--- Game created by Jason and Tuna --- Logo created by RadethDart
Story mode may or may not be added depending on the results of the contest (This is due to both time and event constraints), however, chances are, even if I don't receive a key, I'll end up purchasing one myself sometime in the near future, since I really like what Construct 2 is capable of. Enough of that though, here's the story, or as it's best labelled, the background story:
The GRID, it's the part of the internet where all data must pass in order to reach its destination, without it, people wouldn't be able to send files, images, or even chat to each other over long distances. Short story: It works.
However, due to the growth of the internet, people were sent there in order to keep check of data being sent back and forth, to make sure people weren't smuggling corrupt or harmful files around. Eventually, The GRID became a part of peoples lives, they were given jobs sorting through the data and making sure each piece would get where it needed to go, it helped everybody, it sped upload and download speeds to the highest they'd ever been, nothing could be better!
But then he came... Victor Irus, he loved the idea of The GRID, but maybe a little too much. He was the leader of a corporation called "The SP@M Corporation" (Singular Perpetual Automatic Messaging), this company needed the power of The GRID in order to survive, but their actions and ways of communicating were angering people and they demanded that it stopped.
A few years went by and The SP@M Corporation had been out of the spotlight for quite some time, people had forgotten about them, when all the time, Victor Irus was at his desk. He was furious, he thought it was unfair that people would treat his company that way, that they would rather see a company crumble than receive a few extra (Albeit unwanted) messages everyday, and it changed him. He developed a hatred of the people of The GRID, and decided right there, that he wanted it all for himself, that way he could control every piece of data and information on the internet, and could use it to send what he wants, where he wants.
Fast forward just one year later, and Victor Irus has created an army, and with it, he is fulfilling his dream. People are scared, they're already starting to leave and find residency somewhere else, somewhere safer, The GRID is falling, and Victor's power is increasing.
The GRID needs a hero...
In Survival mode, you will be thrown into a blank grid filled with three types of harmful enemies along with humans, these are cars, tanks and turrets. As the game goes on, the spawn times of these enemies increases, meaning it'll start off rather easy, but over time it's going to turn into hell, let's see just how many kills you can get before you die!
In Time Trial mode, you'll be pitted against a set amount of enemies: 1 turret, 2 tanks, and 2 cars, and your objective is to kill them as fast as you can... however, there's a catch, you only have a maximum of 5 minutes, so you better hurry up!
Project GRID will (Well, when it's done) have a variety of weapons for the player to use, in this section I'll go over each weapon to give you an idea as to what they do, I'll add new weapons to the list as they're added into the game:
Short-Burst Chaingun This is your primary attack, it sounds more exciting than it actually is, but it's readily available from the start, with the exception of a slight cooldown after each burst. It's fast at shooting, and fires bullets in pairs. Each burst fires 10 bullets, which on their own, aren't too strong, but if aimed properly, it can take down an enemy car in just 2 bursts, provided each bullet hits.
Spawn time: NIL Cooldown time: 1.5 seconds Shots fired per burst: 10 Damage per bullet: 1 Additional ability: None.
Landmine This is the most common secondary attack, like all other secondary attack types, it must be picked up from around the level. Once the player has one in their inventory, they can drop it while driving, and it will do medium damage to anything that decides to drive over it, with the exception of Humans. If an enemy car or tank drives over a landmine, it will temporarily disable the enemy, giving you chance to fire off a few bursts from your Chaingun.
Plasma Burst This is the strongest secondary attack in terms of enemies hit per attack, it spawns a turret on the top of your car, which spins round shooting off plasma bullets, causing average damage to any enemy it hits, it's basically like having an enemy turret on your car for a few seconds. As with the landmines, it can't hurt humans, but can deal damage to all other enemy types.
Spawn time: Random Cooldown time: 2 seconds Shots fired per burst: Too many. Damage per bullet: 3 Additional ability: None.
There are three types of enemies in the game, as well as humans. Here you'll find details about each type of enemy:
Humans Humans aren't a threat, infact, they're not technically an enemy... yet (New variants will eventually be added that have the power to... hurt you), although they're there, and anything or anyone you see must be killed. They'll run around the map doing their own thing, just sort of moving in random patterns, and once you drive closer to them, you'll scare them away, but you don't want to scare them, you want to kill them! Killing humans will give a nice satisfying blood splat, and killing tons of them at once feels so much better, not in a sick and twisted way, but in a way that, you know by killing them you're making The GRID a better place!
Speed: Slow Weapon: None Health: 1
Cars Cars are the most common enemy type in Project GRID (Aside from Humans, but they don't count!) and can be a little troublesome, mainly because THEY WILL NOT LEAVE YOU ALONE! Victor Irus must have forgotten to install weapons onto these vehicles, since they'll follow you around, and crash into you causing damage, and when you have more than one following you, it can be tricky, since they'll be able to box you into a corner, and beat you into submission (Or in this case, game over) They're not very armoured, meaning they suffer from relatively low HP in comparison to tanks, however, never underestimate them!
Speed: Fast Weapon: None (Or... itself) Damage: 1 Health: 20
Tanks Tanks are the strongest enemy type in Project GRID in terms of damage per hit, you'll take quite a bit of damage if you're on the receiving end of a direct hit, and even though they don't move very fast, if you come into contact with one, you'll still take damage! A good tactic with these tanks is to stay your distance, and let them shoot at you, the reason being is that their shells aren't dead accurate if you're moving, meaning you can use them to your advantage if you have cars chasing you... then once you've let the tank take care of the cars (Don't forget to thank Mr. Tank!) you can open fire and slowly but surely take it down!
Speed: Very Slow Weapon: Plasma Shell Damage: 3 Health: 120
Turrets Turrets are the slowest enemy in the game, by this I mean... they don't move, they're turrets, why should they? However, don't assume they're just some silly enemy that will do you no harm, since they're the fastest attacking enemy, and they can deal some serious damage! They're constantly turning, and along with that, are shooting all the time, not to mention their bullets can hit anywhere on the map! You might be thinking "Dear god that sounds bad, how do I kill it?!", well, that's for you to find out, but here's a hint: They don't like bullets...
Speed: N/A (Immobile) Weapon: Plasma Shell (Slightly weaker than tank shells) Damage: 2 Health: 10
If you'd like to see more screenshots with more enemies or whatever, feel free to request and I'll add more, these are just from the current build of the game, which still only involves two cars and a tank (I took out the respawns as per Tuna' s request, since it made testing hard, lol...) Feel free to post your screenshots too! If it's good enough, you may win a special prize!
Official screenshots in here (Outdated)
Community screenshots in here: Post yours in the comments to see it here!
First demo works great solid 60FPS the whole time. love the chaos on screen. As someone else mentioned sound will really make it sing. As is I can already hear the sounds in my head. Just waiting for them to show up in game.
So I'm putting this Reply here to show I'll be commenting.
Last edited by onzephyr on Tue Mar 20, 2012 4:13 am, edited 1 time in total.
Well yeah, I hope the gameplay will be good, otherwise it won't be very fun at all, lol
When I finish work (I'm setting off in half an hour, and working for 4 hours) I'll see if I can build something playable and post a demo on here, atleast then people will know I'm making progress, lol.
Just added an FPS counter to my game to check the performance, and it's all over the place, the highest I've seen was 49, the lowest was 22, and on average it's between 29-37, lol... it just depends what's happening onscreen. I think when I release a demo for it I'm going to ask people to check their FPS whilst under certain conditions to see if it'll be playable among a wide variety of computers, I mean it looks simple, all of the images are small in size (The entire game file is only 10.3 KB) but the FPS seems to struggle with all of the particles onscreen at once...
Which actually makes me think of something...
I may have a need for alpha/beta testers to play the demo before I release it publically, and give me feedback on it, since most people will be judging my game based on the first demo I release (Much like how people judge an entire retail game based on its beta)
Glad chrome worked better for you FPS wise. Checking out the screen shots, I'm liking it. There is some seriously good precedent for shooters sticking to minimalist design When they plan on cramming a boat load of stuff on screen. And by the sound of it that's what your shooting for , get it? shooting for. /cough anyway I want to play a demo soon please
Just to let everyone know, I'm currently in progress of setting it up ready for a demo, just messing with the enemy AI to make it a little more forgiving, and for the demo you'll have infinite health (Also, the HUD will be changing by the time I release a second demo... (Yes, I'm planning on releasing a second demo...))
Check the main post in a few hours and I'll hopefully have it up by then.
What you liked the most: Very smooth playing wise and the blood particle effect was oddly satisfying. Shooting is a bit wonky without sound. Like the burst effect per shot. It's a bit refreshing and different from standard shooters. Also tons of on screen objects with no slow down awesome job.
What you disliked the most: Lack of sound. Would like some satisfying pew pewing and squishing. Also sound to indicate movement momentum and crashes when cars hit you. Also I can't seem to get a game over.
Your overall feelings:
This is a great start, I'd like to see where this prototype heads to.
Thanks for the feedback So fist, sound is actually next on the agenda, although I doubt I'll be making it myself this time, I'll be making a thread in the recruitment for anyone that fancies helping me, I might even throw a few shiny pennies their way lol... and as for no game over, that's because for this demo I've made you invincible since to be honest, I haven't even gotten around to making player life yet, still not sure how I want to do it, with numbers, images (Like hearts) or a life bar...
It's also great to hear it runs at a smooth 60 FPS for you even with everything happening onscreen
What you liked the most: The look of it, and how smoothly you move around. It doesn't look bad to use all squares. But you may want to build on the squares thing to add some characteristics to the thing. Like instead of being a car that fights other cars and kills people, why not ... You're a rogue virus killing bytes of data in a mainframe or something? And the black cars are ... An antivirus? You know, something like that. You could play on that theme and name the things, add some personality to it, with only the least bit of graphical improvement or effort.
What you disliked the most: No challenge ... The "people" squares just kill themselves on your car if you sit there, and the best method I found was to just press the [down] and [right] keys together, while tapping [space]. So basically I was just doing nonstop donuts, squishing all the people in my way. The black car always aims for the front of my car, so if I just do donuts, I can shoot the car while it tries to ram me from the front.
If you don't bother with adding any sort of AI into the "people" blocks so they skirt away from you, I would really recommend adding a health bar, and shooting capabilities for the black car, and add obstacles so the player can't just do mad donuts. Maybe instead of only adding 1 black car every 60 secs, make it ramp up over time? So at 60secs there's a car, then it's every 45 secs, then every 30 secs ... Causes difficulty to ramp up! (In this case, you will need to be able to shoot faster.) A goal will be necessary too, obviously :)
Your overall feelings: Seems like it could be a really cute entry, with some polish, and some challenge.
Cars: These are damage dealing enemies, they'll crash into you to drain your health, and eventually (Provided I can get this working), they'll be able to shoot you, but at a much lower fire rate than the players weapons.
I'm planning on adding AI to the cars lol, don't worry, and I'm also working on trying to make the humans run away from you, I'm also thinking of giving certain humans guns too, and when you kill them they explode and take out all humans within a certain sized radius... still working on these things but I'd love to have them added in by the time I release my next demo. And yeah I did mention in my other post that health wasn't in the demo but I'm still deciding on how I want to do it, lol.
Also, cool, another smooth framerate :D
I might actually keep this demo up even when I release my next one, to see what people think of the changes and can compare them both
I think the reason the shooting feels off is because I've delayed the shots (It has a cooldown but no indication showing this onscreen, I could fix that...) and the fact that you don't get any audio feedback, but that sort of goes for the entire game so far, still haven't got any sounds up... as for enemy types, I've actually thought up some cool ideas within the last 5-10 minutes lol, as well as the armed humans.
Also it's pretty cool that three people in a row have had a really high framerate, I wasn't expecting it to run so smooth to be honest, going to wait for some more FPS info before I can brag about it though, lol.
I'll hopefully be able to have my next demo up sometime this week, since time is running out I'm going to have to be quicker with the releases, lol.
Just a thought, but how do you feel about unlocking things after getting so many kills? Like for every 500 kills I'm thinking of giving you one shot of a really high powered weapon that can kill cars in one hit, and can kill multiple with one shot. Would that be slightly overpowered or would you welcome this?
So I've just decided on an idea I'm currently implementing (Or attempting to, should be easy enough though)...
Basically, at the moment I like the movement of the players car, however, after giving the demo to some other people (Not forum dwellers, I have other friends too! D:), they've said they'd rather not have the drifting and think the steering is a little too tight...
Long story short: I'm adding an option where you can change between both driving types, I'll be calling them DRIVE and DRIFT (Simple, right?) through the pause menu... I'll also add some other options that you can tweak on the menu, that way I'll hopefully be able to satisfy both types of people (Those who prefer proper driving, and those who prefer drifting...), so I think the little extra effort will turn out in a win/win situation for me... (If the players like it, I like it!)
What you liked the most: No particular order - I couldn't crash it (the car or the game). I thought with that many things going on, even just the basic shapes, there would be some lag but it was really smooth throughout (1500 kills, four/five black cars chasing). I found it to be a quite natural driving with a fun drift element. Old arcade style, classic.
What you disliked the most: There was no obvious goal or ending, or even real progression. It's the first demo though, so there's the other side of that coin. I'm not sure if I want to hear dying screams for each death, but some sounds would be nice. Maybe just blips or beeps...
Your overall feelings: With something as smooth and solid as this for a base, you just want to see where it goes...car upgrades, "special prisoners" that count for more points, enemy car AI, different weapon choices...some of this has been addressed in your recent posts, so I'll just have to wait for Demo 2. :)
The browser you were using: Chrome
The average FPS you were getting: 59-60 early, as more cars were added, the FPS went up (!) to the mid-60's.
Another 60 FPS, I'm really happy how this is turning out, lol, since performance can make or break a game... and the FPS went up with MORE cars?! That's pretty amazing o.O
Also yeah like I've said there's no progression in this demo, it's just a basic "Hey look, my game works" sort of thing, showing off the core mechanics... although they're a tad flawed, lol. And you've given me more to think about with the sound effects now, blips and beeps WOULD sound cool, although I think I'd still want blood splat sound effects or something, y'know? I'll have to see what I can get my hands on and have a vote or something. Oh, and don't worry about weapons and upgrades and whatever, I'll be working on them, the ones I have planned should be relatively easy to do...
As a footnote, I'm going to say two things:
#1: I've been looking into adding proper physics, and I've sort of got it half and half at the moment, it's basically the same thing except your car bounces off the enemies now, not exactly how I'm wanting it, but it's doing it, lol, I'll update the demo tomorrow to show this off (Since it's ready now but I'm in the middle of something, and it's 3am almost, lol)
#2: This is mostly for bacon (pipesnogger), I've been working on the ability to switch driving styles, and even though I haven't tweaked it yet, here's a preview of the button on the pause menu, see what you think of the picture and give feedback, I've used similar colours to what I have ingame, and sort of plan to keep these colours, but with enough requests it could easily change. You'll also notice I've darkened the background while on the pause menu now, I thought it'd help those people that struggle to read text on top of busy backgrounds, it was actually done for my brother since he has this problem, lol.
So finally, here's the screenshot!
Also, along with this screenshot, it's reminded me to update the screenshots in the main post, since even though there isn't much of a difference, I'd rather show off a REALLY busy scene with 60 FPS, and eventually with the new weapons and enemies I have planned, and EVENTUALLY a title screen, still haven't got one of those yet... or player health, lol, should probably work on that soon.
What you liked the most: The particle effects! They were all squares, but it still managed to produce a very cool feel! I also enjoyed the drifting feature of the driving, but it could have been a bit tighter.
What you disliked the most: The background. It's a bit too bright and horribly distracting. Maybe you can find a nice texture to use?
Your overall feelings: With tighter controls, some sound effects, and some sort of goal (maybe you can upgrade your car every 300 kills, and the other cars also become more hostile), this game could turn into a mildly addictive sit-down.
The browser you were using: Google Chrome
The average FPS you were getting: 41 fps
If you're looking for a source for sound effects, this site may be able to help you.
(Note: I was trying the demo while at work, so I wasn't putting my full attention into the game)
What you liked the most: The physics of being pushed around. The push back and momentum feels natural. I love the graphics in the sense that they are simple rectangles being very effectively used.
What you disliked the most: In-game instruction, but I jumped straight into the demo link without reading anything. My game entry also hasn't gotten any instruction yet either (inside the game). I didn't know you could shoot and I was struggling to blind guess how to move around.
Your overall feelings: I like it! Without reading the instruction at all and jumping straight into the demo, I can already grasp a heavy sense of uniqueness from the game itself. I think the colours can use more contrast. Right now most things are towards the darker side beside the player's rectangle.
The browser you were using: Firefox
The average FPS you were getting: 30 (from my trashy work computer!! That means it's lightning fast)
Thanks for the feedback rosareven! 30 FPS is still decent, since that's the average framerate for games these days anyway, atleast on consoles lol, but the game does feel better at 60 FPS, have you tried the game on your home computer/laptop to see if there's a performance increase? I think it works best with Chrome to be honest, lol. And what do you mean by ingame instruction? The pause menu has the instructions at the bottom of the screen...
An update on my progress:
So it turns out, this drift button is harder than I thought to make, well... sort of, I can get it working ingame, but I only wanted it accessible from the pause menu since it's a little big to have in the corner all the time, and having to click it while getting chased by cars can be difficult and distracting.
I've got a new idea, since I'm adding more player customisable options into the game, I've decided to make use of the ASD buttons of the keyboard, your left hand (Or atleast my left hand) rests naturally on the ASDF (Although I reckon some people will be on QWER) and Spacebar of your keyboard, so they're not in an awkward position, and will be easily remembered once I explain.
What I can have is, while ingame, you press D (For Drift!) and it'll toggle drifting on and off, and to show this, the picture (I've drawn one with the tyre greyed out too) will display in the top left corner and I'll probably add text saying Drift: On, Drift: Off, and that'll appear for like a second just to let you know... personally I think this is a better idea, although I'd have loved to get it working in the pause menu, but since my Time Lapse is set to 0 for the pause menu, it doesn't activate until you leave it, and you can't switch between them more than once per pause, which is sort of bad.
So as you can see, that's my work around, which I think will be better since this way you can do it on the fly...
Question: Do you think it's a better idea to do it this way?
Mapping something as a key press during the game gives you the impression that it's some sort of hotkey that needs to be used frequently. I think having an on/off toggle in your pause menu would work out a heck of a lot better. The player shouldn't be enabling or disabling drift too often anyway, right?
So the drift toggle has been added and works perfectly, you can even switch in the middle of steering if you really want to... I guess this is worth mentioning, lol.
When I upload the new demo (I'll do it in a couple of hours before I go to bed) you guys can give me feedback and see if the driving (Not drifting, that's unchanged ) is okay or not, I'm basically just using the default setting with very minor tweaks...