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Thread: Exodus!

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  1. #1
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    Lightbulb Exodus!



    Overview

    Kenneth (ReqPro) Pedersen and I are mashing our heads together on a few game ideas. This is the first one to come together.
    Download - 47M

    Vote for us on Greenlight!

    In Exodus! you play the manager of all manager for the last of humanity. Your people have come down to the last of your resources and need to find another place to live. The good news is, you have found 20 planets in the near viscinity to move to, the bad news, your targeting capabilities are screwed up and the population of your home world is impatient. your goal is to adjust the populations of these planets to ensure they are able to live as long as possible, while consuming all of the resources at hand.

    1. The game starts with you looking down on your home world, and soon after the game starts a ship is launched into orbit. You have about 2 minutes, about the time it takes for your ship to orbit 3 times, to hit the launch button and send the crew on their merry way. If you do not launch within that 120s the crew is lost to friction with the atmosphere and will burn up with lots of screaming =( Woe is me!
    2. The ship will exhaust its fuel reserves and then coast until it either a) finds a planet, at which point the crew attempt to colonize it, or b) finds deep space at which time they die. =( Oh noes!
    3. Each populated planet will certainly have a group of nae-sayer grumps who just like traveling space and will want to leave after a period of time. This leads to each populated planet gaining the ability to launch ships. All occupied planets have the ability to launch ships, all ships contain people and these people need to get to another planet or their worries about global illumination, and drive to create MMORPGs will overwhelm them and they will die. =( Boo
    4. When a planet has its resources consumed the population will begin consuming itself, just like the Donner Party of old. This will cause more people to hop into ships to try to evade the swarms of rabid idiots and JavaScript developers who don't know what a closure is. During this phase of "growth" the population will burn at an accelerated rate, illustrating a global war breaking out, and ships will launch 10x more frequently. You may only ever be able to launch the ship that was least recently launched into orbit (FIFO), so during this phase you may have to catapult your ships off into the depths of space. See point 2 for death in space. =( This sucks!
    5. When a planet has exhausted its resources, and population, it will become a barren wasteland and any ships that attempt to land there will have to stay in orbit. This ship has one half of an orbit to find a new home. =( Man, its tough out there in space.


    Settings Menu


    Credits Screen


    Game Initialization Menu


    Alerts System



    Drop Down Population List


    The Team
    Bob Chatman - Bob@gneu.org - Programming & Lead Designer
    Kenneth Pedersen - ozone@requiem-productions.com - Programming & UI Designer
    Last edited by Bob_Gneu; 08-02-2014 at 01:51 AM. Reason: Now with 100% more download links.

  2. #2
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    Question Changelog

    Change Log

    v 1.0.3

    • UI Updates + Graphical improvments.


    • Basic Localization implementation to be expanded upon for


    v 1.0.0

    • Now with 100% more sounds and graphical elements
    • Official Public 1.0 release


    Alpha 8

    • Planet Size tied to resources on the planet
    • Level seed passed and parsed out of command line argument
    • Ships now thrust for a given time
    • Planets are now gravity sources!
    • Ships now collide with planets instead of overlapping
    • Ships have initial velocity
    • Difficulty is now a configuration object - More on this later!
    • UI Overhaul!


    Alpha 7

    • Level Seed is now exposed via the config file.
    • Addressed infinite loop when creating the universe layout.
    • Orbits now begin and end with variation on length and initial offset.
    • Started work on Alert notifications
    • The end of the game is now properly captured and will return you to the main menu to play again if you choose.
    • MOST OF ALL - We are now using physics for the motion of the ships when moving around in the universe.


    MS 1 - First Public Release

    • Cleaned up the code.
    • Fixed timer issue
    • Properly worked out issue with resources and population.


    Alpha 6

    • Highlighting of current planet
    • In Game UI overhaul
    • Main menu + Settings menu
    • Replace Epic assets with placeholders
    • Projection of ship trajectory into space
    • Resource consumption & population growth
    • Config files now house important details for tweaking



    Alpha 3

    • Smooth tween'd camera
    • Resource consumption & population growth
    • Selected Planet Overlay
    • Launch ship with Space and Launch button interaction.


    Alpha 2

    • Camera Movement!
    • Launches!
    • Scrollable real-time planet list!
    • More programmer art!


    Alpha 1

    • First Pass of UI using Slate
    • World Generation of planets
    • First Pass of Game Rules
    • Faux Circular orbits
    • Planet Rotation
    • First Pass of Game State Replication
    • Programmer Art!
    Last edited by Bob_Gneu; 08-02-2014 at 01:52 AM. Reason: Updating changelog

  3. #3
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    Infiltrator
    Join Date
    Mar 2014
    Posts
    11

    Wink Alpha 2

    Time for another update!

    Alpha 2
    • Camera Movement!
    • Launches!
    • Scrollable real-time planet list!
    • More programmer art!


    The poor colonists can now leave orbit in search of better worlds - too bad they forgot to grow landing gear so they can't actually land to colonize anything but the vacuum of space
    Slate has been tamed to such a degree that we now have expandable/collapsable planet status with scrolling and real-time population/resource levels. Soo purdyful (especially the programmer art!)
    The camera can actually move now o.O and zoom! Let's not forget the zoom!

    A few piccies for (y)our entertainment
    Name:  Exodus_01.jpg
Views: 1514
Size:  9.0 KB Name:  Exodus_02.jpg
Views: 1471
Size:  6.5 KB

  4. #4
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    Nice, Awesome, Brilliant.
    Thanks Epic!

  5. #5
    0
    Alpha Update #3!


    This week ReqPro and I spent our time trying to iron out the gameplay and smoothing out the experience. We are getting very close to a release-worthy title, so get your world managing gloves on and get ready to play Exodus.

    Colonists recently figured out what it means to consume resources, and have to deal with what happens when they consume everything. Suffice to say, its not good - lots of death results. - OH NOES!?!

    Really, this game is a starting off point for ReqPro and I to get used to the engine and expand our experience. We now have Slate, the organization of code and some interesting collaboration issues addressed. Lets hope that as things go forward move games will be released to show off our abilities and prove to you all that although we made a world managing game we aren't exactly gods - we just play them on T.V.


    Alpha 3


    Smooth tween'd camera
    Resource consumption & population growth
    Selected Planet Overlay
    Launch ship with Space and Launch button interaction.

  6. #6
    0

    Lightbulb

    A week later and 3 more alpha builds in, We are now entering a polish stage. Its time to clean up and optimize our algorithms and to replace the assets with our own. Key highlights with this build - Main Menu is coming together & resource and population growth are now ticking around with the rest of our elements.

    Exodus is nearly upon us all.

    Alpha 6


    • Highlighting of current planet
    • In Game UI overhaul
    • Main menu + Settings menu
    • Replace Epic assets with placeholders
    • Projection of ship trajectory into space
    • Resource consumption & population growth
    • Config files now house important details for tweaking



    If you are interested in testing, join us on #gneu on irc.gamesurge.net

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