First ship for Warships Revolution: an aircraft carrier
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@alastorgames-blog
First ship for Warships Revolution: an aircraft carrier
Warships Revolution - Dev update #1
Welcome aboard!
I worked hard the last days to deliver at least a few basics for Warships Revolution.
Warships Revolution?
Yes, that's the final name of my battleship game. It was originally Battleship Revolution, but too many games include the "battleship" word in their name. Oh, and it's an Hasbro trademark, I'm not sure to have the right to use it.
What's this game?
It's obviously a turn based battleship game. Principle is basic: each player has a grid with ships on it, and the goal is to destroy all your opponent ships before your entire fleet has been sunk. I have some ideas to make it a bit more interesting, but I won't spoil that now.
My main goals
Ok, so I started to make my revolutionary-super-awesome battleship game. Oh wait... As I said in my last post, the main goal is to create a simple and fun game, and to produce it quickly. It has to be playable, and usable. I want to avoid the "super-production syndrom" and I think a simple battleship game is perfect for that: the gameplay is pretty easy to implement, but it has great potential for an improved experience in the future.
However I have a few more goals to reach than making a simple game:
3D! 3D! 3D! I want to learn some basics about 3D in a code POV. I've been 3D operator a long time ago (and I loved that), so I know how to use tools like 3DSMax, Cinema4D, and so on. I have some mathematic basics. But as a developer, I only made a 3DSMax plugin in MaxScript, once. Luckily, as I said before, JMonkey has a perfect learning curve. I'm not lost for the moment, and I'll be able to improve my skills by gradually diving into JMonkey methods and utilities.
Make it beautiful. Even if the game is simple, I want it to look professional. The best method to reach that goal is to keep graphic design as simple as possible, but coherent from A to Z.
Market it. For this goal the "game" will be different: I won't decide if the game is good or not, players will. So given their (your!) reactions once the first release is out, I'll decide whether I try, or not, to improve and sell it (for a very reasonable price).
What did I do the first days?
I played some battleship games
Checked if the name was available, seemed not, changed it
Stopped networking (If someone read me, are dev updates kind of networking? ;))
Started organizing my code, and made some basic implementations
Started some graphic design for the logo and the UI
Dev update #1
Here we are! Here is the list of what is fully or partially done:
Gameplay and general purpose code - Implemented Game, Player, SimpleAI classes - Implemented grid management class and random ships placement - Some managers for game materials, debug tools, internationalization, timers (I may reuse and share all these later) - Abstract and (part of) concrete ships classes - Prepared camera position presets that I'll use both for gameplay and cinematics
Graphics - Implemented Battleground, that generates the 3D environment - Made atmospheres tests: Sunset, and HeavyAfternoon (screenshots on saturday!) - Made tests of UI on Photoshop
Tests on JMonkey platform - I implemented a few UI elements to understand how NiftyGUI works - I tried, but failed for the moment, to use Cinematics for the camera - I started internationalization (even if the game will remain in english, I learn how to use java RessourceBundles and properties files, as well as using it in Nifty
Sound design - Found great pieces of musics and sounds on the net, will make a dedicated post soon - Added atmosphere sounds and radio communication (part of)
What to do now?
The next few days I'll concentrate on the gameplay. The main priority is to have a playable game. No need of 3D boat, explosions, advanced shaders: just the implementation of a full battleship game. I must be able to play with it, and win or loose against the SimpleAI.
Once the gameplay principles are done, the other priority is a UI for graphics quality settings. It's important for me as a developer in order to quickly test all graphic settings in-game (and check their impact on performances), and in any case I'll use it in the final game to let players switch on and off graphic settings.
Then I'll start working on the 3D representation of boats, their animation, and some first effects. I hope it will be in about one or two weeks.
At last, the logo
I hope I did a pretty good logo in a Keep It Simple mind. Very classical, but at least, it's readable, has white and black background versions, and it has a ship, the most important. Obviously I'll appreciate any feedback.
That's it for today. A bit long update, because it was the first one: next ones will be more concise! See you saturday for the screenshots..
New short-term project: Battleship Revolution
As a very young indie game developer, I have to be wise on decisions to take for Alastor. Until now, here is what I did:
- I started to write "A Broken World" storyline
- I read many articles about game development and monetization around the web
- Making simple prototypes in HTML5 and Java (JMonkey Engine) for ABW
Doing that, I came up with two decisions :
- Before starting the ABW prototype, I'll make a simpler game as a short-term goal
- I'll use Java for the moment
- So I can introduce to you today a brand new project: Battleship Revolution
I'm very happy with these plans, and here is why.
Starting a short-term project
It seems obvious to many people that starting a new activity (game dev in my case) by making a huge project is not a good idea. I thought it was possible because I have a few years of experience in programming as well as in graphic design. What an error! Game development is a whole new field and there are many things to learn about it. So I'll do as usual: starting with a little project.
Why I choose Java and JMonkey
Nope, it's not because of Minecraft.
I evaluated three possibilities for the tech of my first game: HTML5/JS (because I'm originally a Web Developer), C++ and Java. Obviously, there was HTML5/JS on a side, and C++ and Java on the other side. After a first try with JavaScript, I was quickly blocked by limited graphic possibilities.
The main three reasons to choose Java are: first, I've used Java repeatedly for non-game projects. I'll be faster with Java than C++. Second, I found JMonkey is a right fit in terms of learning curve and functionalities. At last but not least, JMonkey let export executables for Mac, PC and Linux. Having a first game available on these platforms will be a good start. It even may be possible to export a version for Android, but we will see...
Introducing Battleship Revolution
I'll make a dedicated post about what will be Battleship Revolution by tomorrow. But yeah, you're right: it's a battleship game!
Conclusion
The point is to quickly come in production with a first product, to gain experience about everything related to games production and publishing, improve my dev skills, and start learning how to promote and distribute a video game.
You got it, next news will be about Battleship Revolution. Soon on Mac, PC and Linux ;)
Dear John, I hope you received my last letter, you should if you're reading this one... I thought this place, the one of your childhood, was a good place to survive, and even to make a new start. Unfortunately, I won't make it cause I got the flu... So you are now the master of this land, or mayor, or whatever the name. I hope you'll make it, Your grand-father
A Broken World
Letter to John, Imaier Xuoan-Viler
January 2nd, 2043
[First letter received in the game, will be probably slightly modified]
ABW: basics of gameplay
Here are the main game mechanisms I want to implement for "A Broken World". I will detail each one in the next few weeks.
City-building mechanisms
Map generation
Ground transformation
Buildings and improvements
Resources management (production, storage, consumption, trade), underground layer of resources (oil, water...)
Costs/taxes & revenues management
Random events (natural hazards, monsters)
Global and local indicators: pollution, happiness and influence at least
City borders (determined by influence, level...)
RPG mechanisms
Main and secondary quests
Inventory
NPC interactions
Free move/exploration + loot
Open-world (for Quest and MMO modes only)
Game modes/tools
Playground: you start directly at max level in a closed world. No quest, no special weather conditions. The map is entirely owned. It's just the city-building fun.
Normal: You start at the beginning, level 0, in a closed world, with a reasonable amount of gold, wood, stone, food, and water. You own a little part at the center of the map. To expand your territory, level up, make money to buy new tiles, increase your influence. Some random quests will be spawned regularly, helping you to expand your territory or gain new resources.
Quest: Walk through a long quest to discover the origins of the global collapse. Visit numerous territories, help walkers on your road, and so on... Most of the map is generated automatically, but parts are pre-generated.
MMO: Same as normal, but in an online open world.
Map editor: Generate and edit your map, then share it with others
Quest editor: Expand the game by creating and sharing new quests
As always, comments and feedback are welcome :)
Two examples of map generation for A Broken World. What do you think about it?
Edit: and two more
"A Broken World": Storyline
You'll find here the main storyline of "A Broken World", our first game at Alastor Studio.
This storyline will be filled out in the next weeks, but comments and feedbacks are very appreciated.
The end of the world occured finally.
But not the one we thought: a smoldering crisis started thirty years ago.
Ecology, economy, everything slowly and quietly sank in a global collapse.
More than five billions people died.
Survivors walk, so far, looking for a new start, somewhere in this devastated land. As some other walkers, you just came back to your childhood country, determined to make your own new start. It seems to be a good place for that.
Build your city
Regularly, some survivors will decide to join you, increasing the size of what may soon become your city…
You’ll have to build your town, discover your environment, clean soils and undergrounds, produce and manage your resources very carefully, organize your workforce, and protect your citizens from the numerous dangers of this new world.
Investigate
If you want to know what was the triggering factors of the global collapse, you'll have to follow a long quest to the truth. Find survivors that have partial knowledge of what happened, find clues in the ruins of dead cities, and maybe at last you'll understand why and where the collapse started.
Coming soon after this post:
Main game mechanisms
A roadmap for the alpha releases
At the end of the week we'll share the first screenshots (only the map generator results for now), and more textual content. Stay tuned!
First post
Hello World !
Alastor Studio story started on Twitter a few days ago. Let's continue adventure on Tumblr.
This week we'll reveal on this blog the storyline of "A Broken World", a RPG/city-building game, and the first screenshots in-game.
Stay tuned!