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  Asteroid Fight [action real-time strategy]  (Read 18887 times)
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Offline klaus
« Posted 2014-09-06 15:06:22 »


UPDATE After some time of reconsidering I made the decision to change the game concept. The idea to the big, persistent, MMO style game still lies around, but will be put aside for now. It is merely due to the fact, that this would be a big experiment in game design for me and there are too many unclear parameter for the first attempt to really release a game. It would need too much playtesting in advance to decide if in the end it is any fun. I will save this experiment for later.

So I decided to change the style a bit to an action RTS. That means no more persistant universe. A game has then a very well defined starting and ending point - which is a good thing  Smiley In the beginning you have to pair up with another player (or find multiple players in team-play mode) in the lobby and then start the game. One round is played and score points are awarded afterwards.



Asteroid Fight is an action real-time strategy game with an higher emphasis on base building than other popular games in this genre. You start on one side of the map and try to eliminate your opponent by building strong bases and units. Every unit you can buy or build is manually controllable!

Go to Asteroid Fight for more information and a dev-blog!

Some core features are:
  • earn credits
  • use the credits to buy new technology and units at space ports
  • upgrade your personal spacecraft
  • manually control every unit you can buy or build!
  • build bases to gain safe ground

<a href="http://www.youtube.com/v/9TOi0VyoDGw?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/9TOi0VyoDGw?version=3&amp;hl=en_US&amp;start=</a>

Project image




Destroyer attacking alien asteroid




Civilians defending themselves




Alien "beast" ship got destroyed





Used technologies include:
  • LWJGL
  • Slick2D
  • Spring
  • Maven
  • Netty

Estimated release date: end of 2014
Estimated begin of closed alpha tests: end of september


Offline klaus
« Reply #1 - Posted 2014-09-11 10:02:36 »

Wrote a little article on how tests pay off. http://www.asteroidfight.com/blog/2014/09/11/tests-pay-off/
Offline Longarmx
« Reply #2 - Posted 2014-09-12 02:47:53 »

Wow, really good work! Everything is nice and smooth, and the art-style is consistent. I also like the mix of tower defense elements and a way to macro and micro manage your units.

Keep up the good work! (Reminds me of SPAZ btw!)

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Offline klaus
« Reply #3 - Posted 2014-09-12 12:58:33 »

Thanks a lot!  Smiley

About SPAZ: That's what a friend also told me. I actually never played it but I should try it probably.  Wink
Offline klaus
« Reply #4 - Posted 2014-09-26 09:10:36 »

I bought and tried SPAZ yesterday - awesome game! It is funny how some concepts are very similar, although I've never played the game before. Fortunately it IS very different on some level. SPAZ is more an action game with real time strategy elements whereas Asteroid Fight will be more an real time strategy game with action elements.

Also, Asteroid Fight's aim is to be a multiplayer game. There will be a single player training possibility and a tutorial, but that's it.
Offline kevglass

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« Reply #5 - Posted 2014-09-26 09:30:48 »

This looks epic, when can we play!

Kev

Offline klaus
« Reply #6 - Posted 2014-09-26 10:18:19 »

Hey Kev, thanks for the nice words!

Working on it 24/7 (almost  Wink ) - so I think I will finish it by the end of this year or at least in Q1 2015
Offline Damocles
« Reply #7 - Posted 2014-09-26 10:26:02 »

Visually quite appealing.

Can you attack other players bases/troups, when they are not online?

Offline klaus
« Reply #8 - Posted 2014-09-26 10:57:33 »

Yes, depending on the game mode you can either (deathmatch with allies) set a reference player who can then control your units or (deathmatch without allies) your units will just defend themselves while you are away. You can set up routes for you collectors so they will still earn you credits while you are away or you can set waypoints where your units can patrol on important to-defend points.

Also the defense turrets are kind of strong, so it is not too easy for your enemies to destroy your asteroids while you are away, but it is defintely possible.

I will launch various servers for the game, where the game pace ranges from fast to slow. Fast paced games will have shorter rounds ranging up to a few hours (smaller and less sectors; earning credits and tech faster), slow paced games will have longer rounds ranging up to a few days or even weeks (bigger and more sectors; harder to win over all the sectors) and open games. Balancing will be a big point during beta testing.

I know that the MMO principle is actually to have a persistant world all of the time. That is possible within the open game mode, the other game modes are more of the MOBA kind, but you still can leave and come back there as you please.  Wink
Offline Damocles
« Reply #9 - Posted 2014-09-26 11:24:00 »

Ok, good to hear that the players units are running in a persistant world when the user is offline.
The main reason why this is a good is that it avoids the situation to come online and having
no others players (or his owned units) populating the place.
Especially when playerbase is not quite enough to always find someone online.

So when you attack someone elses units, will there be a message stored?
like "CatPixtures89 attacked you at 10.50pm, you lost 5 ships"

This way its good to plan to retaliate.
eg-> interaction even when players are not concurrently online.

Games published by our own members! Check 'em out!
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Offline klaus
« Reply #10 - Posted 2014-09-26 13:40:39 »

Yeah, I plan to implement this. I plan to build a web front-end also, where one can look up the stats and happenings of current and past games.

I also thought about giving the player the opportunity to store a notifymyandroid API key (or e-mail or similar) where a notification gets sent when the player is attacked.  Wink

Most awesome feature would be to allow the player to give simple commands via a mobile app also.  Smiley I'm actually thinking of porting the whole thing from Slick2D to LibGDX (or maybe Slick AE would do - still not sure) so I can release it on Android, iOS and WebGL as well. Then one would just fire up the mobile version of the game and respond to whatever is happening.
Offline klaus
« Reply #11 - Posted 2014-10-12 23:46:42 »

New outline selection graphics and worked a lot on the distributed server / sector system. Not so trivial..  But it finally works! Hurray! Smiley

http://www.asteroidfight.com/dev-blog/



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