HayManMarc
Member
Hello GMCer's!
So, I decided to bite the bullet and make a WIP post for this thing I'm working on. The current working title for it is...
Zorxian Pets
...but I'm not sure if that will remain its title. It's an arcade-ish, 2D, sideview, alien abduction game where you play the alien in your UFO. You fly around abducting humans, then take them back to the mothership. Why? Because the humans will make great pets on the homeworld Zorx, of course!
Here's a screenie...
(This screenie is a little bit older than the game's current progress, but the game still looks pretty much the same.)
I have a loose idea of a game design for this, but nothing concrete or written out in a design doc or anything. I think I should probably do that, but things are progressing along okay so far. Here are some ideas I'm going with so far...
Game Design Ideas (spoiled in the spoiler)
Since I love sci-fi from the 50's and 60's, this game will be set sometime in the 1950's. Probably 1954.
Inspiration comes from movies like "Earth vs The Flying Saucers", "Mars Attacks" (I know, it's not a 50's movie), "Plan 9 From Outer Space" and from the game "Destroy All Humans".
I'm repurposing sprites from some old games I've made and sprited for. This style is very easy for me to create and I really enjoy it. Some folks may think it's crap, but I don't care one iota. It's the style I'm going with, so they'll just have to get over it, right? Ha! So there!
So, what do you think? Are the design ideas enough to make a game out of? Have I royally screwed up when I skipped coding the resolution stuff first? Is the large-ish scope scaring you as much as it is me? Am I completely nuts and should spend my time more productively on immediate life stuffs, like chores and home improvements instead of wasting it away on something that may never really be recognized or accepted? Well, I can answer that last one: Yeah, and nah. I can still do some chores while I plunk away on this. And if it goes unnoticed, I'll still have it for me.
Not sure what else to write here. I'm only a hobbyist developer with very little spare time and no formal schooling in programming and game design. (Correction: I took a few semesters of Apple Basic back in the 80's from a teacher who knew next to nothing.) I've been using and learning GameMaker for several-plus years, in my non-existent free time. This is my Work In Progress, Design In Progress, and Continued Learning In Progress. Welcome to my journey.
ETA: many moons. Many, many moons.
Current Build (ZIP): Zorxian_Pets (zip) (2.06MB) (windows) (13FEB2018)
So, I decided to bite the bullet and make a WIP post for this thing I'm working on. The current working title for it is...
Zorxian Pets
...but I'm not sure if that will remain its title. It's an arcade-ish, 2D, sideview, alien abduction game where you play the alien in your UFO. You fly around abducting humans, then take them back to the mothership. Why? Because the humans will make great pets on the homeworld Zorx, of course!
Here's a screenie...
(This screenie is a little bit older than the game's current progress, but the game still looks pretty much the same.)
I have a loose idea of a game design for this, but nothing concrete or written out in a design doc or anything. I think I should probably do that, but things are progressing along okay so far. Here are some ideas I'm going with so far...
Game Design Ideas (spoiled in the spoiler)
I wanted to make the ufo harder to control as you fill the holding tank with more humans. The holding tank would have a max it could carry (maybe 10). If you filled it to the max, the UFO would be really hard to control. You don't have to fill it all the way up before returning to the mothership, but if you do, you must fly it up to the mothership to unload before you can gather any more humans. A full load will be more rewarding than a light load, whether with points or ship upgrades or both -- not sure yet.
The mothership will be like a 'shop' and 'status report'. Besides unloading your cargo of abductees, this is where you'll be able to manipulate certain systems on your ship, recharge your power supply, view your game progress, and other such rpg/menu-like stuffs.
To beat a level, you'd have to successfully abduct and transport a certain amount of humans to the mothership. As the levels progress, there will be obstacles introduced that will get in your way. Tanks, aircraft, rockets... whatever those pesky humans can think of to try to stop you.
You will be given a selection of 'appliances' to outfit your UFO. The Abduction Beam and the Lazer Beam will be standard issue appliances included on your UFO, but add-ons may be available. Stuff like a Photon Blaster or an EMP Emitter, maybe. The UFO only has so much space, so the number of appliances it can have mounted would be limited. However, you can swap them out while visiting the mothership, with whatever appliances she might have available for swappin'.
The UFO has a main power supply that powers its basic functions, like its antigrav unit, life support, and other such UFO mandatories. For the appliances, it has a Limited Auxiliary Power Supply Enclosure that needs recharging. The LAPSE can be fully recharged at the mothership, or little-by-little by stealing power from human constructions.
Appliances, holding tanks, antigrav units, and such will have upgrade options to certain degrees throughout the game. On the flipside, those pesky humans will be researching tech and upgrading as well.
I haven't thought of a win scenario for winning the game outright. I've been leaning towards it being an arcade-type of game with a high score table. The game will have online high scores, if I can figure out how to do it.
I also plan to add lighting effects, particle effects, and possibly other graphics effects to feed those gluttonous eyes. I also plan on adding lots of little animated content to make things interesting.
Controls are keyboard or gamepad. I've set it up so I can have custom keys for the player. I just need to add it in.
I've done some extensive work on the auto-zooming to get it working acceptably to my liking. Hopefully I don't have to remake it all because of resolution issues. I might need to account for resolution sizing for different monitors and such. I've never really done that before. Right now, my GUI drawing messes up if I switch to full screen, so that will need resolved. Oops - this little brainburp was more like devlogging than design listing. Sorry about that. Devlogging is supposed to come later.
The mothership will be like a 'shop' and 'status report'. Besides unloading your cargo of abductees, this is where you'll be able to manipulate certain systems on your ship, recharge your power supply, view your game progress, and other such rpg/menu-like stuffs.
To beat a level, you'd have to successfully abduct and transport a certain amount of humans to the mothership. As the levels progress, there will be obstacles introduced that will get in your way. Tanks, aircraft, rockets... whatever those pesky humans can think of to try to stop you.
You will be given a selection of 'appliances' to outfit your UFO. The Abduction Beam and the Lazer Beam will be standard issue appliances included on your UFO, but add-ons may be available. Stuff like a Photon Blaster or an EMP Emitter, maybe. The UFO only has so much space, so the number of appliances it can have mounted would be limited. However, you can swap them out while visiting the mothership, with whatever appliances she might have available for swappin'.
The UFO has a main power supply that powers its basic functions, like its antigrav unit, life support, and other such UFO mandatories. For the appliances, it has a Limited Auxiliary Power Supply Enclosure that needs recharging. The LAPSE can be fully recharged at the mothership, or little-by-little by stealing power from human constructions.
Appliances, holding tanks, antigrav units, and such will have upgrade options to certain degrees throughout the game. On the flipside, those pesky humans will be researching tech and upgrading as well.
I haven't thought of a win scenario for winning the game outright. I've been leaning towards it being an arcade-type of game with a high score table. The game will have online high scores, if I can figure out how to do it.
I also plan to add lighting effects, particle effects, and possibly other graphics effects to feed those gluttonous eyes. I also plan on adding lots of little animated content to make things interesting.
Controls are keyboard or gamepad. I've set it up so I can have custom keys for the player. I just need to add it in.
I've done some extensive work on the auto-zooming to get it working acceptably to my liking. Hopefully I don't have to remake it all because of resolution issues. I might need to account for resolution sizing for different monitors and such. I've never really done that before. Right now, my GUI drawing messes up if I switch to full screen, so that will need resolved. Oops - this little brainburp was more like devlogging than design listing. Sorry about that. Devlogging is supposed to come later.
Since I love sci-fi from the 50's and 60's, this game will be set sometime in the 1950's. Probably 1954.
Inspiration comes from movies like "Earth vs The Flying Saucers", "Mars Attacks" (I know, it's not a 50's movie), "Plan 9 From Outer Space" and from the game "Destroy All Humans".
I'm repurposing sprites from some old games I've made and sprited for. This style is very easy for me to create and I really enjoy it. Some folks may think it's crap, but I don't care one iota. It's the style I'm going with, so they'll just have to get over it, right? Ha! So there!
So, what do you think? Are the design ideas enough to make a game out of? Have I royally screwed up when I skipped coding the resolution stuff first? Is the large-ish scope scaring you as much as it is me? Am I completely nuts and should spend my time more productively on immediate life stuffs, like chores and home improvements instead of wasting it away on something that may never really be recognized or accepted? Well, I can answer that last one: Yeah, and nah. I can still do some chores while I plunk away on this. And if it goes unnoticed, I'll still have it for me.
Not sure what else to write here. I'm only a hobbyist developer with very little spare time and no formal schooling in programming and game design. (Correction: I took a few semesters of Apple Basic back in the 80's from a teacher who knew next to nothing.) I've been using and learning GameMaker for several-plus years, in my non-existent free time. This is my Work In Progress, Design In Progress, and Continued Learning In Progress. Welcome to my journey.
ETA: many moons. Many, many moons.
Current Build (ZIP): Zorxian_Pets (zip) (2.06MB) (windows) (13FEB2018)
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