Sunday, April 8, 2018

Infiltration 0.0.1

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In last weeks I have started a new project (some info on bay12 forums), called Infiltration (temporary name I suppose).
My vision for this project is the following:

a turn based single player asymmetric game where player take control of an agent and manipulate actors and organizations to obtain victory

This is first release (0.0.1! yahoo!) so nothing impressive, a lot of bugs, you are welcome!

You are not dead, you are not living.. yet.
Aeons ago, in a time before mith, your enemies sigil you in a realm far from reality. Weakened and far from your power, your will simply.. disappear.
One echo, from time to time, hit your dreams. Something called humanity is playing with arcane power and forgotten knowledge, part of you.
You simply awaken and take a look into the world. These "humans" will serve you as puppets in your quest to become powerful, again.

Note: almost everything in the prototype has a tooltip, so move your mouse on top of it for an explanation

This is a single player, turn based game: that means you play solo against computer and every step in the world awaits your command, so take your time and look around!
On top left corner there is the turn button, where you move world to next turn.
Behind it there is the ancient power value: when you get the 5/5, you win. In order to obtain this power, manipulate humans and send them to dangerous quests using your calling action
Behind ancient power there is the awareness level: when hit 5/5, you lose. This awareness represent how much world know about you. This value get higher when characters in the world follow clues you left behind with your manipulations.

On the world map: every province has a city poi (point of interest). If you click on it, you can see detail for every poi.

A city poi has some statistics like:
- name
- status (peace, rebellion)
- description
- rebellion: when is 10, a revolt start and there is a battle between loyalist and rebels in the city
- food: when is 0 a famine start in the city
- production
- money

There is also a notable character list with an icon (when character is focused, you get information about his/her role) and name. This list represent current actors available for manipulation (more on it later).

If you select a character, you get some information.

When you start, not all information about a character are available, so you need to do an action: focus action.

Note: when you do an action, on point of your ancient power are consumed. This power is available again when action is completed.

When focus is completed, you can see more about a character, like:
- role
- name
- description
- statistics
- faction
- relationship
Your objective is to obtain forgotten knowledge hidden in the world, to get more power and break the sigil. In order to do it, you should force with your power a character to follow this quest using the calling action.

After required turns, action is completed and your power grows.

Now, with more power, you can do more actions, in different places, but be aware: every action you made left behind clues, that suspicious character can use to advance global awareness in the world.

To stop them before is too late, you can use manipulation action: select a focused character and a relationship you want to use.
That character will follow this relationship using your distorted powers and result will be determined by character role and madness.

Are you able to manipulate the world, uncover forgotten secrets and rise in this world before heroes notice you ?

Thursday, March 1, 2018

Drone Swarm 1.0

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Finally version 1.0 for Drone Swarm, you can play it now on :

 In this update I've added:

  • 4 more levels, now 10 levels
  • removed planet percentage indicator and added a coloured visual instead
  • a little story screen

My hope you can enjoy battling little bit with this game!

    Sunday, February 4, 2018

    Drone Swarm 0.6

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    Welcome back! This time another little update on my prototype, Drone Swarm!

     In this update I've added:

    • colored area around stations again
    • levels with more than one AI to fight
    • swapped level 2 and 3 (thanks to orochii)
    • 3 more levels
    • saved level progression on user home dir on disk

    Not too much crazy, but another little step on right direction! Let me know if you find any bug or you have any suggestions, much appreciated!

    Friday, December 29, 2017

    Drone Swarm 0.5

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    Welcome back on another update for my little prototype, Drone Swarm! You can download and play it from, here:

    This is a really big update and I'm going in the right direction for this game, so let's see:

    • improved menus with basic explanation (I've mentioned it before on my last game update here)
    • balanced drones spawn speed for player and AI (thanks to meva!)
    • added a warm up time for AI, so player can understand each levels (3 seconds for now!)
    • loaded levels from json files
    • 3 new levels
    • a basic star field as background 
    • a win screen (finally !)

    Seems not too much, but  this changes moves Drone Swarm from a prototype to a real game. So let's see some screenshots:

    new intro screen: with some explanations!
    First level, player (green) try to conquer central station before AI
    level 2: AI (blue) conquering bottom left station

    Adding level definition in an external file let me build a lot of different levels configurations and using awesome libgdx Json library reading, parsing and using into the game is really easy, well done guys!

    What about next steps? I'd like to get some feedback guys! I want to add more levels with different configuration and play with AI until I'm satisfied, but more importantly I'd like to add more unlockable units so more difficult levels will be, more weapons player has.

    See you on next update!

    Wednesday, December 6, 2017

    Drone Swarm 0.4

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    This update is a "big" update for this small prototype I'm trying to doing in spare time. I'd like to share some thoughts on this game, so maybe this could be useful to someone ( and mee to in the future, of course!)

    First of all, this time there is a menu ( copied from my past game, A droid story):

    it's a test! ( or a trap ? )

    I believe that add a simple screen like that is mandatory for every kind of game, even for a prototype. How many times demos or simple games has nothing than gameplay ? This sounds cool for atmospheric and cool games, but for vast majorities of games a simple start screen should explain few basic stuff like:

    1. what is title of the game, anyway ?
    2. who made this game ? Where I can find any update if I want ? 
    3. which controls ( mouse, keyboard or what else! ) I need in order to proper play it
    4. what is this game anyway ?

    As you can see from provided screenshot, I failed on many points, but try to identify where you can improve is the most critical way to improve, right ? So in the future this game screen will have more information useful for player to quickly identify game, controls and identify of the producer.

    Bonus: I don't want to follow for now trend to put a "brand" on my games. I'm not part of a software house ( I mean, after work), but on the other side I think a little brand is important for every prototype or game. In the past I've tried a lot of little games or demos and found other work and enjoyment simply following the brand. It's something every developer should consider, but of course require some graphical skill in order to create a proper brand image ( not so banal ). There are a lot of good resources around  to improve on that, if you are interested, just search a little bit!

    Go back to actual development, right ?
    So after the menu, first presentation of the game for player, there will be a level selection. Nothing incredible same here like the same, borrowed from A droid story. My idea is to follow a levelling system and let player decide which level play from a list, with a twist. Don't let the player decide to play all levels, but force it to always choose between three levels. In this way a single un-balanced level is not blocking and player can find joy in unlock new levels. Something easy to implement, but critical for new players, so win-win, actualy.

     After that the core of player experience: the actual game.

    a lot is going on, I mean, at least in my mind!
    A lot is going on: player has some stations/planets that generate a lot of little drones. As one friend suggested, maybe only with a Dyson Sphere could be enough energy to create so much drones, but I'm optimistic.
    In the game "universe" there are no organic (flesh and bones!) beings, only sintetics ones and player is a sort of AI with specific programming: conquer all and destroy enemies. Stop.
    Simple, but powerful concept, sure, but a little bit boring, so I'm working on a twist on that side too, but maybe is too soon to work on that, first work on core gameplay.

    Player can select drones using mouse an draw selection boxes and move drones using right click: so gameplay right now is simple.. select drones decide to move on a specific point and repeat.
    But player opponent could do the same, so conflict time!

    Hope you enjoyed reading my thoughts on Drone Swarm, see you on next update!