This is K.Song Tan's game developing blog. Once a fanatic gamer, capable of juggling several game simultaneously, including the notorious World of Warcraft, while doing a PhD. Now finally out of uni and out of job, he is having a crack at the final frontier of gaming, developing.
Welcome to Song-GameDev, You'll find Song's work trying to beat what he call the ultimate end game.
It has been a blast making the low-poly scene I posted last week. And I've throw myself at it again this weekend. These are what I have for show:
The first scene is very much a remake of what I have last week, using the improved, remake asset. The rest are new obviously new. I've spent a great deal of time working out how to do the rock and cliff. The result speak for themselves! Or so I think.
Anyway, it's been a tremendous fun working on this. I can barely contain myself with excitement looking at how things turn out. Can't wait for next weekend to see what else I can come up.
Took the day off to try my hand on something new, just for a change of pace. This is what I manage to come up with:
So yes it's my feeble attempt to create a low poly scene. I create all the asset myself and that took most of my day. Obviously there are still a lot of room for improvement. It's my first attempt after all. But consider the amount of time I've spent, I'm pretty pleased with the end result. Maybe a camp fire would have add a lot more to the scene. The best thing is, I tried adding my modular unit asset to the mixed and they fit in perfectly (imo anyway)!
At any rate, I look forward to spend more time on this and see what else I can come out with. Maybe this will become my weekend project.
I'm very surprise to find out that it's more than a year since the last MechCorp update. While I have occasionally took breaks to work on other stuff, I promise that I have not for one moment try to stop working on the project.
So what progress I have made since the last update? In a way, lots. But I have also taken a few steps back. The truth is I went back to the drawing board again, and done a bunch of redesign, for the n time. I have almost rebuild the whole game from sketch this time. But I believe all the changes has make the game a lot more better.
First off, the battle system. I have ditched the directional attacking and replacing it with a shield system. Each unit now have hull and shield. Basically the shield must go before the hull can suffer damage. Naturally a unit can only be destroyed when the hull is depleted. Now each attack (based on ability or weapon) deal different damage to hull and shield. The strategy is to use the optimum attack to maximize the damage.
Another big change comes in the form of crew system. I have ditched the clunky pilot system. The new system is more intuitive and offers more strategic option. Without giving too much away it's a bit like a card system where you can put the card in different slot to gain different bonus.
Finally, the the starmap. It's now a free-roam mode with fog-of-war. Meaning the player is free to travel to anytime anywhere on the starmap. To make things more alive, I have throw in moving AI party that goes about on their business. It's still a wip this. The goal is to allow exploration, which can leads to finding treasure, or surprise attack by hostile AI party. These also allow more dynamic quest event that require more player interaction.
To sum it up, Each system is more closely integrated with each other. It certainly feel like a much better design game.
Sadly I don't have any interesting screen-shot to go with this post except the two (never shown before) mechs on top of this post. Well, guess I'll just post the ninth thousand iteration of the mech configuration screen.
Note to self: get someone to draw me some pretty artwork that I can post.
So this is a project that I've had the privilege of working on, and hopefully still be working on it until the release, Ancient Frontier. Taken straight from the official description, "Ancient Frontier is a cinematic turn-based strategy PC game with RPG
elements set in the far future. You command the fleet with combat
inspired by games like XCOM, Master of Orion or Age of Wonders. Players
will explore, conquer, pillage, or liberate the frontiers of space. Take
control of massive fleets of capital ships and support craft as you
play through multiple campaigns."
It's not my project obviously. I'm just working on it on a free-lance basis, coding and giving some input to the design. Anyway that's beside the point, I'm making this post to let you know that the studio has just started a kick-starter campaign for the project. Please check it out and pledge some support if you like what you see.