mid_gen's Launch a Game Studio Thread

It’s a shame you struggled with the isolation, it’s something I prefer and although I recognise that some things work better in person, I am far more effective away from distractions.
We’re all different in this regard but social interaction just wears me out, probably an introvert thing.
 
It’s a shame you struggled with the isolation, it’s something I prefer and although I recognise that some things work better in person, I am far more effective away from distractions.
We’re all different in this regard but social interaction just wears me out, probably an introvert thing.
It’s an interesting one. I have ASD and need my time away from too much stimulation. But I also don’t like interacting with people solely through a screen, it’s much easier to read and deal with people in person where you can pick up all the non-verbal cues. It’s also far to easy to misconstrue people’s intentions when it’s text chat.

I’ve found it really motivating and been a lot happier since I’ve been going into this co-working space. I am the world’s worst small talk merchant but I do get a lot from being around people, even if like last week, just sitting down in the lunch area with a table of strangers and starting up conversation is quite an effort, have to properly force myself to do it.

Tis a complex one…I don’t know if introvert is the right description for me, although I know most people would instantly label me it. I like being around people even it takes a lot of very conscious effort to socialise, which can leave me mentally exhausted and needing quiet time, but sticking some tunes on my ANC headphones is enough to make a noisy workplace bearable.
 
Oh I have that too, formally it was Asperger’s but it’s high functioning whatever it is called now. I think I know what you mean, like sometimes I’ll do something solo but with people around, and even if I’m not interacting with them it’s more enjoyable in the moment.
 
Anyway, I have another rare free weekend day today. Not sure if the gist of the gameplay loop is visible in that video, but the idea is :

There's a previous loop to this, which is the classic roguelike map setup, like the map in FTL, where you have a destination and you have to pick a path take to get to the next point towards the goal. There are no question marks about that working, so I'm not working on it yet, instead concentrating on the main loop which consists of these phases :
  1. You deploy your fleet in a formation on the the hex grid
    1. Different ship/weapon systems have different weapon ranges and capabilities
    2. Different ships go BOOM in exciting ways when they die, so just lumping them all together is not the answer
  2. When you're ready, you engage warp, and have a super badass star wars style transition to near light speed
  3. Fleet is travelling through hyperspace (realtime)
  4. Threat warning appears....trouble ahead (game pauses)
  5. Time slows to a crawl as the threats start appearing ahead (bullet time), all the automated weapon systems go nuts, big pew pew time....combat plays out for maybe 30 second as the threat passes (or doesn't make it past)
  6. Fleet drops out of warp and arrives at destination
So the priority right now is to just get that loop functional. I got the guts of it working yesterday. Today I'm gonna add a couple more weapon systems, projectile and missile.

My plan is that the combat phase plays out mostly unattended, but during the planning phase, you can allocate a limited number of Quantam AI Core macguffin tokens to specific ships to be able to take control of the targeting during combat phase....but it's going to take some playtesting to see what level of interactivity works. My thinking here is that watching the combat play out in games like Homeworld is super satisfying, but you can't really enjoy it half the time because you've got to pay attention to giving orders, I'm trying to split that up so you do the tactics up front, and then get to watch it play out.

That's the rough plan anyway....
 
Sounds like endless space
Had a look at it, that's definitely not what I'm aiming for, it's a 4x strategy game, and the combat looks pretty bland.

I'm not super bothered about other titles in the same area, I have my idea that I want to execute on well and go through the whole process of getting it launched. I've bigger and grander concepts to follow up after this one.
 
Got the weapon systems refactored, but got a bit sidetracked with particle systems, so got some starfields and trails so the time dilation effects across the phases is communicated properly. Looks kinda neat! Anyway, clocking off to watch the football now. Happy with the progress for first couple days.

Oh and smashed through 300 subs, channel is doing great.
 
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Not sure if this is relevant or not but I'm a member of a Facebook group for 'midlife' gamers.

One of the members has been developing his own game for a while now, might be a good contact for bouncing ideas off?

 
Not sure if this is relevant or not but I'm a member of a Facebook group for 'midlife' gamers.

One of the members has been developing his own game for a while now, might be a good contact for bouncing ideas off?

Thanks, I've got a few different groups I'm already part of, an East Midlands Indies one that is pretty big, plus a private one that is a collection of AAA refugees which is a bit more organised as we have mutual NDAs and stuff in place to keep things a bit more formal.

Back to Fintech today, le sigh. So torn at the moment between having an income, and sacking off this contract and focusing on 100% on the games. I should probably stick to the sensible compromise of dropping my days next month. It was going down to 4 days a week, but might go to 3.
 
Back to Fintech today, le sigh. So torn at the moment between having an income, and sacking off this contract and focusing on 100% on the games. I should probably stick to the sensible compromise of dropping my days next month. It was going down to 4 days a week, but might go to 3.
Gradual drop off is probably best, although I can understand the context switching also being frustrating. The other question is whether you can sustain yourself financially without the fintech contract?
 
Gradual drop off is probably best, although I can understand the context switching also being frustrating. The other question is whether you can sustain yourself financially without the fintech contract?
Well, I can for quite a while. The spanner in the works is that I want to move house imminently which has potential to be a massive money sink, but I really want to get the move done as it's getting me out of this isolated rural environment and back into a city and the Notts dev scene. I'm just going to have to wing it really.

Beyond just having the finances to survive, I want to have money to spend on networking, going to conferences, marketing etc....it's not enough to just make a game these days, gotta get eyes on it!

Anyway, had a few more hours on Sunday, bit more progress trying to capture the essence of this 'jump' loop, added missile weapons, various placeholder VFX. Everything is placeholder right now, but priority is distil down the 'feel' of the gameplay. If you can imagine FTL, but with this combat phase, it's close to what I'm after....but also a bit of the Vampire Survivors/Hades rogue-like feel when you get a good set of rolls on a run and feel insanely OP.

I'm not sure if I want to restrict the fleet formation to 2d, or maybe have 2-3 'layers', or free form placement. All will adapt!


Next step is the projectile weapon systems...I want to have anti-missile projectiles, think of the combat in The Expanse, with the PDCs firing out arcing trails of projectiles to intercept munitions. I want to combat phase to be fully awesome, spaceship pew pew nerdgasm stuff. Quite like the idea of the 'jump' taking place with Ian M Banks style energy grid above and below, and some munitions that drag energy from the grid in big searing lines across the space in between. Basically can go to town on all the coolest spaceship weapons I can think of :D

Suggestions welcome!
 
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Added projectile system and PDC weapon implementation...pew pew!


Now to make enemy missile ship and have the PDCs go after the missiles, rather than ships
 
I'm not sure if I want to restrict the fleet formation to 2d, or maybe have 2-3 'layers', or free form placement. All will adapt!

Suggestions welcome!
If you do go to layers I can imagine a support class ship that's perhaps big and vulnerable and therefore sits at the back, but is able to project a shield forward to cover a given radius in front of it. Equally a long range 'artillery' type ship might suit that rear layer. Front layer could then be fast moving* ships that get into short range dog fights or zip through the enemy's first layer to take out their shield ships at the back. That or a stealth class that goes undetected until very close range or until it first attacks, fading back into the black if out of active combat for long enough. I'm sure you've already thought of all this just sharing what popped into my head.

What's more is that opens up specific scenario missions like defend support ship X at all costs or escort an inactive supply ship / prisoner transport / political envoy, or buy time until the large energy cannon charges on support ship Y. Those kind of things seem to fit well to me anyway...



*Appreciate they might not actually move in your grid system, but perhaps they have an extra agility roll when they would usually take damage that reflects their ability to dodge some attacks?
 
If you do go to layers I can imagine a support class ship that's perhaps big and vulnerable and therefore sits at the back, but is able to project a shield forward to cover a given radius in front of it. Equally a long range 'artillery' type ship might suit that rear layer. Front layer could then be fast moving* ships that get into short range dog fights or zip through the enemy's first layer to take out their shield ships at the back. That or a stealth class that goes undetected until very close range or until it first attacks, fading back into the black if out of active combat for long enough. I'm sure you've already thought of all this just sharing what popped into my head.

What's more is that opens up specific scenario missions like defend support ship X at all costs or escort an inactive supply ship / prisoner transport / political envoy, or buy time until the large energy cannon charges on support ship Y. Those kind of things seem to fit well to me anyway...



*Appreciate they might not actually move in your grid system, but perhaps they have an extra agility roll when they would usually take damage that reflects their ability to dodge some attacks?
Yes this is where I'm heading. The ranges of the ships will all be more explicit (in terms of grid coverage).I was planning to have a mothership in the centre that you must keep alive. I've changed the PDCs to prioritise missile targets now so the different systems are starting to come together, adding the defensive systems to counter the incoming.

I'm wondering about the ability to move the ships. Problem right now is that you can lay out your ships, but you don't know what formation the enemy will come at you with, so you're not acting with any useful info. Giving the player the opportunity to trigger a 1-grid cell move at the beginning of the combat phase might work quite well to add some tactical depth.

Today's job though, shields! In between filming the next vlog, as it's nice out today and I'm WFH :)
 
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Aside from the game work, we've had some big interest in the LLM stuff I've been building for the fintech so not sure I'm going to be able to drop my hours much in the short term......can't turn down the cash just now though, and I am managing to make decent progress on the prototype, so all good.
 
Yes this is where I'm heading. The ranges of the ships will all be more explicit (in terms of grid coverage).I was planning to have a mothership in the centre that you must keep alive. I've changed the PDCs to prioritise missile targets now so the different systems are starting to come together, adding the defensive systems to counter the incoming.

I'm wondering about the ability to move the ships. Problem right now is that you can lay out your ships, but you don't know what formation the enemy will come at you with, so you're not acting with any useful info. Giving the player the opportunity to trigger a 1-grid cell move at the beginning of the combat phase might work quite well to add some tactical depth.

Today's job though, shields! In between filming the next vlog, as it's nice out today and I'm WFH :)

This may be a terrible idea, but this came to me after reading that.

Maybe some sort of upgradeable radar. So, with the most basic of radar, you can see some vague blobs that may or may not be ships on the setup grid and the better the radar, the more information you start to see about each ship. With bigger ships being easier to see than smaller ones due to their radar signature. Would open it up to some sort of electronic warfare as well to both hide and fake ship positionings.
 
This may be a terrible idea, but this came to me after reading that.

Maybe some sort of upgradeable radar. So, with the most basic of radar, you can see some vague blobs that may or may not be ships on the setup grid and the better the radar, the more information you start to see about each ship. With bigger ships being easier to see than smaller ones due to their radar signature. Would open it up to some sort of electronic warfare as well to both hide and fake ship positionings.
Yeah i was think that during the alert phase you get the grid highlighting where the incoming contacts are, and let you rejig your formation a bit.

Getting shields in atm, and limiting weapons to X grid cells so the range means something, when laying ships out.
 
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