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ryleyra

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Reply with quote  #16 
Here's some more pictures. It looks like I've made some progress, but really it's still not functional. The enemies don't move, and the information shown is just filler. But you CAN select the objects, and it DOES display the appropriate information for that object. 

    Screenshot_20170424-162540.png  Screenshot_20170424-162508.png Screenshot_20170424-162557.png 

The text is a little hard to read, but I've seen that print size on a lot of games. It will probably be easier to read on a tablet, and the Marine really doesn't need to read a lot of information. So the Surveyor who will probably need a bigger display can use a tablet. I'll have a configuration option for that.

I'll probably also have an option to "zoom in" on the info panels so they cover the radar display and you can read them more easily.

ryleyra

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Reply with quote  #17 
Just an update, I am nearly finished with the Marine, he has his blaster and four types of grenades, and he can kill the enemies as they come at his (stationary) position. My tests show he can usually win on difficulty 1, but difficulty 2 gets pretty hard since he can't overcome stuns or heal himself. Once I implement the Doctor, they should be able to manage much higher difficulties.

Many games are lost simply because a Torgoth sneaks up behind me and runs me over like a steamroller. [biggrin] But it's actually kind of fun to scan around for any Torgoth while still fighting the enemies in front of you. The game is REALLY short at this point, maybe 30 seconds to a minute to take out the handful of enemies. But it'll get longer on higher difficulties.

I still need to create a game over screen, and implement the Doctor. Once I've done that, I'll post some more pictures and maybe a playable download.
ryleyra

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Reply with quote  #18 
I realized that I didn't have a screenshot of the game with all of the buttons added to the display, so I went ahead and edited the first post. Here's a copy of the picture:

MarineScreenshot.png 

The numbers under the enemy health indicator are just a quick and dirty list of the resistances to the various blaster settings. That should be shown to the Doctor and Surveyor only, as a bar chart, just as in Artemis. Also there are no Plasma grenades any more, they're now EMP. Stun grenades stop enemies from moving or firing for a short time, EMP grenades slow down their fire rate permanently.

The print is also larger. Notice the product label on the bottom of the display. [biggrin]

The widget to the upper right is the configuration menu. I haven't implemented that yet, either.


Jake Ryker

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Reply with quote  #19 
Not really sure if this helps or not. But ARIS 2.0 is open source and has value for Larping.

https://fielddaylab.org/make/aris/

It allows for video, pics, sound files etc to be triggered based on geo locations. So from a storytelling point of view it can standalone...

Just a few thoughts....











Software located here https://github.com/ARISGames

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notsabbat

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Reply with quote  #20 
Quote:
Originally Posted by Jake Ryker
Not really sure if this helps or not. But ARIS 2.0 is open source and has value for Larping.

https://arisgames.org/aris-2-0/

It allows for video, pics, sound files etc to be triggered based on geo locations. So from a storytelling point of view it can standalone...

Just a few thoughts....

Wow....that looks like a really cool program.

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k9lego

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Reply with quote  #21 
This looks so cool! [biggrin]
I remember wishing I could play this game when I was with cousins and we were at the park.... With literally nothing to do, and everyone had their phones. (We had exhausted our options...) [wink]
Mike Substelny

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Reply with quote  #22 
The ability to spawn an external program might give you hooks that could be triggered by game actions. For instance, maybe an Away Team could call in an artillery strike using ship's weapons.

But even as the game exists right now, a Game Master could manually provide all of the hooks you need to make a wonderful adventure.

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Jake Ryker

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Reply with quote  #23 
Imagination....ah....

I have read in many posts of this forum about immersion, Larping, role-playing, away teams, away missions, and so on. So, I thought to offer ARIS 2.0

So, an Away Team software can take many paths. Be it a military only application as in a shooter when away from the station on the bridge or something more. I have not seen a roadmap for the app so unsure as to direction and overall plan.

I offered a possibility in ARIS. The above video is for ARIS 1.0 since 2.0 videos have not been fully updated. Webpages are also being updated.

So what does ARIS 2.0 offer?

It offers more of the Star Trek Away Mission feel, in that you could collect artifacts, ore, equipment and so on as a mission. You could do investigations, and follow other story lines. Limited only by your storytelling creativity.

For conventions, it could offer rotations for crews. As one crew beams down and follows the away mission another team enters the bridge to begin their game.

It may also be used in partnership with vendors or retailers to guide players around a convention to collect items. In this way driving traffic to vendors or retailers as a perk.

The process is also simple from a GM point of view. Using Google maps and setting simple triggers the game is set up. The players may have to walk around to perform actions but the GM did not have too.

Once the game is set up, players are then in fire and forget mode. As they would work the story at their pace to conclusion with little or no direct interaction with GM.

Now that is not to say you could not have both, it was simply offered to cover the story telling piece, where logistics could be reduced, labor as well, and game depth or immersion enhanced.

I look forward to seeing whatever is developed, and adding it to the toolbox of storytelling and adventuring.

Again offered as a thought, since the server is free, the mobile apps are free to use. Accounts are free.

But, only for the creativity....of open minds can one see many possibilities ....

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ryleyra

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Reply with quote  #24 
I had not thought of the Surveyor's scanner offering a visual of the item being scanned. The Technician has an internal view of the device he is repairing or manipulating, but it would be like a circuit diagram, similar to the Engineering display in Artemis. The enemies you're fighting are really just blips on a screen, which might not be all that immersive. I have been considering that.

On the other hand, there is space on the display for information, and I could for instance put a grainy, orange-tinted picture in the right hand info box, where I currently put that long description. It could show the enemies, various types of foliage and equipment, iron ore or surplus energy cells or whatever is called for in the game.

That may be something I decide to add later, after I get the basic game working. I think the right hand box will turn out to be nothing but descriptive text anyway, all the important info will be on the left. If I need to provide a lot of text, say for the Surveyor, I can bring it up in a separate box with a scrollbar to scroll through it. A picture is worth a thousand words, they say, so I can just replace the descriptive text with a picture.

Of course, this would apply to everyone, not just the Surveyor. I could also have action feedback, for instance if the Marine throw a grenade, the picture could show the grenade going off.

I definitely like this idea. Triggering a specific image based on location, not so much. The game itself would decide what the image should be, and there are stationary and virtual modes where you don't move around in the real world. Still, there ARE going to be modes where you DO move around in the real world, and pictures that appear for certain objects will make them more "real".

Bonus points if I can make the pictures match any real-world props the players may build. You may have to take a picture of the item and import it into the game somehow for that.
ryleyra

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Reply with quote  #25 
Also, just to be clear, there will be many scenarios with different types of missions. So there will be room for gathering up resources or searching for new scientific discoveries.

If you look at the first picture on the first page, you can see there are four different kinds of scenarios, with several scenarios in each:

Combat - These are basically military scenarios. You fight bad guys. The Marine is the focus of the team.

Research - These are scenarios that involve exploration and gathering scientific data. The Surveyor is usually the focus, although the first scenario I will implement, Plague, obviously will require the Doctor.

Repair - These scenarios revolve around the Technician fixing or activating something.

PvP - A catch-all for any game involving two or more teams. All other scenarios are limited to 5 players.

These three main game types will all play very differently, giving players a lot of variety. Combat scenarios will heavily emphasize combat, of course, while Research will be more involved with movement around the map and interaction (peaceful or otherwise) with natives. Repair should very much resemble Spaceteam or Keep Talking and Nobody Explodes, as the other players will be there to back up the Technician as he works out the repair interface.

Jake Ryker's suggestion about ARIS very much seems like the Research scenario category. You'll wander around the environment and look for something, but then when it appears, you'll pick it up and manipulate it. Maybe you'll use it to find a cure in the Doctor's Plague scenario, or the Technician can use it to repair a machine in the Artifact scenario.
ryleyra

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Reply with quote  #26 
Let me go ahead and preview the scenarios:

Combat
---------

Elimination - Kill all enemies. This will be the only choice in Stationary mode. (The other scenarios require movement)

Sabotage - The objective is to destroy a device or several devices, avoiding or killing the guards. The Marine can destroy the device, but the Technician could do a better job of shutting it down.

Rescue - There are one or more hostages, possibly injured, (so requiring the Doctor) guarded by enemies.

Scavenge - Multiple objects around the map must be gathered, eliminating or avoiding the enemy guards.

Research
----------

Survey - Obviously the Surveyor's scenario, the team must map the area by scanning various objects. Traps and suspicious natives can complicate the mission.

Plague - As noted above, a plague has broken out among a native people, and the Doctor must find a cure, by scanning the infected. This will be the only possibility in Stationary mode, as the team doesn't have to search for natives, the infected will come to them.

Artifact - The Technician must manipulate a series of consoles across the map to activate an asteroid deflector, radiation shield, weather control system, or whatever other geegaw has gone sideways.

Repair
-------

Core Breach - Repair it and nobody explodes. (The only scenario available in Stationary mode)

Radiation Leak - As Core Breach, but the radiation is slowly killing the away team. (So Doctor required)

Siege - The team must defend a control room from enemy attack while the Technician repairs the Warp Drive, puts up the shields, or otherwise activates a defense to drive the invaders away. The main difference between this and Core Breach is that the former is on a timer, the latter is not. There will also be far more enemies in this mode, so the "timer" is how long the Marine can hold out.

The PvP modes are all duplicates of the above, with two or more teams competing or cooperating to achieve the objective. The Game Master mode will be in this category as well, with as many players as needed to cover actors playing NPCs.

Note I am open to suggestions of scenarios that can be added to this list. Also, all of the scenarios can be played either on a planet, or on a ship or base station. The only difference is that there will be more plants and vegetation on a planet, and more equipment on a base station. The basic gameplay will not change otherwise. It's possible the playing area COULD be about 100 meters across on a planet and only 70 meters across on a ship, but currently I'm looking at 70 meters or 35 meters in the direction you are facing for all modes. 

Jake Ryker

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Reply with quote  #27 
Are you taking the sandbox approach to the scenarios / missions or do you have a more static scripted engine in mind?
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ryleyra

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Reply with quote  #28 
Quote:
Originally Posted by Jake Ryker
Are you taking the sandbox approach to the scenarios / missions or do you have a more static scripted engine in mind?


Because Android and iOS are very conservative about letting you use user file same and scripted missions, like in Artemis, are probably not possible, I am working on a static scripted engine for all scenarios. Each scenario will play out pretty much the same with every replay, with only the objects positioned randomly around the map to give it variety.

However, I plan to give Game Mastered mode a very powerful interface to let the Game Master create any necessary objects and place them anywhere on the map. It will probably be more full-featured than Artemis's own Game Master mode. With that, the Game Master will pretty much have an open ended sandbox to present any challenge to the away team. The Game Master can also use actors to play the part of NPCs, who will appear in the game and be tracked just like the players are.

My intention, however, is for there to be enough of a variety of scenarios that players can just pick their scenario and LARP an away team without needing a GM.
Jake Ryker

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Reply with quote  #29 
Right now I have several ideas floating around. I will endeavor to try and bring them into focus soon.

As of now I have a few comments and questions....

Question: How are you going to handle the damage system for a character? Would this be a picture or graphic with points of damage to say arms, legs and so on? Or would this be a simple hit point bar kind of thing?

Question: How will you handle character development if at all?

Comments:

I kind of see the game master / scenario piece as the key foundation that everything else is built on. The other elements would be there to enhance this piece. I could be wrong so, I am curious how you see it?

I am also kind of wondering how you see the interface as it relates to players. As a example: the Artemis interface is basically a bridge station and the player assumes a role for that station. So, with the away mission device what role is it taking on in your mind?

I have several ideas for scenarios but want to form a more structure approach.


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ryleyra

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Reply with quote  #30 
Quote:
Originally Posted by Jake Ryker
Right now I have several ideas floating around. I will endeavor to try and bring them into focus soon. As of now I have a few comments and questions....


Not a problem. Questions will let me go into more detail about the game, or even to bring up things I hadn't throught of.

Quote:

Question: How are you going to handle the damage system for a character? Would this be a picture or graphic with points of damage to say arms, legs and so on? Or would this be a simple hit point bar kind of thing?


The damage indicator under the radar screen has a bar for stun level, and a bar for hit points, plus a simple warning indicator to let you know you're getting low on health. The damage system won't go any deeper than that; there won't be indicators for broken arms or legs. Although I will note that the stun indicator is meant to represent injuries that could slow your movement, as well as knocking you silly. It will wear off fast, though. I'm assuming any major injuries that can slow you down permanently can be healed by the Medic, and I'm just going to ignore that possibility.

Quote:

Question: How will you handle character development if at all?


There will be no character development, just as there is no development in Artemis. A player's skills will depend entirely on their experience with the game and its interface.

This isn't going to be a twitch game, though. The game mechanic of having to turn around to look behind you is the closest thing to a "twitch" interface. As long as the enemy is in range and in your arc of fire, though, you should not miss.

Actually, in practice I find the narrow arc of fire does make it somewhat difficult to line up the enemies for a shot. That's what grenades are for. They have the same range as a blaster, but a 90 degree arc.

Quote:
 Comments: I kind of see the game master / scenario piece as the key foundation that everything else is built on. The other elements would be there to enhance this piece. I could be wrong so, I am curious how you see it?


I would say the multiple scenarios and the different roles of the players, taken as a whole, are the foundation of the game. Unlike Artemis, this won't be a bunch of different takes on combat, there will be other types of gameplay, and certain scenarios will favor those roles that more closely match that gameplay. I will try to make sure there is something for the Technician to do in combat missions, for instance, but he won't have nearly as much to do as he would in a repair mission. And in a repair mission there will be some enemies for the Marine to fight, but he won't be nearly as busy as he is in a combat mission.

Most of the scenarios are in fact hybrid missions that combine gameplay. For instance, the Siege and Sabotage scenarios are hybrids between combat and repair. BOTH the Marine and Tech will be busy in those missions, but they will be harder to handle with fewer players.

The movement modes are more of a necessity brought about by the technology and the need of the players to have a scenario that fits the space they have available. If you're playing in a park or a hotel you can go full augmented mode and LARP to your heart's content. If you only have a single room to play in, though, I want you to still be able to have the full experience, just more in your head than in the real world.

Likewise, the difference between shipboard and planetary missions are just for role playing. You don't want to be boarding an enemy ship and see a bunch of foliage. Plus, the enemies on the ship should be members of that race. [biggrin] There shouldn't be any Torgoth on a Kralien ship, but you might find both Kraliens and Arvonians if they're boarding your ship. (Torgoth don't fit on other races ships, though, so they will only be on their own ships or on planets)

Quote:

I am also kind of wondering how you see the interface as it relates to players. As a example: the Artemis interface is basically a bridge station and the player assumes a role for that station. So, with the away mission device what role is it taking on in your mind? I have several ideas for scenarios but want to form a more structure approach.


Well, in Away Team the players are assuming the role of an away team. That seems simple enough. The game interface, the phone, is presented as a device that the crewman on the away team uses. So the Marine's phone is his Blaster, the Doctor's phone is his Medikit, the Surveyor's is his Tricorder and so on. They all have the Radar Map element in common, which may not exactly be like Star Trek, but the Radar Map is used to select elements to interact with, so it needs a consistent interface.

It should be possible for an individual player to build a prop that he can plug his phone into in order to make it look more like a real away team device. I plan to build in Bluetooth controller hooks so you can for instance pull the trigger on your blaster and it will act as if you pressed the Fire button.

The player roles I defined above. I think that team layout gives the most opportunity for varied gameplay, although if you can think of a role I overlooked I would be happy to hear it. (The Leader doesn't have much of a role, he could use something else) One thing I do NOT want is duplicate team members, though. I don't see any need for two or more Technicians, or Technicians that specialize with different things.

I'll also add that I intentionally avoided using the names of the roles from Artemis, or anything that includes rank. The Technician doesn't have to be Scotty, for instance, Chekov sometimes filled that role on an Away Team. And the Leader could be the First Officer instead of the Captain. Of course, if you're playing an assault by enemy forces on the bridge, you could go straight from playing Artemis to the equivalent roles in Away Team. (Comms or Helm could play as the Doctor)

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