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Development => Calculators => Calc Projects, Programming & Tutorials => Topic started by: E37 on April 01, 2017, 09:51:33 PM

Poll
Question: Should the next release be for calc or pc?
Option 1: Calc
Option 2: PC
Title: Driller kNight
Post by: E37 on April 01, 2017, 09:51:33 PM
Here is the newest release of Driller kNight!
I have added a huge amount of content since my last release. Eight new units and several new buildings have been added. Combat has been added to the game and giant monsters made of rock have come to destroy your base and slugs are sliding in to drain power from buildings! A story has been added to the beginning of each level and a conclusion at the end of each level. Each unit and building has a range of tasks and many have special abilities. The settings menu is well developed and allows frameskip for faster games, greyscale tuning, difficulty adjustment and more. The game takes about 10 hours to complete, but 100% completion takes more than 40 hours. It still will not run on an 83+ however.  :-\
There are 2 addons, Godmode and RandomLevels which I will release on August 19 and September 2. These add on to the original game and allow for many fun new games but aren't required to play.


[spoiler=Old Version]
After several months of long programming sessions I have finished Driller kNight, a full length overhead mining strategy game.
It has 20 levels. Unlike most games, the levels can be chosen. You can choose between 1-3 levels to beat in order to progress deeper. The only exception is that the first 11 must all be beaten to unlock the last 9. There are 15 units and 6 buildings. It will not run on an 83+ due to lack of memory.

It may not be an on the edge of your seat excitement, but it is a fun way to pass some time.
I believe that the screenshots speak for themselves, so... here is the download.

[spoiler=more detailed overview]
   Driller kNight - Release

The controls are pretty simple. 2nd is always the select key. Press and hold it to create the drag box. Alpha selects or unselects a tile. Stat opens the menu for a unit. Pressing left or right changes the current job. (if it is a job the unit cannot have, it will change to one it can have once the menu is closed) Some units can only have one job, while others can change it. XTOn places a road on the selected tile. Delete kills the unit or building selected giving a refund if needed (select buildings by selecting their tile) The building menu only opens if you have selected a tile. Clear is always quit. Be careful not to press it too long since it will quit the level. Press mode to end the level when you have completed the goal. Pressing ON+stat pauses the game and turns the screen off. Pressing ON will resume. (If you don't press it, you can keep playing after the goal has been completed)
Once the first 11 levels have been completed, the last 9 will unlock.

Tech tree:
   Storage: recruits workers and is where resources are deposited
   Small teleport: recruits everything below Loader dozer
   Power plant: powers nearby roads
   Support station: adds 10 air a tick (almost every unit uses 1 per tick) assuming it is next to a powered road
   Large teleport: recruits every unit from Loader dozer up
   Refinement station: Generates ore and crystals
   Buildings that need to be powered must have a powered road next to their main tile (the one you selected when you built them if they have multiple)

Units: Each unit can hold one of three jobs - Driller, clearer, or collector. Drillers mine the wall they are currently on and move to a nearby one if there is one. Walls will collapse (basically mined for free) if they are not next to two other walls. Clearers act just like drillers but they target the rubble left behind after the wall is drilled. Collectors collect the ore and crystals that are left behind by the clearers and drillers. They target crystals before ore and bring them to the nearest storage.
It is your job to figure out what all the units do. Be warned that the infinity ship is huge drain on resources.
[/spoiler]
[/spoiler]
Title: Re: Driller kNight
Post by: Dream of Omnimaga on April 17, 2017, 02:53:28 AM
Awesome to see this released. I'll download it now. Hopefully I can try it soon,. I really love those graphics. :) You really did a good job at polishing this :)
Title: Re: Driller kNight
Post by: gameblabla on April 17, 2017, 03:02:11 AM
I like how you spent months working on it and nobody until now noticed it :D
Maybe i should give this one a try
Title: Re: Driller kNight
Post by: c4ooo on April 17, 2017, 03:07:22 AM
Nice to see another axe game - havent seen one in ages :D
Are you using runer112's greylib? Also when you scroll, you see those jagged lines in the greyscale when scrolling? I would recommend temporarily disabling greyscale when scrolling, this would fix those artifacts, and would also make scrolling faster. (I do this in <shameless plug>lazer 2</shameless plug>
Title: Re: Driller kNight
Post by: Dream of Omnimaga on April 17, 2017, 03:07:52 AM
I think this is why more people (other than me) needs to reply to project threads. :P I used to do so regularly but real life and projects took their toll on my activity >.< (in fact I'm probably done with calc programming entirely)
Title: Re: Driller kNight
Post by: E37 on May 04, 2017, 12:00:35 AM
I am continuing to work on Driller kNight after a short break. The game is not very stable currently. Here is a list of added features:
Combat! Monsters now appear and will become more common and powerful the more resources you have.
Many new units inducing ones dedicated to the new role of fighter/defender.
3 new buildings, two for monster defense and one for upgrading units.
Units can be upgraded infinitely with each upgrade becoming more expensive.
The power system has been reworked to make more sense.
Reworked all AIs to make them a lot smarter.
Expanded settings menu with options like difficulty, fast forward and pacifist mode.
Units now cost ore in addition to crystals so there is no giant pile up of ore late game.
Added godmode for debugging or boredom.
Units now have shields that recharge so that workers no longer have the same health as the most powerful units.
Added new unit class - epic. The progression now goes, Worker - Small units - Large units - Epic units.
Lazer units like the drill walker now occasionally fire a very powerful lazer to defend themselves.
Added control groups. You can assign a unit to a number and when you press that number, all units in that group are selected.
Changed the cursor slightly to make it easier to use.

That is all. I am going to keep working on the game regardless of any interest because I really enjoy working on it. I don't know when it will be done. Probably not for a long time because summer is coming up and I won't have as much time to work on it.
Title: Re: Driller kNight
Post by: p2 on May 04, 2017, 12:45:55 AM
there still is a lot of interest dont worry ^^
Also impressive list. Good luck and have fun working on it, which os probably the most important part :thumbsup:
Title: Re: Driller kNight
Post by: E37 on May 13, 2017, 06:40:31 PM
I probably won't be working on Driller kNight for a while. I am on summer break and have vacation coming up. I will be inactive in the forum in general for 2-3 weeks.  :(
Title: Re: Driller kNight
Post by: Dream of Omnimaga on May 13, 2017, 08:43:15 PM
I'm glad to see there were updates, though. Bave a good break. I hope your summer break ending in 2-3 weeks doesn't mean school starts right afterward O.O
Title: Re: Driller kNight
Post by: p2 on May 14, 2017, 11:35:03 PM
enjoy ur free time ;)
but probably also take a look at the source at least once during that time, so u won't forget anything and can continue working on it after your time off :) (happened to me >.<)
Title: Re: Driller kNight
Post by: E37 on May 26, 2017, 08:34:28 PM
I'm back!
There are few things left to do in the game engine - mostly small tweaks and balance issues.
Unfortunately, I have to redo all 20 levels which will be a real pain.
Things left to do:
Create all the levels. :P
Add a way to beat the levels. (this is easier than it sounds)
Various balance fixes.
As many speed optimizations as I can find.

I can post a beta of the game if anyone is actually interested in trying it.
Title: Re: Driller kNight
Post by: Dream of Omnimaga on May 26, 2017, 10:11:48 PM
I can't play it yet but if you post thr beta I'll download it to try it later ^^

Also that seems to be a lot of work to redo all 20 levels from scratch x.x
Title: Re: Driller kNight
Post by: p2 on May 28, 2017, 04:35:57 PM
aaargh, redoing all levels? D: But why? D:
Did you lose the effort? Or did major changes to the game engine and adapting the level data would be more work than redoing them?  :ninja:
Title: Re: Driller kNight
Post by: E37 on May 29, 2017, 02:17:25 PM
I changed all the internal ID's so that there is no chance of compatible maps. I also added many new tiles and completely redid all the buildings. It would be just as easy to create new maps as to try to adapt the old ones.
Title: Re: Driller kNight
Post by: p2 on May 29, 2017, 02:49:15 PM
uuuuh that sounds like a lot of work xD
Glad you're still working on the project and didn't give up cuz it was that much to do :thumbsup:
Title: Re: Driller kNight
Post by: Dream of Omnimaga on May 29, 2017, 04:21:42 PM
I see why redoing the maps is necessary now. Reminds me how I had to redo parts of Metroid II Evolution 84+ from scratch because major changes were needed and I couldn't figure out what the old code did 
Title: Re: Driller kNight
Post by: E37 on May 31, 2017, 02:10:05 PM
Quote from: xlibman on May 29, 2017, 04:21:42 PM
I couldn't figure out what the old code did 
Sounds like my life. I can never figure out old code. Sometimes I try to optimize things... then I wind up breaking what I didn't understand in the first place and trying to fix it - which always winds up less optimized than before! Thanks for the support though! It is really nice!
Title: Re: Driller kNight
Post by: E37 on June 08, 2017, 11:33:59 PM
I am about halfway done creating the new levels. I also made a bunch of tweaks and added a new unit!
I would be happy to post a beta if anyone is interested in testing the game. On a side note, the game's executable code (no data) is reaching 30K
Title: Re: Driller kNight
Post by: Dream of Omnimaga on June 09, 2017, 04:19:10 AM
Quote from: E37 on May 31, 2017, 02:10:05 PM
Quote from: xlibman on May 29, 2017, 04:21:42 PM
I couldn't figure out what the old code did 
Sounds like my life. I can never figure out old code. Sometimes I try to optimize things... then I wind up breaking what I didn't understand in the first place and trying to fix it - which always winds up less optimized than before! Thanks for the support though! It is really nice!
I usually just ended up rewriting the entire code lol. Took less time. And this is why when I tried to revive Illusiat 13 after years of hiatus it died again almost immediately :P (the other reason being that I had started to lose interest in programming)
Quote from: E37 on June 08, 2017, 11:33:59 PM
I am about halfway done creating the new levels. I also made a bunch of tweaks and added a new unit!
I would be happy to post a beta if anyone is interested in testing the game. On a side note, the game's executable code (no data) is reaching 30K
Glad to see :D. And darn, that,s a lot of code. Glad you can still work within the limitations, though. I might be ok for a beta but I dunno if I'll have much time to test.
Title: Re: Driller kNight
Post by: E37 on June 15, 2017, 11:01:03 PM
Quote from: xlibman on June 09, 2017, 04:19:10 AM
Quote from: E37 on May 31, 2017, 02:10:05 PM
Quote from: xlibman on May 29, 2017, 04:21:42 PM
I couldn't figure out what the old code did 
Sounds like my life. I can never figure out old code. Sometimes I try to optimize things... then I wind up breaking what I didn't understand in the first place and trying to fix it - which always winds up less optimized than before! Thanks for the support though! It is really nice!
I usually just ended up rewriting the entire code lol. Took less time. And this is why when I tried to revive Illusiat 13 after years of hiatus it died again almost immediately :P (the other reason being that I had started to lose interest in programming)
Quote from: E37 on June 08, 2017, 11:33:59 PM
I am about halfway done creating the new levels. I also made a bunch of tweaks and added a new unit!
I would be happy to post a beta if anyone is interested in testing the game. On a side note, the game's executable code (no data) is reaching 30K
Glad to see :D. And darn, that,s a lot of code. Glad you can still work within the limitations, though. I might be ok for a beta but I dunno if I'll have much time to test.
I have three more levels to make. I also added a lot of little things to make it seem like a pc game such as a text box appearing on tiles to tell you what they are when you hold your cursor there for a while. I even added scroll bars for some menus! 4 levels of difficulty has been added - easy, normal, hard, and insane. It is almost hard to die on easy and there are some levels I can't beat on insane. I added 2 more units to bring the total count up to 23 and changed a lot of old ones. You now receive a score when you beat a level. I have further improved all of the ai's to make them seem a lot smarter. (No more fighters walking past their target because it moved) I will post some screenies when I work up the motivation to deal with wabbitemu. The whole game is more balanced now.
Title: Re: Driller kNight
Post by: E37 on June 22, 2017, 06:01:50 PM
I am continuing to work on the game. I added another building and reworked monster spawns to make them make more sense. All levels now slowly increase in difficulty as time goes on. I may add researchable tech, but that will be an afterthought if it gets added at all. You can now press STAT on the unit menu to receive a summary of the unit before you buy it and to know which building is required to access it.
Title: Re: Driller kNight
Post by: E37 on July 04, 2017, 11:22:43 PM

Update: I will release Driller kNight on August 5

I added another enemy and building.
There is now a menu that opens all the controls in the game for easy reference.
All content is finished.
I will just be optimizing and testing until release so I can be sure I am releasing a good game!
Title: Re: Driller kNight
Post by: E37 on July 28, 2017, 08:21:04 PM
Everything is going according to schedule. I have reworked more mechanics to make the game more fair.  I have added a new unit and creature and a new ai type. The randomly generated level and godmode addons are finished also. I will spend next week debugging.
Title: Re: Driller kNight
Post by: p2 on July 28, 2017, 08:33:42 PM
Nice, glad to hear that :)
btw in case something goes wrong, how much extra time for such cases have you planned in on your statement to release it on August 5th? :)

(Rick and Morty Season 3 release sunday July 30 and only on adult swim, weeee!)
Title: Re: Driller kNight
Post by: Dream of Omnimaga on July 29, 2017, 12:55:11 AM
Glad to see development is going well. I personally hated setting myself deadlines because I never met them *glares at New Beginning of the Ultimate End*

Good luck with this project :3=
Title: Re: Driller kNight
Post by: E37 on July 31, 2017, 12:17:47 AM
Quote from: p2 on July 28, 2017, 08:33:42 PM
Nice, glad to hear that :)
btw in case something goes wrong, how much extra time for such cases have you planned in on your statement to release it on August 5th? :)

(Rick and Morty Season 3 release sunday July 30 and only on adult swim, weeee!)
The game is done now. So a week I guess. I am just playing it as much as I can now.

Quote from: xlibman on July 29, 2017, 12:55:11 AM
Glad to see development is going well. I personally hated setting myself deadlines because I never met them *glares at New Beginning of the Ultimate End*

Good luck with this project :3=
Thanks!
Title: Re: Driller kNight
Post by: E37 on August 05, 2017, 04:42:43 PM
Bump: Update
https://codewalr.us/index.php?topic=1982.msg54981#msg54981
Title: Re: Driller kNight
Post by: Dream of Omnimaga on August 07, 2017, 04:42:23 PM
Is the update the poll? Once the calc version is done I would like to see a PC remake or sequel ^^
Title: Re: Driller kNight
Post by: E37 on September 02, 2017, 03:15:37 PM
Now that I have finished the calc version, I am working on a pc remake in c++. I have to redo all of the sprites for the computer. If someone is interested in helping to create the sprites, please tell me.
Any way... I'm moving forward!
Title: Re: Driller kNight
Post by: c4ooo on September 02, 2017, 10:15:52 PM
Some 2.5D graphics would be nice. Maybe an option to switch between an "old school" and newer HD-ish looks?
Title: Re: Driller kNight
Post by: kotu on September 02, 2017, 10:21:30 PM
The slugs sound cool but - I hope they are not too annoying (like siege weapons and boats in AOE)

What I suspect you have done is they appear randomly (not all the time) and destroy a few buildings. that WOULD be cool..... although, slugs - I do not eat enough slugs
Title: Re: Driller kNight
Post by: E37 on September 09, 2017, 03:38:17 PM
Quote from: c4ooo on September 02, 2017, 10:15:52 PM
Some 2.5D graphics would be nice. Maybe an option to switch between an "old school" and newer HD-ish looks?
I am not a good enough artist for that. I was planning to use 8-bit graphics unless someone wants to create sprites that look better.
Quote from: kotu on September 02, 2017, 10:21:30 PM
The slugs sound cool but - I hope they are not too annoying (like siege weapons and boats in AOE)

What I suspect you have done is they appear randomly (not all the time) and destroy a few buildings. that WOULD be cool..... although, slugs - I do not eat enough slugs
The slugs don't destroy buildings. Instead they drain your power which can prevent you from buying new units and turn off the electric fences which will leave the base vulnerable to monster attacks. The slugs are immune to the electric fences.
Title: Re: Driller kNight
Post by: Dream of Omnimaga on November 09, 2017, 01:06:58 PM
Someone reminds me to give this a try for the CW 3rd anniversary Twitch.tv livestream series because this was definitively one of the calc game I wanted to play the most before some life stuff happened. :P