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Project: MASSIV ARMADA
Project Started: 21st May, 2008 Last Update: 28th May, 2008
Project Owner: curly Project Members:
Project Type: shoot em up + game engine Project Progress:

Project Overview  
Preview I haven't made a game for a long time, but when I came up with this concept and started the engine I was back into it. MASSIV ARMADA is more of an engine than a game. The basic concept is that 'nearly' every possible aspect of the game is modifiable. So far the movement and animation engines are completed, and simply by changing values the movement can be changed from 8direction, to asteroids, to racing car, to platform, to grid based and pretty much anything in between you can come up with. The key states <press>, <hold> and <double tap> are all supported too allowing for dynamic movements. Friction and smoothing can also be adjusted/removed.
The biggest stumbling block with projects like this is scope. It would be extremely difficult to create a fully fledged game maker in MMF, so hopefully sticking to the shoot-em-up genre will mean the project is finished within afew weeks, and then people can start modding it all they want.

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1 2 I don't get it.
By: curly
On: 21st May 08, 19:53:26
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0 0 No Access

Fast Progress
Posted 28th May 08, by curly Post A Comment
Preview

The path system now works better than I could have hoped. There is significant slowdown with around 20 pathbased objects at the same time, but by layering the values the cpu usage is dependant on the number of objects which means a much less framerate issues. I've also created a secondary path technique which only needs to load from the ini once, this will be for objects with a fixed/static velocity.

I was also wondering if anyone wants any specific features implemented into the engine, so they can use them? Messing around with the externals for about 10 minutes today i managed to make a simple penguincopter game and also a grid based dodgeball game. Once the projectile and particle systems have been built in the possibilities will be even greater.

The screenshot shows a very basic working test with a jumpjet engine.
Enemies
Posted 27th May 08, by curly Post A Comment
The PathCreator has taken a while to make but its turned out almost perfectly. Now custom path files can be created by simply by loading custom movement files and moving the object around the screen. The files structure is becoming more and more complicated to work with through MMF, but from a modding point of view, most of the custom files are extremely easy to locate and modify.
Another change is the sad loss of the platform capabilities in the movement engine. There were random errors occuring and it overcomplicated the otherwise basic engine. I've left in the gravity options though so games similar to penguin copter will be a breeze to make.

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