Gangster Tactics: Pile Them In

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  • Alright! Finish the Gangsters List UI.

    It's pretty simple since it's basically Gang Screen code and assets with small changes.

    Also, finish drawing the demo's enemy gang small icon.

    And now, you get to know the enemy gang for the demo.

    Onward to movement coding so everyone can walk up and beat up each other.

    As usual, gif to show progrees

    Finally, The Death Cross Gang know the gang that they are facing. Meanwhile, Charles and Rhys finally remember their gang's name.

  • Finally finish the movement feature.

    Take longer than I thought due to the complexities of Tactics Ogre movement system of which I am inspired by and at least will try to be as robust as theirs.

    It isn't hard, just very very tedious as most of the coding is pretty much bashing with a brick of code until the feature relent and do as it is told.

    Also finish the end turn feature.

    Its time to to give actions and items to these gangsters.

    So for my next task, I am going to finish up the items and attacks stats and also finish the individual Stats Screen which is accessible via Gang Screen, Gangsters List and the Stats button

    As usual, gifs to show progress

    Everyone showing off their new green flashlights

    Much to her friends aghast, Irene is a M

    After thirty minutes of this, the battle objective switch to "Beat the crap out of Rafaela"

  • Hey Sethmaster, you're in today's RPS!

    http://www.rockpapershotgun.com/2014/05 ... s-m-i-n-t/

    <img src="{SMILIES_PATH}/icon_cool.gif" alt="8-)" title="Cool"> wicked cool, well done!

  • Hey Sethmaster, you're in today's RPS!

    http://www.rockpapershotgun.com/2014/05 ... s-m-i-n-t/

    <img src="{SMILIES_PATH}/icon_cool.gif" alt="8-)" title="Cool"> wicked cool, well done!

    Thank you, I always happy to be noticed. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Now, if you read the comments, they are less than favorable though, which is of course, an understatement. <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    In fact, one person ask me if I going to change anything about my game based on the comments.

    My response to him is this:

    [quote:2726uy7i]Frankly, no.

    They objected to my style of writing and my sense of humor, which is understandable, given that what I had shown so far is pretty crude.

    While their concerns are valid, I am first and foremost, making a game that me and my friends would enjoy playing and would have no problem recommending to others.

    I am not trying to appeal to everyone and I have no problem accepting that some people don't enjoy the light-hearted style of writing that I employ.

    After all, I started in this hobby due to my frustration with the lack of robust gameplay in the indie tactics scene and the constant annoying presence of grind in the japanese ones.

    There is no rape in the game whatsoever though, you can be sure of that. Just a lot of honest and dishonest violence. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    And now that's out of the way, let's talk about progress.

    I just finished the items and equipment tables.

    Once again, I underestimated the amount of work required to at least have the same level of complexity in these features with Tactics Ogre.

    Add balancing to that, which Tactics Ogre apparently did not do at all, the time that it took me is quite a lot.

    What I set out to accomplish with balance is to ensure that all equipment and items are functional and viable.

    This ensure no broken builds or that one perfect but boring tactic that you use again and again and again.

    Time like this, I am happy for my long experience in tabletop gaming, especially in Dungeon and Dragons.

    There is no gif for today, just a more recent mock-up for the stats screen. Going to code it soon.

    Cheers

  • I didn't read the comments, though having done so now and seeing some of the stuff that got people annoyed, I have to say I agree with them.

    Personally, I think you should reconsider that stuff. This looks like a great game that you're putting a lot into, and it'd be a shame to have that work go unappreciated because of a disagreement over what constitutes humour.

    Just my 2 cents though, and if as you say you're not fussed about having the game taken seriously, or played by a large number of people, then it is of course your game and your call. I wish you well with it anyway.

  • I didn't read the comments, though having done so now and seeing some of the stuff that got people annoyed, I have to say I agree with them.

    Personally, I think you should reconsider that stuff. This looks like a great game that you're putting a lot into, and it'd be a shame to have that work go unappreciated because of a disagreement over what constitutes humour.

    Just my 2 cents though, and if as you say you're not fussed about having the game taken seriously, or played by a large number of people, then it is of course your game and your call. I wish you well with it anyway.

    No problem.

  • Alright, been quite a while since my last progress report.

    Finally finish my stats screen, though just the main. All other supporting features; condition, equipment, inventory, etc. coding is still not completed due development exhaustion.

    Of course, will do those as soon as I got my dev mojo back.

    I have to admit that working through UI code logic is extremely tedious and there's only so much I can slog through each day without puking.

    Which is why development at this part was slow and will continue to be slow until I can wrap it up.

    Nevertheless, here some gifs as usual to show progress:

    No smart aleck remarks this time around due to dev exhaustion.

  • Stick with your conviction. For every person offended by the humor, someone else will appreciate it.

    Plus, its bloody gangsters, lets not go full hello kitty mode on political correctness.

    And yes, working on all the UI code is truly the mind killer.

  • Pain shared about UI code. It's... almost as bad as making-a-tutorial-pain. Really love this game. Just something about the name feels strange. Maybe about learned habits about fonetics...

    Music helps alot in the code fatigue. I was able to keep it up for a week thanks to Bethoven.

  • I was able to keep it up for a week thanks to Bethoven.

    I'm sure your girlfriend was grateful.

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  • Stick with your conviction. For every person offended by the humor, someone else will appreciate it. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Plus, its bloody gangsters, lets not go full hello kitty mode on political correctness.

    And yes, working on all the UI code is truly the mind killer.

    Thanks!

    Pain shared about UI code. It's... almost as bad as making-a-tutorial-pain. Really love this game. Just something about the name feels strange. Maybe about learned habits about fonetics...

    Music helps alot in the code fatigue. I was able to keep it up for a week thanks to Bethoven.

    Thanks. The title is the way it is because I need an easily recognizable title people can instantly remember while paying homage to my main source of inspiration and the game which gameplay I am trying to improve upon on.

    No progress report for this week except for some work for the abilities table and coding (not done yet) for both equipment and item screens.

    This is due to taking about a week of break to enjoy a game that in my steam backlog that I strangely urged to play after involved in a heated discussion about it (Fallout New Vegas: Ultimate Edition). The DLCs are really fun, in term of story <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Also, this game development will probably be suspended for a while that I am involved in this contest, http://contest.rpgmakerweb.com/.

    I am still waiting for the musician who is working with me on this game to see if he is also interested in joining it with me.

    As a developer who just started, I admitted that the prizes that they are offering are just too tempting so I am joining it for a chance to grab it.

  • After a month on Super Nuclear Riders, I took a few days of rest to recover from the fatigue. And those days are over.

    So right now, I commencing back on the development of my main game project, Gangster Tactics. And the right back into the previous task when I suspended it, Equipment UI and associated coding.

    ………

    ..

    *sigh*

  • And another victim for my archives of dead-before-completed set of projects

    I am stopping development for Gangster Tactics to work on another new TBS project that seem vastly superior in concept.

    Will reveal what it is once I finish a playable prototype of its combat system.

    Will still be using Construct 2.

    This comic by theMeatly is somehow very relevant to my current situation so enjoy.

  • Heh, I know the feels Good luck with the new project!

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