Honoes! UFOs! (WIP video)

forkliftforklift Member Posts: 386
edited November -1 in Announce Your Game!
Hey everyone, I'd like to show off an early build of my upcoming ipad game called "Honoes! UFOs!"

This is a nod to two of my favorite games growing up: Rampage and R-Type

Rampage inspired me to try making a game with GS where the buildings actually responded to physics. I wanted this to be light-hearted, so there's an 'arcadey' feel to it. If you shoot a building chunk, it will begin to burn and eventually crumble away. Rampage also inspired the types of enemies that would come after the player.

R-Type inspired the powerups and continual 'upgrade' system of the player's weapons.

Story: Earth has been spamming your planet with bad reality TV shows... it's time to stop the madness!

Object is to destory all the buildings in the scene.

Enemies get progressively harder and more frequent based on your score and the level you are playing. You only see two types here, the helicopter and the jet., though there are a few more.

The audio track isn't final, it's just a placeholder. I didn't put music in the video during the level so you all can hear the SFX.

As I said, it's an early build, so you won't see cutscenes or anything to divulge plot information here. It's straight up gameplay and I purposely don't show the powerups at this point (although one drops out of a helicopter during the video.) There is still bit of polishing to do. However, I'm hopeful I will be done with the 'lite' version in within the month or earlier and the 'heavy' version by Christmas.

Game control will feature a left or right handed thumb stick to move the player's ship. Tap the ship to switch between 'abduct' and 'destroy' mode. Tap anything to either shoot or abduct it. Abduct pilots to regain some shield. Once your shield is gone and you receive a hit, you are destroyed.

Comments and critiques welcome.



PS. sorry for the crappy screencapture quality. If you want a HQ vid, I can give a link to my dropbox account.

Comments

  • azavegaazavega Member Posts: 362
    That looks niceeeee... man really good job...
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    I really like the concept - it's similar to this Evil Giant Worm or something :) on the App Store.
    This part with blowing up the bridge is brilliant! Before I saw it I thought that it would be great to do it! :)

    Just one little suggestion - you should put a rule in the car actors, that brakes the car right before the hole in the bridge - like people would do in the real world.
    And if there would be more cars, they will bump each other while breaking, so many of them will fall to the water.
  • ChaserChaser Member Posts: 1,453
    Very nice!!
  • forkliftforklift Member Posts: 386
    Thanks everyone!

    TheMoonwalls, you're the second to suggest the cars braking, so I guess I need to incorporate that. :)
  • StormtrixStormtrix Member Posts: 256
    Ya man, nice job.. looks fun and nice animations. keep it up!
  • forkliftforklift Member Posts: 386
    Ok, so the video quality is really bugging me. I created a dropbox account.

    username: forkliftsalad@gmail.com
    password: gamesalad

    Now you can download the video in a 640x480 .mov The youtube version is too compressed to even see the missles the jets are shooting.
  • ZackGSZackGS Member Posts: 313
    Very nice.

    I love all the effects and the destructions are fantastic.

    I wish you the best of luck with it :)
  • quantumsheepquantumsheep Member Posts: 8,188
    Brilliant! Just brilliant!

    Wish I had an iPad now! :(

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • forkliftforklift Member Posts: 386
    Again, thanks everyone.

    Especially those like the sheepster here, FMG, tshirt & Orbz, who give quality demos and advice.

    For those that don't have an iPad, I will update my GS profile with a browser-playable version in the near future, then look into releasing it on the iphone. First things first though... finishing touches take the longest!
  • juzcookjuzcook Member Posts: 259
    This is looking brilliant man! I loved the Rampage games myself, and this one looks as though it will have a lot of action when it's ready :)
  • forkliftforklift Member Posts: 386
    I'm gonna have to really stay on task here. There are too many things that I want to add to the game and think it would be ok in the 'lite' version but I guess it really needs wait and go in the 'heavy' one so I get this released quickly. Don'tcha hate that?
  • forkliftforklift Member Posts: 386
    Thanks for the encouragement, juzcook!
  • forkliftforklift Member Posts: 386
    Shameless bump.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Looks quality, best of luck for it. I have no iPad so would be interested in checking out a web version
  • forkliftforklift Member Posts: 386
    What features would you like to see in the web version? Or for that matter, in the ipad/phone versions? I'm sure the Rampage & R-Type fans would have some kind of opinion on it.

    I also looked into the Death Worm remake and man, that's one I suggest everyone play! It almost made me want to rethink the visual style of my game... almost ;)
  • quantumsheepquantumsheep Member Posts: 8,188
    I was working on a similar game a while back and worked hard on making the environment affect stuff.

    What I mean, and using your game as an example:

    I noticed the plane crashes down to the ground - awesome - what if it crashed into the bridge, for example, and caused damage. Or a building?

    What if the the fire from one area could spread if it's touching something else flammable?

    You're kind of already doing it with the bridge collapsing and the cars falling in. Would be great to have lots of stuff affecting everything ;)

    Just a thought!

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • forkliftforklift Member Posts: 386
    Quantum,

    Yes, I have thought of doing this and I agree it would be awesome. My initial reservations on executing this was if fire propagated and air objects collided with buildings, then the level would probably progress/end too quickly. Being that to get to the next level, you'd have to destroy all buildings.

    However, as I'm typing this, I think we can make a compromise and say that if an air actor is hit, then use a random chance (say 1 in 25 chance) of turning on the collide with physical objects tag. That way, it would happen, but not on every time. Might spice up gameplay a bit.

    Good call! And thanks for bouncing that idea off me. I'll be sure to add it in now.
  • quantumsheepquantumsheep Member Posts: 8,188
    Hey, glad to be of some help!

    One way you could do it is give the buildings a damage counter/health. This way, being hit by another actor would weaken the building, but not destroy it.

    For example, your building actor would have a variable added:

    self.Life = 10

    If you wanted it destroyed by the UFO bullets, you'd say:

    If actor collides or overlaps UFO bullet, reduce life by 10

    Or if you get hit by a plane:

    If actor collides or overlaps Plane Explosion, reduce life by 5

    Then, when self.life = 0 destroy actor (or flag it as destroyed in a global variable, if that's how you're doing stuff!)

    Best of luck with it, whatever you do - love the idea completely! :D

    QS :D

    Edit: You could also add in a check to see if the building was destroyed with a plane crash - that way, you could give out achievements on more 'interesting' kills ;)

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • jessicaleahyjessicaleahy Member Posts: 144
    It has a nice concept! I like the title of the game! It's really funny.
  • forkliftforklift Member Posts: 386
    QS,

    Yeah, a building health counter would be the best way to go. I like the way that the crashes are handled with the random chance of hitting a building, so I'll keep that in there just for variety, too.

    JessicaLeahy,

    Thanks! When my nephew was younger and he tried to say uh-oh or oh-no, it was always slurred together into a 'honoes!' with a hard H sound. lol So, that's something we say in the family and I thought it was a fun fit (rhyming with UFOs and all).

    Thanks again for all the input everyone!
  • forkliftforklift Member Posts: 386
    Just a quick update:

    In the fun department... the 'lite' and browser versions now feature 11 different types of enemies:

    police cruiser
    swat van
    f-16 style jet
    apache longbow-esque fighter (redid the art for this one since the video)
    chinook style cargo heli that drops...
    paratroops! they walk the streets and escort...
    tanks!
    mobile missile launcher
    3 enemy ufos (story details still under wraps until 'heavy version')

    The full version has a marginal increase in enemy types, namely ships, another enemy aircraft type and a few suprises (misc. cars, trucks and random civilian air traffic)

    In the geeky department... I've also changed the difficulty setting from the previous (as score increases, gets harder) to a traditional one where you pick easy, medium, hard from the options menu. Hard mode should be renamed to 'death mode' lol
  • quantumsheepquantumsheep Member Posts: 8,188
    Sounds brilliant fella - nice to see some real thought and imagination gone into it!

    Cheers,

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • eaguirreeaguirre Member Posts: 89
    Like it! congrats!
  • forkliftforklift Member Posts: 386
    As this nears completion, I've decided to kill the lite/heavy version and just have one version that does everything. That being said, I'm still planning on having the browser version for you guys to goof around with.

    Basically, I want to move onto other projects and spending time dinking around with which features go in what versions just isn't worth the headache. I will include everything in one ipad version, with 6 levels planned - I've made all the actors/art/etc. It's just a matter of level design from here on out.

    All this of course, and I've not even gotten a chance to test this for real on an ipad because well, the salad is currently rotting in the fridge. Hint hint... PLEASE update so I can decide which account to purchase! The entire time I've been making this game, GS has been in limbo... :-/

    I have a horrible feeling that something mystical and black will happen the moment I test it on the ipad and nothing will work right, sending me back to the drawing board.
  • dejohnny2dejohnny2 Member Posts: 10
    Hey forklift,

    I like your game, but I guess you don't like humans that much. :-)
  • jessicaleahyjessicaleahy Member Posts: 144
    Your nephew seems adorable. Well again, I think this game rocks. I love the creative input you added in. The mob are really cool.
  • DetheDethe Member Posts: 172
    I am totally buying it!!!!
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    I am usually a big advocate for silliness. But I think the title of this game does not match with the gameplay (which is awesome btw!). I like the story behind the name but I would hate for people to skip over this game because they got the wrong impression (or were simply confused) by the title.

    It really does look like a ton of fun!

    EDIT: I literally wondered if there was gong to be hookers in the UFOs! (no joke)
  • forkliftforklift Member Posts: 386
    dejohnny2,

    You are assuming that I am human.

    scitunes,

    I figured the graphics and 8bit sounds along with arcade physics made it a little more light-hearted than say, Gradius or R-type. In your opinion, what gameplay features would make it 'sillier' to match the title? I'm also interested in hearing why you think people would skip over it with a 'wrong impression.
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