Saturday, 28 November 2015

Cut the chatter red two!

In my original design on paper I had pilot chatter (and a few other features) that never made it in to the original release.

However, with time spent working on audio - and with my release from hospital - I have been able to add some nice touches of pilot chatter with a range of voices providing random battle chatter in the background throughout the battle.

The battle is split into two phases in terms of audio - the opening and the battle. In the opening the chatter is more preparatory talk. In the battle it is pure battle chatter.

The idea behind the pilot chatter is not that it be understood, or heard easily - it is meant to be background noise that adds life and colour to the combat. And that it does.

I've also added sound effects (which I purchased way back in March or April). They play when the lasers and beams fire, when ships explode and when ships flyby the camera.  They are pseudo 3d audio in that they reduce in volume with distance from the camera. Being in space there is no sound but also there are no obstacles really so it may be non physically correct but it is fun- and that is what games and movies are - fun.

Oh...here's a short video of a clip of one of the spaceships flipping on its axis to fit through a gap.  You can't script this stuff - it just happens and looks fantastic when the camera catches it.


The game is coming along nicely however it is difficult to market it still - so many mobile games out there in a saturated market that it is difficult to get people to notice my game. Hopefully they will eventually.

Friday, 13 November 2015

Battle Replay



This was a battle  fought between a good friend of mine and myself.

Great fun.

Thursday, 29 October 2015

Design and Development

Design and Development


In order to develop Star Dancer I had to design the game on paper first.  I am the sort of person who writes things down rather than simply jumps in and gets started.  Planning, preparation is very important.

So at the beginning of the year I put together a design on paper.  

Many sheets of paper.

Much of the design changed over time but the core idea remained the same throughout and much of the interface and back end is still very strongly based on the ideas that came out of this design process.  

Also - the budget was included in these documents. I sat down and worked out how much I believed it would cost me. I was fairly off in some cases but all in all I've kept close to the budget I indicated at the beginning of the year.  Whether I've gone over or not depends on whether I include a handful of costs that were 'bad expenses' or items that weren't used in the end (such as a library of classical music that I bought a licence for).  

Here are some sample documents in the design.  I have approximately 200 pages of notes that went into the making of this game.






Thursday, 15 October 2015

Four Ship Types

Fleets in Star Dancer have a maximum of 16 space ships per fleet, much like a game of Chess.

There are 8 Fighters, and lesser amounts of Bombers, Cruisers and the Capital ship.

Fighters are easily destroyed but with researched firepower and good AI behaviour settings can cause a lot of grief to larger vessels.

Bombers are very good general purpose craft and can easily take down larger ships but have enough armour to withstand the assaults of smaller fighters.

Cruisers have heavy firepower but are often quite different from faction to faction. Earthhope's cruisers lack anti fighter and bomber capability but carry a lot of beam weaponry for instance.

AioSenti's cruisers are general purpose with a good mix of heavy and light weaponry.

The Capital ship often carries more weaponry than the other vessels but can find itself easily outnumbered - keeping it alive can be quite tricky and if it is destroyed you will wait a long time for it to rebuild - unless you've been researching Economy.


Saturday, 10 October 2015

Marketing idea

As an attempt to improve my sales figures (2 sales so far!) I thought that what I would do is make a little 2d javascript game and publish it on a few sites with links within the game to my real game.....the javascript game (so far) is here..... I wonder if that will appear in the post? if not the link is here:

Wednesday, 7 October 2015

gameplay video 2

Game Play Video 2

Here is another gameplay video with my dulcet tones explaining how to play!

Note the video is supposed to be rotated to the left but Youtube seems to have stuffed it up....I'm trying to rotate it as I type this........

from Matt



Single Player Added

Single Player Mode Added

One of my users put in a request in their rating on Google Play for single player mode or the ability to practice against bots, so I did.

By selecting the option marked "Training" in the drop down menu on the create game option the game will also create 4 other players in the game for you to play against.  

Because of the way battles are pre calculated (and the time they take) I cannot allow the bots to launch attacks against each other or the player but they are able to be attacked and they also perform research and adjust their AI settings from game to game based on the settings of good human players.  
Otherwise the feature is not too different from a regular game.  

Hopefully my user who put the rating in gets to see and enjoy playing against the bots.

In the Lite version the bot is named the imaginative name "AiBot" but in the Full version they have more human sounding names that are based somewhat on the faction theme, eg the "Mars Colony/Russians" have Svetlana, the "Hushami Corp/Japanese" have Tanaka, and so on.

I might do another walk through of how to play, a lengthier one at some point soon I think too with audio - me the developer explaining how to play.