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Supreme Fleet Master

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1 Supreme Fleet Master on Thu Apr 02, 2015 7:13 pm

Jonnoiscooler

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Hey guys,

As the Holidays are now underway, I have made myself a promise to start and finish my software design project. The game's title, as I'm sure you've been made aware of by the topic's title is:
Supreme Fleet Master.

The game will be Two-Dimensional, Top Down and Real Time Strategy.

There are obviously many influencing factors in this game's design. (and no, Supreme Commander had nothing to do with it Razz )
I'll list some of them so you can get an idea of what it might be like:

  • EVE online
  • AI War: Fleet Command
  • Kinetic Void
  • X3: Albion Prelude


And one very special influence that inspired the concept: Day of Sagittarius III!!! For those of you who have not lived yet, A.K.A haven't watched "The Melancholy of Haruhi Suzumiya", There was an episode that involved the computer club and their game Day of Sagittarius III.
This episode revolves around the SOS brigade in some awesome space battle scenes. Ultimately this inspired the game.



I'll try my best to keep you updated on it's progress.
Cya.

UPDATE #1:

Hey all, just in case any of you were interested in this, I'v been spending quite a lot of time on this, and while learning from scratch, I have become quite capable in C#.While progress has been slow, framework has been going up and hopefully soon things will pick up pace when I finish the fundamentals.  
Unity 5 has been both a huge help and a huge pain, the addition of a whole load of 2D features and a few more things becoming free that use to be premium it has certainly been easier in some aspects, but there also aren't a load of tutorials for this, leaving a lot down to very very thorough research, as well as trial and error.

Features so far (They may seem rudimentary, but it's set a lot up for later, basically scaffolding)


  • Camera moves on all axis’ with scaled zoom
  • Map boundaries for Camera, not Sprites
  • A box can be clicked and dragged
  • Any sprite in this box becomes selected
  • When clicked on empty space, sprites are deselected and box disappears
  • When right clicked on a space, sprites rotate and move to location
  • Sprites collide, causing no overlapping
  • Attack state activated when q pressed
  • If there are any selected sprites and “q” is pressed the cursor swaps for an attack cursor
  • On “q” release the cursor returns to default as well as when nothing is selected or an empty space is click on

I'm currently working on the entire attack sequence for the sprites, the first part of which shown above including the use of "q" to change the cursor.

Please PM or whatever if you need help with any C# programming

thanks.





Last edited by Jonnoiscooler on Sat Oct 24, 2015 3:56 pm; edited 13 times in total (Reason for editing : Spelling)


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