Showing posts with label Media. Show all posts
Showing posts with label Media. Show all posts

Tuesday, 10 April 2012

Signals, Triggers and Logic

Just while we’re busy developing new content for the game, here’s a quick insight of how the trigger, signal and logic system works!

Triggers

Right at the root of the system are the Triggers. When set off, they send a signal to any connected deployables, triggering a network of traps or whatever nice surprise you might have in store for your enemies. Here is the line-up of the triggers we have so far:


· Lever - emits a signal when set to the on position.

Tuesday, 3 April 2012

Gameplay Overview

We thought we would make a follow-up post to explain some of the gameplay as a whole and some of the specific deployables in the previous videos!

Having known and worked with deployables for the last couple months we forgot to explain what was going on to you guys, so hopefully this will give it all a bit of context.

We'd like to note that this is an explanation of the deployable buildings in specific but using the deployables in Odonata will actually be entirely optional, it would be up to you if you want to use them based on your personal preference and play style. Nothing wrong with going at it one-man-army!

Let's first explain how the resource system works in Odonata.



The main currency in Odonata is scrap metal, everything in the game is worth an amount of metal. Shooting a gun, throwing a knife or deploying a turret would cost a certain amount of metal directly proportional to its practicality and purpose. For example, the cost of throwing a grenade is relative to the size of the explosion or the amount of damage it does.




A notable resource building would be the crusher deployable as it is the main method to "liquidise" your assets. Tossing a gun with a value of 200 metal into a crusher would result in 200 metal being dispensed out of it. This would also apply to any pickup item, essentially serving as an efficient 'quick sell' to be immediately used as currency.




In terms of deployables, deploying a spike plate at a cost of 200 metal per deployment would mean it would be worth that exact amount if it were to be disassembled (at full HP) and at a heavily discounted return if it was destroyed instead.

In the future, not only will scrap metal be used to pay for general battle and upkeep costs but it will also be used to upgrade your weapons and items, allowing you to improve something you already own or to be used to obtain an entirely new item.


Economy system and the importance of mover buildings.



Mover buildings are simply used to move scrap and item pickups from one place to another. This is important because in order for you to obtain scrap metal and items you must either collect it manually or ferry it from where it was to where you are, in a similiar fashion to resource harvesters in an RTS.

Killing an enemy will cause them to drop metal and any items in their inventory. However, if you were to kill an enemy at a remote location, say with a turret or a trap, you won't be able to benefit unless you collect it or move it.

This concept raises the necessity of mover buildings as it would enable you to make an automatic system that could essentially pay for itself, allowing you to efficiently project your battle advantage across the field.

That's it for now, we'll discuss more about the triggers and logic buildings in the next post!

Saturday, 31 March 2012

Odonata Dev Launch!

Huzzah! It is finally here, our new development blog is aliiive!

We're really excited to finally show you what we've been up to, it's been one tough month. We've been busy plugging away, trying to pull together some sort of early launch to preview what Odonata is and what it's all about.

So far we're about 3 months into development so, of course, it's very early days yet. Despite our first intention, Odonata is a pretty large game and will require a great deal of undertaking, especially just for us two little people in a room. However, so far we have managed to lay down the major foundations of the code and some very early (experimental) gameplay/content.

The process during this last couple months has been quite a surprise to say the least, given that we've never worked on a game before! However, it's all been going well...so far!

We'd like to strongly express that Odonata is in a kind of super-baby-foetus-alpha at the moment, so everything is either temporary, a bug, broken, a joke, unfinished or a placeholder for now, haha. The visuals are very much at the dusty bottom of our list, so the next 4-6 months will be about features, function and gameplay!

Anyway, here are a few videos and screenshots demonstrating some of the features we have. We've just finished up on the deployables and signal logic system in our game so here's some of them in action.











We've put up quite a bit of info about the game and FAQ in the "About The Game" section at the top, so if there are some things that might be eluding you, it may help answer some of your questions!

Expect more very soon, we'll do our best to keep you posted with the new features and nerdy development stuff as regularly as we can :)