pretty much cover anything? (Just thought of a university based group, a school-based research paramilitary sounds cool) The wormhole in question will be open in a place in the ocean, quite possibly the Bermuda Triangle. I don't want any cyberpunk elements creeping here on purpose.
Wormhole Eilis Planned Features:
Topdown
Giant mecha and monsters
Squad-based tactical strategy gameplay
Gridless movement
Aethernoughts was originally going to be a hard science fiction space carrier simulation, but I relegated that in favor of a steampunk/aetherpunk space/sky carrier simulation. The player is in control of a space carrier and can manufacture fighters, weaponry, and so on. The universe is filled with these carriers. Each carrier is an independent mini-city state (own economy, religion, diplomacy, etc.) and most are not hostile unless provoked. I am weighing whether or not I should lean towards more of the strategy side like a MOBA, or more on the simulation side for this. I imagine this will be touch based, as I am trying to penetrate the iOS and Android market. There will be no Pay-To-Win. Star Citizen, Forgotten Futures, Auralux, Pax Brittanica, Planetary Annihilation, the original MMO concept of End of Nations, FTL, Iron Sky, and Leviathans are my inspirations for this one. Depending on the final scale (solar system or planetary), carriers can fight ground forces and traverse asteroid fields.
Aethernoughts Planned Features:
Topdown
Customizable independent city-state steampunk skyship
Open world/universe
Real time strategy and simulation hybrid
Deploy craft, ground forces, superweaponry, harpoons, pods, etc.
Board other skyships
Kraken and space whales!
So those are the three I am working on in my sparest of times. All of them are being worked on in Game Maker: Studio.
I also just released TitanFlap, playable online and on mobile.
There are, however, ideas that are baking in my machine when I do find the time. These are simply in the ideas stage.
Offgrid is a cyberpunk, open world "survival" game. The player character is a sort-of on-the-run hacker in a heavy surveillance society. Unlike most cyberpunk games, nations are not ruled solely by corporations (though they are still important), but have an NSA-like supragovernment. The player theoretically wants to go offgrid, that is, untraceable, so he is tasked with erasing information about himself. If the player makes a wrong move, he becomes hunted by a government hunter or a team of hunters, and must race against time to promptly disappear. Offgrid will have proper networks in-game (servers, routers, terminals, hubs, etc.) that control various aspects of the city and almost all equipment (cameras, cars, traffic lights, etc.) and will properly simulate true networks. Inventory and HUD, almost anything can be hacked or tampered with. I'm not sure if I will provide some sort of programming mechanism (maybe crafting) to create your own in-game virus and software, but that is an idea. I'm not sure currently what art style I want to use for Offgrid, though a 2.5D perspective may be best.
Offgrid Planned Features:
2.5D perspective
Simulated, realistic networking system
Survivalist gameplay
Hack everything and be hacked
Wormhole Eilis is a top down cross between X COM: Enemy Unknown and The Jeluvian Project, with sprinklings of Pacific Rim and Lovecraft. Each turn is a ten second sliver of time with gridless movement. The player controls a special ops squad, but then may get a proper gigantic mecha to handle the more colossal nameless threats. It probably will be set in the near future, humanity will not have everyday, practical space travel, but have mecha for military applications. I'm not sure if it will be a government agency or squad, I dislike the nominal government agency type feel. A militia or terrorist thing won't work. I'm not much for a corporate, fraternal, or religious paramilitary either. So... that pretty much cover anything? (Just thought of a university based group, a school-based research paramilitary sounds cool) The wormhole in question will be open in a place in the ocean, quite possibly the Bermuda Triangle. I don't want any cyberpunk elements creeping here on purpose.
Wormhole Eilis Planned Features:
Topdown
Giant mecha and monsters
Squad-based tactical strategy gameplay
Gridless movement
Aethernoughts was originally going to be a hard science fiction space carrier simulation, but I relegated that in favor of a steampunk/aetherpunk space/sky carrier simulation. The player is in control of a space carrier and can manufacture fighters, weaponry, and so on. The universe is filled with these carriers. Each carrier is an independent mini-city state (own economy, religion, diplomacy, etc.) and most are not hostile unless provoked. I am weighing whether or not I should lean towards more of the strategy side like a MOBA, or more on the simulation side for this. I imagine this will be touch based, as I am trying to penetrate the iOS and Android market. There will be no Pay-To-Win. Star Citizen, Forgotten Futures, Auralux, Pax Brittanica, Planetary Annihilation, the original MMO concept of End of Nations, FTL, Iron Sky, and Leviathans are my inspirations for this one. Depending on the final scale (solar system or planetary), carriers can fight ground forces and traverse asteroid fields.
very early screenshot
Aethernoughts Planned Features:
Topdown
Customizable independent city-state steampunk skyship
Open world/universe
Real time strategy and simulation hybrid
Deploy craft, ground forces, superweaponry, harpoons, pods, etc.
Board other skyships
Kraken and space whales!
So those are the three I am working on in my sparest of times. All of them are being worked on in Game Maker: Studio.
I also just released TitanFlap, playable online and on mobile.
Labels:
Aethernoughts,
cyberpunk,
game design,
Game Maker,
InDev,
indie,
Offgrid,
steampunk,
Wormhole Eilis
Wednesday, November 21, 2012
InDev: Saphruby Mockup
I am in the process of making this for Experimental Gameplay: November and December TEMPERATURE. Not going to post much, but use your imagination. I hope I can use Stencyl or Construct for the final, if not, back to good ole' Game Maker.
The mechanic obviously has the player pressing the keyboard.
Happy Thanksgiving!
Labels:
Construct,
experimental,
flash,
game design,
Game Maker,
gameplay,
InDev,
mockup,
Stencyl,
temperature,
tower defense
Saturday, September 1, 2012
InDev: Grandfather Paradox Part #1
"In 195X, two warring factions: the Imperiarchy and the Republicorp, are in a stalemate. Only one way to break this: time travel."
Paradox, Grandfather is a game I'm making for Experimental Gameplay: Time Manipulation for August and September. Details are subject to change. Note that the link provided for the download provides only a mockup prototype without gameplay, yet.
The game is set in an alternate past, where the Imperial States of Ohio (the Imperiarchy) and the United Sozist People's Republicorporation (the Republicorp) are embroiled in an apocalyptic Cold War in 195X. The weapon that caused this war is not the atom bomb, but the time machine.
The Imperiarchy decides to end the war by eliminating time travel in the past. The Republicorp travels back to prevent that alternation in history, then the Imperiarchy decides to stop the Republicorp from going... and so on.
The game is made to be a casual RTS, inspired by Relic of War and the Achron RTS. In the battlefield, the player is given two views. The first view shows 192X view of the battlefield. The second view is the present, or 195X, of the battlefield.
The factions must send units from 195X to 192X, but also can fight in 195X. Only in 192X can mission objectives be met. There is a Time Indicator in which the player can change so the player can send units any time in 192X. For example, if the Imperiarchy captures the "Grandfather"(revealed in a future InDev) in 192X, the Republicorp can rewind the Time Indicator and send troops to prevent his capture. Or the Republicorp can drag the time indicator and place troops in the future to stop the capture at the extraction point.
That is all for now! Gotta get back working. :)
Paradox, Grandfather is a game I'm making for Experimental Gameplay: Time Manipulation for August and September. Details are subject to change. Note that the link provided for the download provides only a mockup prototype without gameplay, yet.
The game is set in an alternate past, where the Imperial States of Ohio (the Imperiarchy) and the United Sozist People's Republicorporation (the Republicorp) are embroiled in an apocalyptic Cold War in 195X. The weapon that caused this war is not the atom bomb, but the time machine.
The Imperiarchy decides to end the war by eliminating time travel in the past. The Republicorp travels back to prevent that alternation in history, then the Imperiarchy decides to stop the Republicorp from going... and so on.
The game is made to be a casual RTS, inspired by Relic of War and the Achron RTS. In the battlefield, the player is given two views. The first view shows 192X view of the battlefield. The second view is the present, or 195X, of the battlefield.
The factions must send units from 195X to 192X, but also can fight in 195X. Only in 192X can mission objectives be met. There is a Time Indicator in which the player can change so the player can send units any time in 192X. For example, if the Imperiarchy captures the "Grandfather"(revealed in a future InDev) in 192X, the Republicorp can rewind the Time Indicator and send troops to prevent his capture. Or the Republicorp can drag the time indicator and place troops in the future to stop the capture at the extraction point.
That is all for now! Gotta get back working. :)
Tuesday, March 20, 2012
InDev: A Leap Of Faith #1

Your character can't jump very high.
I'm still working on another game, but I already have many levels planned, based on a verse or verses from Hebrews 11 and 12.
I'll post more info soon!
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