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Project Eres

Project Eres
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7.7 out of 10
Submission by: Phosphoer
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Project Eres is a space adventure game in the style of Escape Velocity by Ambrosia Software. ( http://www.ambrosiasw.com )

The player is set loose in a large galaxy with nearly empty pockets and a small shuttlecraft, and is then free to do as they please. Trading, exploration, pirating, mining, and faction warfare will all be options. I think a common pitfall of this style of game is that while there are many things to do, the only interesting/fun thing is combat. I'm going to try do my best to make all the options equally interesting, and I expect that most players will dabble a little in all of the fields.

There are very few space games out there with true Newtonian physics, and Project Eres will be one of them. From real friction-less space to gravity fields created by planets and suns, Project Eres will be as realistic as possible, while making sure the game remains fun and playable.

Here is a quick feature list:
- Randomly generated galaxy, filled to the brim with hidden treasures AND horrors awaiting your discovery. This means that every time you start a new game, you have an entire new galaxy to explore!

- Realistic Newtonian physics. You keep moving in the direction you started in. Planets other massive objects will draw you into their gravitational field. Be wary, for black holes DO exist.

- System failures. Ever wonder how a ship with 1% hull integrity can even move, much less continue engaging? Every part of your ship can take damage or fail.

- Options. What will you do? You could take your mining ship and ( more or less ) peacefully make your living. Watch out for those nasty pirates though. Or perhaps you'd prefer to make a living pirating those vulnerable miners? Flying from planet to planet trading goods? Joining the war effort with one of many different factions? Or maybe you'd rather spend your days exploring the galaxy and seeing all there is to see, hunting for that rare artifact worth millions.

- Ship customization. Buy new ships, trade in and out parts on your current ship. You can fly anything from the smallest fighter to the largest carrier. Store all your stuff in various hangers on different planets/stations, and even hire transports to move your stuff! Better make sure they are well protected from pirates...

- Mod-able content! Create new ships and factions through editing simple text files and making your own images.




Development Log

I don't have any ( visible ) progress to show this post, just wanted to give a quick update. I've been spending a bunch of time optimizing the code and changing the way things load and such. For simplicity's sake, I've added an 'index.txt' file to each folder containing media for randomly generated content. When loading images, the game will only pay attention to the index file, which will specify what images the game should load.

A sample index.txt file might look like this:
Media/Planets/Image/Rock/0.png
Media/Planets/Image/Rock/1.png

The files are numbered just because the previous method I was using just tried to load every file starting at 0.png and ending at 50.png. But now since it just reads index.txt, the images can be named anything you want.

I imagine that if people released content packs for this game, they would include an index.txt that had the filepath for each image already written out, which you would simply add on to your own index.txt.

The loading of ships and their respective images is unchanged, because there is a set number of images to be loaded. ShipA will always have the same associated images as ShipB, although the image content will probably be different.

I also fixed some memory problems that were causing the release .exe to crash on startup, the next demo will be about 2mb smaller because the debug .exe won't be included

I think the next big feature is going to be a shipyard that is accessible from planets. I have a nifty idea of how to display the available ships ^^. This will probably replace the ship selection dialog at startup.
New release is available with a brand new modding system! You can now add in your own ships by editing the supplied text file and creating the related images. Currently there are two stock ships which the game comes with.
Another new demo! This time featuring new graphics for planets, and the ability to land on them. You can finally refuel!
New demo is released, with a cool new font, more UI options, and 2x faster gameplay! Try it out!
I made a change in the code which sped up the game almost 2x. Apparently dbSetTextSize( ) causes a major slow down if performed every game loop, not sure how you are supposed to get varying text sizes in different parts of the screen, perhaps a bitmap font.

The game is un-broken again, with the improvements I was talking about. New demo coming soon :)
Working on reworking the classes at a very fundamental level, so the game is broken for a bit. Basically instead of having a Drawing.h that knows how to draw all the objects, each object will know how to draw itself, so all I have to do is call Spaceship.Draw( ).

Also, previously I had a single UIClass which tried to fulfill all teh requirements of all the types of UI I'd have, but it was too messy so now I'm going to have a different UIClass for each type of interface ( Radar, ship readout, etc ).
Updated the build with some fixes:

- The ship's computer will now automatically bring your angular velocity down to 0 when you are rotating very slowly. This makes it much easier to stop turning all together.

- An engine glow was added

- Various improvements to warping were made

- The average distance between solar systems is smaller. I did this to make the galaxy seem more populated, and also because often the player's LOS wasn't great enough to see the next solar system.

Comments

Well, I can see the potential of this game. I found the controls, however, to be too realistic. It's frustrating to turn the ship in the opposite direction, and it's just a pain to keep it straight. However, I see where you're going with this and would like to see further improvements on the game. I also liked the movable HUD windows. ^_^ Keep it up!
Developer Comment
Thanks for the comment ^^. That's a good point, I have an idea to make turning easier. Perhaps if the lateral jets are programmed to use more force right when you press the button and then decrease the force the longer you hold it down. That way it should be easier to maintain your desired angle.
This can becomme a great online highscore game, keep working on it as it is very good!
Developer Comment
I dunno about the online high score, but thanks!
Rating: 3 out of 10
I LIKE IT, it looks great, some of the newtonian as stated above is a bit "slow" which, actually might be more fun if the view was zoomed out more considerably... and of course, those with bigger monitors could really use them... by changing the resolution.

I followed a link from http://www.thegamecreators.com , a forum entry I gave some help on - and I'll tell you what... Nice JOB! this has potential, and I like you HUD display for the game interface and font choice... looks cool to me Bro!

--Jason - You'll get a higher rating/score as this progresses... you have a ways to go but its a GREAT start!!!!!
Developer Comment
Thanks ^^, I look forward to seeing your reaction to later versions :)
Rating: 10 out of 10
I can't wait until you're done with this. It seems like it's gonna be a great game. The demo was pretty fun.
Rating: 10 out of 10
Dude...wow that is one of the best games on this site! i hope to see it finished!


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