Planed for XBLIG and PC, take command of station GR33D-Y in this fun and simple arcade style real time strategy game about gathering up all the resources you can. Every play-through is different as the galaxy is randomly generated! Collect resources and manage your stations needs while you upgrade and unlock abilities and new features of your giant space station.
It has been a long time since I have posted anything on here, life got in the way, as it tends to do. I worked on a cancelled iPad game, even did some web development, but I keep coming back to this project.
So, I wanted to check in and let everyone who is still interested in this the 411 on what I have tried, what I learned, and where I plan on going with it.
1) Scrapping XNA
When I started this project, XNA and the XBLIG channel were still mostly new, and their future seemed positive and bright. That just hasn't been the case in the last year or more now, and because of that (combined with feeling a need to look at it with fresh eyes again) I figured it would be best to start on it from scratch with a new engine and the lessons I had learned through the process thus far.
The question of course was - do I work with a well established web platform, go where the new excitement is, or try out a solid game engine. Flash, HTML5, or Unity.
1) Unity
I had never used unity, but had heard so many good things about it that I figured it would be a good idea to at least familiarize myself with this heralded game engine.
I worked my way through a tutorial (that turns out was for an older version of unity), and started looking at some of the documents and resources. I recognize that there are some great 2D games that are made with Unity, but because it is a 3D engine, I figured I would put it aside for now, and try a different approach.
2) Flash
Web games tend to be smaller, more bite sized experiences, and the direction I wanted to take with the game seemed to fit that space perfectly, so what better place to start than the platform MOST web games are built on?
I am still not 100% sure I won't return to flash for this or a similar game, so I don't want to discount it too quickly. BUT, life at this time was leading me towards web development, and so knowing what HTML5 (or Javascript as that's really what its all about) is capable of fit better. I did get so far as to install FlashDevelop and Flixel, but I didn't get any further than hello world (those with some programming knowledge will get that).
3) HTML 5
This is where I am right now. I did some research and came out that either EaselJS or Crafty would make for the framework of my games engine. After a week of playing with both of them in my spare time, EaselJS came out on top, and I started to work on adding to it some of the features that were present in my Small Galaxy Engine, starting with grids and hex's.
Sadly, this is as far as I have come with it, but as I recently have been given a bunch of free time (though for how long isn't clear), I am going to be working in EaselJS to create something I can show you all... hopefully in the new year.
Once again, I am sorry for being so silent on all of this for so long, but as you can see, there really wasn't much to tell.
Thanks for your support
- fidgetwidget
Working on another project full time has kinda/sorta left this one to die... temporarily.
I recently found some of my original game design documents, and wanted to share with you the thought process and where things are headed.
Given that the game is still a ways off, and I am going to use this time to improve it, I figured I would see in what ways you the reader would like me...
The unfortunate state of the game, and why I shouldn't announce release dates.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
Sorry everyone, this game is officially abandoned... at least in the form it is seen here. Prototype after prototype just proved it wasn't fun, and I have too many other ides I want to work on.
Thanks everyone for your support.
any news?
Ok, I am working on this game again, but won't have anything to show on it for at least a month...
I will post news then, but I just wanted to let you know (if your hard core and following it still) that I am working on it again :D
Yay!!! I've been tracking your game all the way back when you started the project!!! :D
I just wanted to update those who are tracking, and I don't really have enough to warrant a news post.
I am currently working on multiple other projects, and haven't had time to work on this one at all in the last month.
You can take a look at one of the other projects I am working on here:
Forums.tigsource.com
Thanks for your interest.
- fidgetwidget
So we have a set time.(happy face) Cant wait for that demo.
So this will wont be out this year. Oh well... But atlease it will be better in the long run. Keep on working.
when can we see a public version?
I wish I could say ludsoe, but I really just don't know right now.
I had hoped to have it out this month, but I am doing some significant changes to the game (as it just wasn't very fun in its current state) that are going to push it out to close to the end of the year (details are coming). Now thats for the Xbox 360 version... the PC version (and if I manage to port it over to unity, maybe an iOS version) will come after that.
Thanks for the interest! It really helps to keep me motivated when I am forced to make such major changes to things this late in development.
Wow; an iOS version? That seems rather cool.
But I'd be happy with just the PC version.
Great concept, and great work!