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TANK MISSION for Colecovision & ADAM


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#1 digress OFFLINE  

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Posted Wed Oct 7, 2015 2:07 PM

Soooo... not sure if I'm doing this just for fun or if it might become a full release later on but... I gotta show someone what I'm makin. This is a revised version of my earlier "WAR" game but without biplanes, 1 player only and the tank campaign will be much expanded in scope, screens, enemies and gameplay.
 
TANK MISSION REV2 for Colecovision & ADAM
 
-Turret now turns independantly of chasis
-machine gun added for small upclose targets at rapid fire (Wont break buildings or damage tanks though)
-Cannons fire at you and damage you
-different music
-visual fx
-100 health rather than 1-3 hit and you die. 
-men pursue your tank but don't shoot yet.
-added more fun
 
I will Probably use this music instead. It's just using more rom space than I would like.
 
but here is then other version
 


#2 AtariBuff OFFLINE  

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Posted Thu Oct 8, 2015 12:35 AM

Looks great - if you decide to run with this, you have the first buyer  :)



#3 digress OFFLINE  

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Posted Thu Oct 8, 2015 9:23 AM

Added a alternate music sample to first post.

Looks great - if you decide to run with this, you have the first buyer  :)



#4 ValkerieSilk OFFLINE  

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Posted Thu Oct 8, 2015 12:21 PM

Ditto  ... I like the first music sample... 

 

Looks great - if you decide to run with this, you have the first buyer  :)



#5 Pixelboy ONLINE  

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Posted Thu Oct 8, 2015 1:21 PM

Look really nice, I like how you can rotate a tank and its turret independently.

But the action is a little chaotic and hard to follow: You've got canons shooting all over the place (which side are they on???) and people running around just waiting to be shot at or squashed under your tank treads. Are these infantry soldiers?

Also, there are two tanks on the screen, but I'm only seeing one health meter and life counter... :?

#6 digress OFFLINE  

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Posted Thu Oct 8, 2015 5:32 PM

It is one player only. Green tank is the player. Thus only 1 health indicator. Although the second player controls are still in the game and I might consider leaving them there for a coop option.

 

Infantry soldiers... and eventually they will shoot back...before you squash them etc.

 

Everyone else is bad. Well except whom you might be rescuing/escorting.

 

Chaotic is on purpose as I'm working on enemy behaviors and adding new enemies before level design. 

 

planning also to have pickups and limited ammo and perhaps

damages such as turret will not turn and is locked in a position or perhaps tank will only turn in 1 direction.

 

The plan is 20-30 screens / levels all interconnected into a larger map. On this map will be different goals. hidden inside buildings or perhaps a cave.

 

Possible goals could be 

- find spy return to your front line safely.

- find hidden experimental airfield and capture or destroy stealth fighter.

- save boxed in platoon of your own men or a convoy perhaps trapped behind enemy lines.

- take control of bridge or beachhead

- destroy a dam( ooohh i like that one as it could wash everyone away)

 

And hey I'm open to suggestions. I feel the first game was 2 players only and too simple so I would like it to be more focused on a good 1 player behind enemy lines style. It might not be for everyone but just charging into overwhelming odds and trying to break through and exiting the screen.

 

 

 

Look really nice, I like how you can rotate a tank and its turret independently.

But the action is a little chaotic and hard to follow: You've got canons shooting all over the place (which side are they on???) and people running around just waiting to be shot at or squashed under your tank treads. Are these infantry soldiers?

Also, there are two tanks on the screen, but I'm only seeing one health meter and life counter... :?



#7 Pixelboy ONLINE  

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Posted Thu Oct 8, 2015 5:43 PM

It is one player only. Green tank is the player. Thus only 1 health indicator. Although the second player controls are still in the game and I might consider leaving them there for a coop option.
 
Infantry soldiers... and eventually they will shoot back...before you squash them etc.
 
Everyone else is bad. Well except whom you might be rescuing/escorting.
 
Chaotic is on purpose as I'm working on enemy behaviors and adding new enemies before level design. 
 
The plan is 20-30 screens / levels all interconnected into a larger map. On this map will be different goals. hidden inside buildings or perhaps a cave.
 
Possible goals could be 
- find spy return to your front line safely.
- find hidden experimental airfield and capture or destroy stealth fighter.
- save boxed in platoon of your own men or a convoy perhaps trapped behind enemy lines.
- take control of bridge or beachhead
- destroy a dam( ooohh i like that one as it could wash everyone away)


Pretty interesting. :)

If I may make a suggestion, how about upgrades for your tank which would be hidden across the enemy battlefield, such as:

- Metal detector, for finding stuff hidden in the ground
- Mine dispenser, not only can you lay them as traps, but you could also detonate them remotely to make holes in the ground (and unhearth anything you find with the metal detector.
- Radio decoder, to intercept enemy transmissions and track a target that keeps moving from screen to screen in secret.
- Missile launcher, to launch a big missile that will level a large area of the current screen or in an adjacent screen.
- Flotation device, to allow your tank to pass a river without using a bridge.
- X-ray radar, to see stuff hidden inside buildings.

You could also find more "mundane" upgrades, like one to increase the speed of your tank.

Just my two cents. :)

#8 digress OFFLINE  

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Posted Thu Oct 8, 2015 8:31 PM

Flotation device sounds like a good idea as I was planning on using rivers and bridges to limit your advancement.

- Radio decoder, to intercept enemy transmissions - Maybe as a series of tasks that you have to complete in order to get the next peice of the puzzle

 

Start - Find Radio decoder - Which gives you the location of the Spy - Which gives you a map to the fortress - which holds the WMD

each stage is hidden til you get the info from the previous step.

 

Upgrades

- longer barrel main gun which will double it's range. I'll make the default range shorter than currently.

- possibly high explosive rounds which rather than the default Amour Piercing so it'll kill within the vicinity of the explosion

 

-xray - I think I'd rather have it as a map showing the location and you go and blow up the buildings in that area til you fin it. I think star raiders would tell you what sector and you go to that sector and defeat all the enemies til it's cleared. so similar to that.

 

Pickups

Main Gun Shells - you can run out.

Possibly fuel but I dunno about that as it might be more simulation and not adding any fun.

Wrenches that give your tank back its health

a spy - which provides a map to the hidden location.

an airstrike which you can direct on the same screen(instead of the missle but same idea) as i'm thinking ww2 era

 

 

The metal detector/ mine detector could make sense if I have a say Castle Wolfenstein fortress that you have to attack and the area around it is mined.

Pretty interesting. :)

If I may make a suggestion, how about upgrades for your tank which would be hidden across the enemy battlefield, such as:

- Metal detector, for finding stuff hidden in the ground
- Mine dispenser, not only can you lay them as traps, but you could also detonate them remotely to make holes in the ground (and unhearth anything you find with the metal detector.
- Radio decoder, to intercept enemy transmissions and track a target that keeps moving from screen to screen in secret.
- Missile launcher, to launch a big missile that will level a large area of the current screen or in an adjacent screen.
- Flotation device, to allow your tank to pass a river without using a bridge.
- X-ray radar, to see stuff hidden inside buildings.

You could also find more "mundane" upgrades, like one to increase the speed of your tank.

Just my two cents. :)



#9 Pixelboy ONLINE  

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Posted Thu Oct 8, 2015 8:51 PM

Those were just a few ideas off the top of my head, with the understated idea that everything should be kept simple to fit in 32K.

My work is done. :D

#10 digress OFFLINE  

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Posted Thu Nov 26, 2015 10:30 AM

updated version

 

 

TANK MISSION Mission 1 

You can now play the first mission.
The Enigma Machine will be randomly placed on the map and you must fight your way to it . This machine will enable you to decode messages so you can find the castle, the stealth plane and the spy who will give you the map location to the next goal.
-pickups included fuel
- additional ammo
-health
-floatation device which has a countdown 
goal items


new additions this version.

A plane that bombs you.
men that fire

you can exit your tank - necessary for some screens and if you run out of fuel
completed a 53 room map including 3 hiddens rooms
more to come



#11 Pixelboy ONLINE  

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Posted Thu Nov 26, 2015 12:05 PM

Awesome! I love the tank sprites, and also the attacking plane! :D

#12 digress OFFLINE  

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Posted Sat Nov 28, 2015 9:48 AM

The castle assault & additional tour of the map. Yes there is a cut in the video suddenly back to the tank. 

 



#13 atari5200dude82 OFFLINE  

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Posted Sun Nov 29, 2015 9:08 AM

Very cool and very detailed hi action game. Very complex and cool . I may get a copy as well . Looks and plays very good :) . Nice job

#14 digress OFFLINE  

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Posted Sun Nov 29, 2015 10:09 AM

Thanks. I'm trying to make a thinking action game. So though it is primarily see the enemy-shoot the enemy. You have a broader set of goals which will be in different locations each game.

 

The plane is kind of like evil otto which appears if you spend too long in a room. Though not indestructible it's hard to hit.

 

If you are not cautious and systematic in destroying cannons and defenses you'll get surrounded and pummeled.

 

and I'm currently adding to the resource management aspect. So you run out of fuel then you have to leave the tank and run to the oasis to get more fuel or you run out of shells and have to restock. Can't cross some waterways without floatation, can't cross some bridges without minedector etc.

 

Very cool and very detailed hi action game. Very complex and cool . I may get a copy as well . Looks and plays very good :) . Nice job



#15 Kamshaft OFFLINE  

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Posted Sun Nov 29, 2015 11:44 AM

I like it. How are the tank controls? That's the only part I was concerned with honestly.

Looks cool overall.



#16 digress OFFLINE  

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Posted Sun Nov 29, 2015 1:06 PM

And a valid concern. A regular tank has a crew of sometimes 5 or more people each specializing as driver, loader, gunner, command etc.. I am going to add the option to lock/unlock via keypad the rotation of the turret in position so you can just drive and shoot forward or if you prefer pointing at whatever angle..... I prefer having full control but it can get confusing when your turret is facing the wrong way.

 

just writing this now It has occured to me... to add a second player option  to divide the controls. 1 driver/command 1 gunner... hey hey what do you think of that?

 

I like it. How are the tank controls? That's the only part I was concerned with honestly.

Looks cool overall.



#17 Kamshaft OFFLINE  

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Posted Sun Nov 29, 2015 2:07 PM

Great idea!  Coop multiplayer games are always welcome!

 

 

And a valid concern. A regular tank has a crew of sometimes 5 or more people each specializing as driver, loader, gunner, command etc.. I am going to add the option to lock/unlock via keypad the rotation of the turret in position so you can just drive and shoot forward or if you prefer pointing at whatever angle..... I prefer having full control but it can get confusing when your turret is facing the wrong way.

 

just writing this now It has occured to me... to add a second player option  to divide the controls. 1 driver/command 1 gunner... hey hey what do you think of that?

 



#18 Pixelboy ONLINE  

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Posted Sun Nov 29, 2015 2:54 PM

Great idea!  Coop multiplayer games are always welcome!


Indeed, that could be quite a lot of fun, if you have someone to play the game with. :)

#19 Tarzilla OFFLINE  

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Posted Sun Nov 29, 2015 5:05 PM

And a valid concern. A regular tank has a crew of sometimes 5 or more people each specializing as driver, loader, gunner, command etc.. I am going to add the option to lock/unlock via keypad the rotation of the turret in position so you can just drive and shoot forward or if you prefer pointing at whatever angle..... I prefer having full control but it can get confusing when your turret is facing the wrong way.

 

just writing this now It has occured to me... to add a second player option  to divide the controls. 1 driver/command 1 gunner... hey hey what do you think of that?

 

Or support the Super Action Controller as an option, use the extra two buttons to rotate the turret, or try using the spinner dial to rotate the turret.



#20 digress OFFLINE  

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Posted Sun Nov 29, 2015 5:45 PM

Hey, Why not just put in support for the steering wheel. I'll look into it. Would not be a good option for 1 player only though. .. i don't know. you would have to fire using up/down on the joystick and left righ on the stick to turn turret.

 

The super action controller would be easy for the extra buttons. certainly would help for the machine gun. The spinner. Not sure you have to stop it manually from over spinning. I remember being quite good with base running in baseball with it though. 

 

right now it's up/down to turn tank. left right to turn turret only. 1 button for the gas 1 button for the cannon.  I find it easy... but I'm sure not everyone would agree. machine gun unfortunately is keypad '*' but only used really occasionally.

 

incidentally: I'm collecting stats for display/ bonus calculation at the end of the game: 

 

game over

 

Indeed, that could be quite a lot of fun, if you have someone to play the game with. :)

 

Or support the Super Action Controller as an option, use the extra two buttons to rotate the turret, or try using the spinner dial to rotate the turret.



#21 Tarzilla OFFLINE  

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Posted Sun Nov 29, 2015 6:50 PM

Hey, Why not just put in support for the steering wheel. I'll look into it. Would not be a good option for 1 player only though. .. i don't know. you would have to fire using up/down on the joystick and left righ on the stick to turn turret.
 
The super action controller would be easy for the extra buttons. certainly would help for the machine gun. The spinner. Not sure you have to stop it manually from over spinning. I remember being quite good with base running in baseball with it though. 
 
right now it's up/down to turn tank. left right to turn turret only. 1 button for the gas 1 button for the cannon.  I find it easy... but I'm sure not everyone would agree. machine gun unfortunately is keypad '*' but only used really occasionally.
 
incidentally: I'm collecting stats for display/ bonus calculation at the end of the game:


Include all 3 control schemes, let the player pick. I like the idea if your current scheme is picked, optionally let a second player control the turret and cannon while player 1 drives or vice versa.

#22 atari5200dude82 OFFLINE  

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Posted Mon Nov 30, 2015 11:08 PM

Thanks digress very cool gAme . I very nice and thanks for the detail info

#23 digress OFFLINE  

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Posted Sat Dec 5, 2015 5:34 PM

So I'm getting near to done. Here is a little video demonstrating the:

High Explosive Rounds - Which you have a very limited supply of though you can find more

You can load a special high exposive round with the keypad for clearing a larger area.

Air strike - which you manually control the plane and bomb release you get 4 bombs at the moment

Mine detector for defusing mines

... 

Data across top of screen reads left to right:

Lives:3      Health:99       S:score          Armour Piercing Rounds/High Explosive rounds       Fuel:99           Picked up items icons

 

Incidentally. I'm not expecting big interest in this game as I mentioned earlier being as it's a homemade game and not based on any arcade game so I might release it as cartridge only. I'm not sure I could justify printing the box but then again I might print a few myself. Just thinking out loud...through typing. we'll see. once done it might prove more interesting.



#24 TPR OFFLINE  

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Posted Sat Dec 5, 2015 7:35 PM

I really love that you went back to your first game and made updates and everything.  It looks great!  I think it might even look a bit "cleaner" than the first title, too.  Congrats!



#25 digress OFFLINE  

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Posted Sat Dec 5, 2015 7:50 PM

very little is left of the original game actually. Almost completely new. I'm hampered by lack of room again trying to put in the last few tweeks.






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