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Development => PC, Mac & Vintage Computers => Topic started by: mazhat on March 15, 2017, 02:50:12 pm

Title: MOS: A game that has been in development for 3 years.
Post by: mazhat on March 15, 2017, 02:50:12 pm

I don't work on this game religiously, because I don't want to get burned out :)
The game has gone through a few iterations,
the first engine is way more different than the latest edition.
 



(https://mos.neocities.org/ss%20(2017-03-15%20at%2010.18.54).jpg)
Above is a screenshot of the graphics. Hope you likey.



The game started as an RPG which was a ripoff of Liberal Crime Squad.
Now it's a rip off of X-COM Apocalypse!

The game so far only has the technical stuff. Like path finding (A Star), Line of sight (As you can see in the picture),
and it even has a level editor, but the editor was made in a day, so you can guess what the quality of it is ;)

Desc:
*The game takes place in a city and you must protect it from damage,
so basically just think of X-COM Apocalypse.
*If I can, I will add dwarf-fortress-like limb detachment and damage!
*The sprites are (hopefully) just place holders, but I have no idea where the art direction is going.

Thanks for viewing, and hopefully this belongs in this section!

p.s. If you have any ideas or questions, then please do share. I'm excited to hear about it.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: xlibman on March 15, 2017, 04:31:23 pm
Hm I like the art style actually, plus the Atari sprites somehow fits well in the isometric environment. :)

Does MOS stand for something as acronym?
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on March 15, 2017, 04:45:56 pm
Thanks, I like the minimalist art style, but I think for practicality sake, there should be detail.
For example, you can't really tell what weapon the guys are holding.

The art style is inspired by Rebel Star Raiders, a game built on the zxSpectrum (Z80 CPU :) )
And laser squad.

MOS used to stand for something, but I don't recall it.
I'm thinking of Mail Operations and Services. (The guys wear pseudo-mailmen uniforms :^) )
Title: Re: MOS: A game that has been in development for 3 years.
Post by: p4nix on March 15, 2017, 05:17:06 pm
This looks interesting. While I like the art styles which are featured in the game, I don't like the mix of them to be honest. Try to decide for one art style and if you are not a good pixel artist, ask some cool guys here or someone else :p
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on March 15, 2017, 05:24:34 pm
I do like consistency. I have some concepts for transitioning out of the pixel-mix,
 but for now I'll keep it because it's easy to change and debug :)
Title: Re: MOS: A game that has been in development for 3 years.
Post by: xlibman on March 15, 2017, 06:47:31 pm
If you add more details, you could keep the same character art but add extra colors so that they look like they're holding guns and clothed
Title: Re: MOS: A game that has been in development for 3 years.
Post by: p2 on March 15, 2017, 07:06:08 pm
what language is it written in and how do you do the map management like compression of map data? :)
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on March 15, 2017, 07:09:47 pm
I've though about it, but since I've only got 1 set of characters, I'll just make remake the old set and create new sets too!

Here's what I've come up with:

(https://mos.neocities.org/megapol1a.png)

what language is it written in and how do you do the map management like compression of map data? :)

It's written in C++, maps are handled in a .MOS file. I actually don't know how to compress data, but I've always been excited to learn.
The map data itself uses strings instead of integers. It's easy to read, but I'm pretty sure it bulks up the file size.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: xlibman on April 23, 2017, 05:51:45 pm
I used strings before for maps and it does the work well. Njce job on those sprites by the way. :)
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on April 24, 2017, 08:41:06 pm
Thanks again DJ

Also Update!
Some people may actually die before MOS is finished,
so I got a side-project which p2 inspired me to do,
it's an RPG like LOZ and it's for the ti-83+ and ti-84+!
If it's not finished it will at the very least be something playable because it's not too complex.
Right now I've got movement, 1 screen worth of level and stabbing (With downtimes)!
The name is MOS: Raiders, going with the MOS-theme.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: xlibman on May 01, 2017, 04:07:32 pm
Interesting. Don't go overkill with the project size, though. :P That way it's manageable.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on May 01, 2017, 08:09:53 pm
I'm embarrassed to say this so early, but I'm at a halt.
The Axe parser is not very nice, my collisions aren't working!
I know it has to be Axe because I got so angry
that I made a version in sfml/cpp yesterday , and collision works!

I wish I had more Axe had some more code examples than in the documentation,
because some things just don't parse how i'd expect :'^(
This isn't the first time either.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: p2 on May 01, 2017, 08:25:55 pm
there are a few true axe professionals around, I'm sure someone can help you with that problem :)
Don't give up because of such a little setback :)
Title: Re: MOS: A game that has been in development for 3 years.
Post by: c4ooo on May 01, 2017, 08:27:32 pm
Axe expert here; whats your problem? :3
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on May 01, 2017, 09:45:03 pm
Ah yes, you're right, p2! Perseverance all the way!

Note: If this belongs in the help section, I'll be sure to post there instead, so please tell me if that's the case.

As for my problem, my collisions aren't working!

I think the problem is how Axe deals with one of the following:
-"If" conditionals using the "and" logic (this has given me a problem before)
    ->This is how I use them: if (x>(z*8)+8) and (x+8<(z*8)) and (y>z) and (y<3)
-How the arithmetic works (I RTFM, but maybe I missed on something?)

Title: Re: MOS: A game that has been in development for 3 years.
Post by: c4ooo on May 02, 2017, 01:38:14 am
"And" is the bitwise function, you want to use the shorts circuit '?' Instead:
x>(z*8 )+8?x+8<(z*8 )?y>z?y<3
However, your real problem seems to be that you don't understand Order of operations ;)
Axe does everything left to right, so x>(z*8 )+8 checks to see if x is bigger then z*8, and then adds 8 to that true/false value. You want to rewrite it as z+1*8<x or something. (z+1*8 'should' be more optimized then z*8+8 )
Title: Re: MOS: A game that has been in development for 3 years.
Post by: xlibman on May 02, 2017, 05:20:40 pm
Ideally it's a good idea to make separate topics for programming help, for maximum visibility. I can't help, though, since I haven't touched Axe in years and was never successful in doing map-based collision detection with it. I wish you good luck, though. But yeah, as c4ooo said, order of operation is different in Axe compared to BASIC and ICE. In addition to that, you need to be careful with signed/unsigned integers (I think for example that -1 becomes 65535)
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on May 03, 2017, 08:38:30 pm
Thanks for the advice, c4ooo

Unfortunetly I know about the arithmetic and it doesn't work one way or another :^(
I even mass used parenthesis to bypass order of operations.

Now I've scrapped the old collision to work on an old school western rpg (wasteland) . It's tilebased movement (like uvutu).

Sorry for the hassel guys, I just can't persevere when I can barely indentify the problem.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on May 05, 2017, 01:47:16 am
Update: The problem has seemed to sorted itself out, I guess it was my fault after all. I'm sorry Axe, I never meant to hurt you.

Anyway, I now need a good way to store and compress maps!
Also there's no dynamic memory in Axe right? (std::vector equivalent)
Title: Re: MOS: A game that has been in development for 3 years.
Post by: xlibman on May 05, 2017, 04:33:31 pm
By dynamic memory, do you mean like with pointers? Because Axe supports pointers.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on May 05, 2017, 08:50:42 pm
Not quite, DJ.
In C++ we have a template called std::vector*
It's an array that can grow or shrink! To give you a more hands on example:
Vectors help to spawn and de-spawn enemies and items,
otherwise I have to hard code the enemies into the game.**

Trivial info:
1) *Despite the confusing name, it is not a physics vector. Strange nomenclature!
2) **Unless a sexy smarty pants figured out a way to do this without vectors.
3) Sometimes I write too much stuff, so I made this optional-to-read "Trivial Info" section! I hope you like it, it's in beta!
Title: Re: MOS: A game that has been in development for 3 years.
Post by: c4ooo on May 05, 2017, 11:05:47 pm
Also there's no dynamic memory in Axe right?
There is no abstraction in axe for dynamic variables. You have plenty of free ram areas though, and if you ever run out, you can use GetCalc("prgmTEMP",size) to allocate your self some more free ram.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on June 26, 2017, 09:00:33 pm
(https://mos.neocities.org/MOSNEWSPRITES1.jpg)
(https://mos.neocities.org/newSpriteShowOff.png)
Here is the updated sprites! It's made in Paint Tool Sai instead of MS Paint.
so what do you think? Do you like the legacy sprites or the updated ones?
I'd love some feedback.

For reference, here is the old sprites:
(https://mos.neocities.org/legacySprites.png)

Updates (Downgrades) on MOS:
-Removed multi-floored gameplay. (Now there is only one plane of combat)
-Removed Squads-Vector (You're one character instead of a squad)
-Enemy AI FOV will be an angular (degree) based FOV. Instead of arithmetic/math based.
-New/Updated Sprites.

Next up:
-Update the engine(?)
-EnemyBehavior.h
-Items on the ground
-Speech/Text/Cutscenes


P.S. Also, don't worry. I'm still working on the Liberal Crime Squad port for TI-83+!
:^)
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on July 05, 2017, 03:17:13 am
Long awaited tile update (not overhaul)

It's very convenient to keep the tiles in the style they're in now.

(https://mos.neocities.org/tileUpdateSummer2017.png)

Tile descriptions (In order of appearance):
-Wall Destruction
-Farmland -> Wheat, Dirt, Fence
-A blue road

I need these tiles before I create the procedural map generator.
The MOS level editor is okay, but I'd rather play some mystery maps.
First generated level theme: Cross Of Iron.

When I finish the level generator, I'll make a video.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: p4nix on July 05, 2017, 09:17:39 pm
Wow, those tiles look pretty nice. I am looking forward to seeing all of them together in action  :thumbsup:
But aren't you still missing a connector for the wooden fences?
Title: Re: MOS: A game that has been in development for 3 years.
Post by: kotu on July 05, 2017, 09:23:06 pm
Not quite, DJ.
In C++ we have a template called std::vector*
It's an array that can grow or shrink! To give you a more hands on example:
Vectors help to spawn and de-spawn enemies and items,
otherwise I have to hard code the enemies into the game.**

Trivial info:
1) *Despite the confusing name, it is not a physics vector. Strange nomenclature!
2) **Unless a sexy smarty pants figured out a way to do this without vectors.
3) Sometimes I write too much stuff, so I made this optional-to-read "Trivial Info" section! I hope you like it, it's in beta!

The game looks great, however, you might want to use std::list instead std::vector in some instances, because...
  - list is optimised for object insertion/deletion, whereas
  - vector is optimised for indexed access - inserts/deletes can only be made on the end.

Hope this info is of use  :)

*EDIT
sorry, didn't realise this was an axe game. i guess that list won't be so much use after all, lol
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on July 05, 2017, 10:45:12 pm
@p4nix  Thanks, they're very fast to make and I need them for my procedural level generator!
I hate my level editor because I have some biases when I make maps, and also it's not fun for me
to play maps that I've made.

I'm a lazy boy, my friends laugh at my lazy philosophy.
e.g. There's only one side to the fence and they absolutely hate that, haha.
I'll get around to it either eventually or never, lol.
Don't stop with the criticism though, I need to keep myself in check   :blah:

@kotu
Even though I was talking about AXE, I made a generalisation.
Your recommendation is helpful, and I'll study and consider using std::list :),
(Also I might have made a mistake, vectors may not actually be part of std. It's been a while)
So far vectors work fine, but I'll be glad to get rid of them altogether.

General update for everyone:
I've started on the basics of the level generator.
It uses "partial" maps that I create and then jumble them together randomly into one big map.
Later I sprinkle things like explosion craters, items and stuff.
More sprites like tables and floor tiles are being made as I'm writing this!
Title: Re: MOS: A game that has been in development for 3 years.
Post by: kotu on July 05, 2017, 10:56:01 pm
I voted 'something else' in your poll. I think you should make those decisions and make the game to your liking. Also, you could mix styles up (some parts could be you controlling a guy, and other parts your could control a squad). By making these decisions yourself the game will be more fun to make. :)

Btw. yes vectors still are a part of the STL. There's no need to stop using them, most often when you use a container template you will probably want to use a vector. But the other template classes work differently, that's all.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on July 08, 2017, 05:19:01 pm
I like both, I could care just a tiny little bit less about it.

They'll both have squads, it's just that in the Fallout-style, you get your friends by exploring,
and not immediately.

Also yeah! They're a template, thanks, yo.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on July 09, 2017, 02:49:11 am
Getting pretty excited, my map generator works.
The only problem is that I only have three "map sectors" to work with.
So far the three are "fence with escape points", "Fenced in FOREVER!" and "Barn House".

If you guys would like to feature your map "sector" I'll be glad to add it! The generator is super easy to implement new ones.
Otherwise let me handle the game, and we'll be good.
>Pretending to "let" people add sectors instead of begging and telling them I'm desperate.

In the picture you can see one "sector".
I haven't programmed some LOS stuff for the other sectors.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on July 10, 2017, 07:16:00 pm
https://www.youtube.com/watch?v=da9r5-cyjBk
Title: Re: MOS: A game that has been in development for 3 years.
Post by: xMarminq_ on July 10, 2017, 07:29:09 pm
Nice vid. Will it have arrow controls or point and click?  ???

If you plan to have point/click Fighting could pose hard to implement   
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on July 10, 2017, 08:31:07 pm
When I made the path finding for MOS it was very rudimentary. For vehicles, arrow controls will only be allowed :^( sorry.
Movement for the little guys will be point and clicked based, but there's a few problems with hitting a tile.
I don't think it's too bad, but I imagine it'd be annoying for other players.


Is there a problem with combat that I'm not seeing? I don't think it'd be too hard.

P.S./Edit You can look and walk in buildings now.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: xMarminq_ on July 10, 2017, 09:06:37 pm
What kind of enemies do you ave planned?
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on July 10, 2017, 09:26:23 pm
For the most part just static turrets and infantry men with a behaviour tree.
They attack and defend, and counter attack.
They can also carry different equipment according to "role" and rank.
They run away and follow the highest ranked person.

You can also be shoo'd away from other forces on the same side as you
, they might even rob you, but that's less combative and more mechanical.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: xMarminq_ on July 10, 2017, 10:10:09 pm
Because point-and-click may make these enemies easy to defeat.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on July 11, 2017, 12:24:45 am
Mind giving a scenario?
Pathfinding is definitely a problem, but I let it slide.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: c4ooo on July 11, 2017, 12:35:29 am
i think point and click is more strategy-y and controlling stuff with arrow keys is more action-y.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on July 11, 2017, 12:40:25 am
+1
MOS is an X-COM-like strategy game,
so of-course it steals their point and click format.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on September 02, 2017, 05:31:49 pm
Sorry for not posting for majority of the summer.
Here's an update:

You now have a squad of four guys and you can kill them if you want.
Weapons and bodies spawn onto the floor.
It's a blast.

I added an inventory and stuff too.

https://gamejolt.com/games/MOS/281113

https://www.youtube.com/watch?v=x7CQh44Yc7s

https://www.youtube.com/watch?v=da9r5-cyjBk