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Submitted by Walter O. Krawec, posted on March 24, 2005




Image Description, by Walter O. Krawec



Here are some screenshots of Armada 2250: The Rebellion, an action/adventure game where you take on the role of an officer in the United Space Colonies defending a planet from the Reptilians. The game allows you to battle the enemy on foot using a variety of weapons, by vehicle including the human 4 wheel drive vehicle or the Reptilian hover ship. In addition to this, some of the missions take place in space allowing the player to pilot a fighter in this environment. The cool thing about space combat (in my opinion) is that since there is no friction, you can do all sorts of cool flips. So for example, an enemy fighter could be chasing you, when suddenly you do a complete 180, loop around, and then launch a missile at close range. Hard to explain, but I think you get it...

The graphics engine is a 2D/3D hybrid using OpenGL. All of the units, particle effects, and most other objects are all 2D while the trees, some of the terrain, and various other objects are all 3D. The game also features a custom made script engine allowing me (and the end user) to develop missions for the game very easily.

The game also features a custom made script engine allowing me (and the end user) to easily develop missions for the game. Also included is a simple physics engine (nothing too complicated) that gives the environment a more dynamic feel. For example if you use a grenade in the middle of a pile of boxes they'll go flying an all directions. You can also "push" these objects around to create choke-points throughout some of the missions.

WinSock is used to support the multiplayer feature of the game. If you download the BETA version (more info below), you can test out one of the multiplayer levels. Right now the game supports the standard multiplayer modes like DeathMatch and Capture the Flag. I'm also planning on implementing an Internet Lobby Server so that users can easily find games over the Internet.

Right now, you can download a BETA version of this game to try out if you are interested. I would greatly appreciate any feedback. More information can be found at http://www.waltsgames.com/armada.php?page=beta. Thank you.

Walter O. Krawec
http://www.waltsgames.com


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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
 
zOinks

March 24, 2005, 11:31 AM

How long did it take you to code this game?
Are you the only one working on it?
Did you start with a previous framework?
How does one implement a scripting engine?

Sorry for the question bombard. I understand if you don't have time to answer. Looks like you're very busy!!

 
SamGamgee

March 24, 2005, 12:58 PM

1: I started the game a little over a year ago on Feb. 22, 2004.
2: Yep, I'm the only one working on it
3: Not really. I used some old code from my previous game Hands to Quarters, but just about everything in this game is completely new and redone.
4: This one took me some time to get working right actually. Basically what it does is it "compiles" the script code (which is a mixture of C and BASIC syntax) into a string of numbers. Obviously parsing the script in real time can take a lot of CPU time, so this is done at the very start of the game. Then to run the script, all the game has to do is look at a bunch of numbers.

So anyway, when it's told to compile a script, it will work through it one command at a time and convert them to the appropriate command number. For example the script:

LoadMessage (1)

will turn into the following array of numbers:

28, 23, 1

Where the "28" is the command "LoadMessage", "23" tells the script engine that the next array element is going to be an actual number (in this case a "1"). If I wanted to put a variable in there instead of a "1", the "23" would change to a "11" which would tell the script engine that the next array element is a pointer to a variable.

I hope I explained that well. If you have the game installed, you can take a look at the file "QuestsPlanetsMenu.dat" which is a script before being compiled, and "QuestsMainQuest0.SCS" which is a script after being compiled (these two aren't the same scripts though).

Anyway, I hope I answered your questions,
Walter O. Krawec
http://www.waltsgames.com

 
ghavami

March 24, 2005, 01:17 PM

I haven't tried it yet, but it seems not only like a very fun game, but also very neat and full of interesting features.
If strengthened by some better art this game would be even better!

Good work imo, also considering the development time! Looking forward to future updates

 
SamGamgee

March 25, 2005, 12:25 AM

Thanks! Actually right now, I'm working on the last mission for the single player game and most of the actual programming is finished (although there are still a lot of bugs that need to be fixed) so that gives me a lot of time to work on graphics. I have a lot of new eye-candy objects planned... everything from more potted plants to water falls and improved cliffs which should all improve the visual quality of the game.

Thanks again,
Walter O. Krawec
www.waltsgames.com

 
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