View Full Version : Overseer Assault 2
Gazza_N
27-03-2009, 10:59 PM
Overseer Assault 2
A game by Gazza_N
http://i261.photobucket.com/albums/ii48/Gazza_N/OA2screen2.jpg
Overseer Assault 2 is a real-time multiplayer tactical action game where the player must assume the role of one of two teams: The Overseer Supercomputers, or the Assault Team who has been dispatched to destroy them. Each team plays slightly differently. The Assault Team plays like an isometric shooter, where you must fight your way to the Overseer Supercomputer and destroy it. Playing for the Overseer, you take the role of an AI drone who has no offensive capabilities, but can place defensive turrets to hold the Attackers at bay. Both teams will have access to an array of weapons and unique special abilities to help them achieve their goals.
Well, at least they will once I finish. :P
Release History
Release 1:
Download here (http://sites.google.com/site/gazzagamesrepository/Home/Oa2alpha1.zip?attredirects=0) (1.3MB)
This version contains a simplified version of the gameplay, just so that you can get a taste of how the... er... game plays. Naturally, this is a multiplayer game, but you can play solo by hosting a game and starting it without any other players (albeit a rather boring way to play). If you *DO* have people to play with, please try it out and let me know how the network play holds up. Being based on dislekcia's Monochrome source, it isn't really set up for Internet play at the moment, but playing over a LAN should work fine.
WADS for movement, mouse to aim, left mouse button to fire your weapon/place a turret. There's only one weapon/turret in this release - the aptly-named Generic Projectile Spewer. Hit esc to exit a game in progress. Please note that, for now, the game doesn't end even if you "kill" the Overseer, and Assault Team will respawn indefinitely.
All comments and critique would be appreciated. Please bear in mind that these are early days, so a lot of functionality and polish still needs to be added. I'll post more and more detailed game rules with each release, to avoid confusing people with stuff that has yet to be added.
Release 2:
Release 2 (http://sites.google.com/site/gazzagamesrepository/Home/OA2P2.zip?attredirects=0) (+- 1.3 MB)
This release contains all the stuff I rambled on about earlier this week. \0/
I promised I'd clarify game mechanics as the game evolved, so it's about time I started.
Upon hosting or joining the game (the host will select the map to play on), the player first selects their team at the opening screen. Sides will be autoassigned on join, but players are free to flip between sides at their leisure. Once everyone is happy with their choice, the host starts the game. At this point, the game is closed for any new players, so ensure that everyone you want playing has joined before starting.
Assault Team guys exist to destroy the Overseer computer, which at the moment is a big ol' boxy thing. You can see how much health the Overseer has left at the bottom right of your screen. You do this by shooting at it. Wowzers. Switch between your two weapons by hitting the 1 and 2 keys. Each weapon requires time to reload, the progress of which you can see in the weapon's icon. Assault Team members will respawn when their health hits zero, but they only have 5 "lives". Once these lives are depleted, the player is out of the game until the end. If all Assault Team members are out, the Overseers win.
Overseer Drones switch between turrets using the number keys, as with the AT. Drones can place a maximum of four turrets, after which they are unable to place any more until turrets are destroyed, freeing up slots. If a drone dies, it respawns with no penalty other than being removed from the front lines. However, if the Overseer computer gets destroyed, the game is up. Boo. :(
So yeah. Give the game a shot, if you please, and report any bugs or misery here! :D
Nandrew
28-03-2009, 08:30 AM
Unfortunately, playtesting multiplayer will be a bit difficult for me while on the move, but I look forward to having a shot at some later version when I settle down in a place where other people have computers!
dislekcia
28-03-2009, 09:22 AM
Grabbed :)
I shall attempt to get a test session in at Mayhem later today. If that doesn't work, Aeq and I will test here tomorrow.
Gazza_N
28-03-2009, 09:38 AM
No probs, Nandrew. You're the last person I expected to test, actually. ;P
Thanks dis, appreciated. ;)
A quick note, however: The game is meant to be started by the host once all players have joined, but at the moment still allows client connections once the game is in progress. Those latecomers will just hang in the void, unable to do anything. Please ensure that everyone who you want to play has joined before starting the game.
EDIT: ALSO, the game is designed for eight players, four per team. Any extra players will suffer the same fate as latecomers.
Fengol
30-03-2009, 12:58 PM
I'm SO excited by this project *does happy dance* the different styles of play from OA1 was brilliant and it's 3D Game Maker!
Thaumaturge
30-03-2009, 06:22 PM
I haven't yet tried it, but I did want to pop in to say that I look forward to doing so - I think that it could be quite an interesting game to play in a multiplayer setting. ^_^
That said, are you planning on creating a single-player mode, complete with AI, by any chance?
Finally, might we perhaps see this set up at rAge? ;)
Gazza_N
31-03-2009, 07:16 AM
Gadzooks! A Thaumaturge!
That said, are you planning on creating a single-player mode, complete with AI, by any chance?
I don't know yet, to be honest. I have considered having single-player "campaigns" for each side, where you fight your way through or defend pre-made levels as your chosen side. For now, though, it's purely multiplayer.
Finally, might we perhaps see this set up at rAge? ;)
I hope to show it off at rAge, naturally. Whether anyone will actually play it is another thing. :P
Thaumaturge
31-03-2009, 05:33 PM
Aah, fair enough, on both counts.
I hope to show it off at rAge, naturally. Whether anyone will actually play it is another thing. :P
Well, I'd like to try it, at least, even if that means sitting with two computers, trying to shoot at my own characters. :P
Gadzooks! A Thaumaturge!
Yet when they reach the scene of crime, Thaumaturge's not there! *disappears again* ;P
01DT!m3r
12-04-2009, 08:09 PM
I really like this game Gazza (I suppose I liked the first as well:p),I was wondering if you need new models for the game as I would be more than happy to make some for you,if you want new ones?
Gazza_N
12-04-2009, 10:59 PM
Well, I'm not looking to upgrade my models just yet, but thanks for the offer. I'd like to wait until the gameplay works before we put together a final set of graphics. I'll let you know! :)
And while I'm at it, a progress report!
I've been implementing a level editor for OA2. It's not the most user-friendly thing in the world, but it works, and level creation is a breeze. Yaaaay! I'm also tinkering with a few things under the hood. Along with the level loading scripts, prediction code for objects has been tweaked a bit, and I'm nearly done with fixing the holes in the player joining system. I'm now slapping in the game victory conditions, so that in my next release there's a bit more of a game to play. Soon, once I'm happy that all the core functionality is working properly, I'll start adding in all the weapons, and the real fun begins.
Kensei
14-04-2009, 11:23 AM
Well, I'm not looking to upgrade my models just yet, but thanks for the offer. I'd like to wait until the gameplay works before we put together a final set of graphics. I'll let you know! :)
No, Bad Gazza_N! Graphics is always firstest. Gameplay not important.
dislekcia
14-04-2009, 11:44 AM
Also, never tell someone interested in helping that they shouldn't help!
Oldtimer: I suggest doing some concept pieces and posting them here, Gazza will definitely comment on them and that way you can get involved much easier later ;)
Gazza_N
14-04-2009, 11:53 AM
Oh, I'm not refusing him at all. It's no secret that my own artistic ability is... lacking. :P
My hesitation comes mainly because nothing is set in stone yet. At all. I'm just barely at the point where I can start prototyping turrets and stuff, and I'd hate for Oldtimer to spend hours building a whole bunch of awesome models, only to have to rework them if I decide to scrap certain game elements. That would suck.
But yeah, I'd welcome concept renders with open arms! If you have a great idea or three, post 'em here! :D
01DT!m3r
14-04-2009, 06:04 PM
Its kewl . @Dis , that sounds like a good idea . Ill do it ! after homework of course.
Gazza_N
16-04-2009, 09:34 AM
Super Prototype Release 2 hype.... ENGAGE!
This version will contain the following:
> Victory Conditions! There's a GAME now! :O
> More (two) weapons! :O
> More (three) maps, courtesy of the new hacky level editor that nobody except me knows how to use! :O
> Exciting new level stuffs! Teleporters! Acid pits! That's all for now! :O
> A partial chat system that doesn't work properly yet! Now YOU TOO can type messages that go exactly NOWHERE! :O
> Interface tweaks! Positioning tweaks! HUD Tweaks! Camera tweaks! Tweaks galore! Tweaks of Lore! Tweaks of War! :O
So, yeah. Coming this weekend. I hope.
dislekcia
16-04-2009, 11:16 AM
Tweaks galore! Tweaks of Lore! Tweaks of War!
I <3 them tweaks ;)
01DT!m3r
17-04-2009, 07:13 PM
Here is a quick sketch of the first 3d model i am building,guess what it is :)
http://img8.imageshack.us/img8/6653/overseer.jpg
Gazza_N
17-04-2009, 09:41 PM
:O
ROCK! \m/
If we could make the brainy portion look more cybernetic, as if it were composed of circuitry, that would seal the deal. Overseers are pure AI, after all. Otherwise, I likey! It certainly beats the lame blinky-lighted box thing I had in mind.
Gazza_N
18-04-2009, 11:00 AM
Yeah, yeah, double post. Bad Gazza. However, if you scroll up to the first post, you'll probably forgive me. There happens to be new text and links up there. :P
Elyaradine
18-04-2009, 12:09 PM
Two small things:
It would be cool if the crosshairs were projected down onto the world or something, because as it is, when you move it into walls and other objects you can lose track of where it is. Or just make sure it appears "on top" of everything else. Unless that's supposed to be part of the play dynamic...? Actually, that might be a cool trap thing for the Overseer team; something that makes the Assault team's crosshairs disappear for a short while, or have them flash or something.
When pressing Esc to leave the game, there's some 5 seconds or so of delay before the game returns to the main menu. If the delay is unavoidable, then a little "Ending game..." notification or something would be nice, just to let me know my computer hasn't hung.
It looks like lots of fun; I just wish I had a brother or seven.
Gazza_N
18-04-2009, 12:19 PM
It would be cool if the crosshairs were projected down onto the world or something, because as it is, when you move it into walls and other objects you can lose track of where it is.
Ah! I was wondering if anyone would have problems with that. Ideally I'd have a 2D cursor on the HUD, but GM doesn't provide the matrix stuffs you need to project screen coordinates into the 3D world. What I WILL do is have objects fade to transparency if the cursor is nearby. That should keep things clear.
When pressing Esc to leave the game, there's some 5 seconds or so of delay before the game returns to the main menu. If the delay is unavoidable, then a little "Ending game..." notification or something would be nice, just to let me know my computer hasn't hung.
Not much I can do about the hanging (that's GM's fault), but the "ending game" message is great idea. Consider it done.
Kensei
20-04-2009, 11:19 AM
Ok, so, liek I have played for 2 minutes and I have a very important question to ask.
I know Monochrome is an excellent game, its addictive and fun and did I mention addictive. But this is a big question, wait for it, why is the Monochrome help documentation there when you press F1? 'cause like, um, I liek thought this game was called Overseer Assault 2 ^_^
Gazza_N
20-04-2009, 11:57 AM
HAHAHAHAHAHA! XD
OA2 makes use of the Monochrome network code that dislekcia provided for the multiplayer DevLAN we had a while ago. I guess he forgot to remove the F1 help text. Not having been anywhere near that window, I didn't notice. :P
dislekcia
20-04-2009, 12:01 PM
Heh, I think I left that in the networking framework accidentally :(
Kensei
20-04-2009, 12:12 PM
Fortunately for you it is the first thing I look at when playing a new dev game in GM.
Or is that unfortunately?
Anyways, I have played some more now and I am impressed with what you have done with GM. Looks like the game will be a lot of fun - I love the spawn animation.
Will you, as the Overseer, always only be able to spawn turrets right in front of you?
And is he meant to move slow like a slug?
Gazza_N
20-04-2009, 12:48 PM
Firstly, yes. Turrets will be placed directly in front of Overseer drones, but turrets can be placed anywhere now as opposed to being restricted to a limited area like in the original game. Those who've played gGuardian will notice that Overseer plays more or less the same way now. Bear in mind that you aren't playing the Overseer itself anymore - you're playing as one of its autonomous minions. The Overseer is just an impotent stationary box of circuitry that you have to protect.
Also, what is it with people complaining about the movement speed in my games? ;_; I'll speed it up later, if it doesn't affect the balance of the game too much.
Kensei
20-04-2009, 02:26 PM
:( This is the first time I am complaining about the movement and even then, it does not need to be seen as a complaint - in fact it should be important that the Overseer cannot move fast, that way the player HAS to use the turrets to protect his hide.
Maybe implement a cheat code ^_^
Bonezmann
20-04-2009, 08:10 PM
Firstly, yes. Turrets will be placed directly in front of Overseer drones, but turrets can be placed anywhere now as opposed to being restricted to a limited area like in the original game. Those who've played gGuardian will notice that Overseer plays more or less the same way now. Bear in mind that you aren't playing the Overseer itself anymore - you're playing as one of its autonomous minions. The Overseer is just an impotent stationary box of circuitry that you have to protect.
Also, what is it with people complaining about the movement speed in my games? ;_; I'll speed it up later, if it doesn't affect the balance of the game too much.
oddly enough, I do exactly the opposite. I make my stuff go quite fast before fixing it to lower speeds. But yeah, the speed is WAY too slow. ;)
btw, I'll test it out this weekend when I go home for the weekend. It loos fun though. and also THE ROBOTS RULE :D
Gazza_N
19-05-2009, 08:40 PM
Dev continues, good peoples. Slowly, but it continues. Of course, messing about with XNA has stolen a fair chunk of my spare time, but I've also been stuck with a little developer's block regarding the weapons for the game. NO MORE. Behold some of the glorious methods of destruction that await!
http://i261.photobucket.com/albums/ii48/Gazza_N/RocketLauncher.jpg
The humble rocket launcher. A staple Assault Team weapon, good for hitting stationary turrets from afar.
http://i261.photobucket.com/albums/ii48/Gazza_N/BIField.jpg
Har har! This silly Overseer Drone is trying to build a turret in the middle of the Assault Team's Build Inhibitor Field. Better luck next tieeeeem!
http://i261.photobucket.com/albums/ii48/Gazza_N/PlasmaBall.jpg
The all-destroying Plasma Sphere leaps from this Assault Teamer's cannon. When it hits, it'll wipe out anything within the blast radius, but leave residual radiation behind that stops you from getting too close for a while. I'd love to show you the big boom, but I haven't coded it yet. <_<
http://i261.photobucket.com/albums/ii48/Gazza_N/LaserandShield.jpg
Here we see an Assault Team laser going up against an Overseer Drone's shield. The laser is a continuous-stream weapon that keeps firing for a few seconds, allowing you to damage multiple enemy targets in one burst. The shield temporarily blocks all weapons fire and prevents anyone from getting through, but immobilizes the drone that created it while it's active. A pretty **** move is to trap Assault Teamers in the shield too, immobilizing them while you build a few more turrets. :D
http://i261.photobucket.com/albums/ii48/Gazza_N/ChaingunTurret.jpg
The Chain Turret fires a quick, continuous volley of hot lead at any Assaulter who dares to get within range. Pity it needs to stop to cool down after a few seconds, or that sweet power armour would look like a sieve.
http://i261.photobucket.com/albums/ii48/Gazza_N/ShotgunTurret.jpg
The Shotgun/Flak turret fires a spread burst of ammunition at targets. Good at close range, or for sharing the hurt equally amongst larger groups of foes.
http://i261.photobucket.com/albums/ii48/Gazza_N/PositronRail.jpg
What? No turret? Nonsense! That's because it's cloaked! The Positron Rail turret is invisible, but its neon pink positron beam isn't. The Rail takes a few seconds to warm up as it tracks its target, which leaves it vulnerable. Of course, if the target doesn't get out of range or destroy the turret in time, it gets a little present - a few thousand volts of electricity delivered along the rail for mucho damage.
That's a little taste of the weaponry I'm working on for OA2. If you guys have any suggestions or comments, please feel free to post 'em! I'm always open to sweet new ideas for weapons.
Fengol
19-05-2009, 10:01 PM
OK Wow! If you bring this to rAge it'll be the talk of the show; and in GM too!
Kensei
20-05-2009, 02:47 PM
Gazza_N, this looks freaking awesome :)
I know you designed it as a multiplayer game but is there a chance of having a single player version?
Gazza_N
20-05-2009, 05:45 PM
Well, let's put it this way: I'd like to do SP. The exact form that SP will take is still up in the air, though. I'm looking at either two distinct game modes for each side (gGuardian-style tower defense for Overseers, and "Run the gauntlet" survival missions for ATOs), or just coding up some bots (oh, if only it were so easy :P). I'll wait until the main MP component works properly, then I'll start looking at what'll be fun and feasible for SP.
Annihilatorza
02-06-2009, 11:45 AM
Coool Wil ltry this when I get home.
Powered by vBulletin® Version 4.2.4 Copyright © 2019 vBulletin Solutions, Inc. All rights reserved.