Tomorrow Armor: Long Play (Low Sound Quality)

Posted By: jumpman

Tomorrow Armor: Long Play (Low Sound Quality) - 03/17/09 05:50

Watsup everybody, its Jumpman again from the shadows.

Ive got a non graphical update for tomorrow armor. This one showcases a team deathmatch between AI's, Soldier/Troop AI's, special movements, and other general stuff.

Read below before watching the movie to see whats going on behind the scenes.

Special Movement:
All units are given 1 special movement that is innate to them, and costs nothing to use. They can be for movement, defense, or offense:

1. Combat Roll: certain units can combat roll, closing the distance between them and their target, or rolling out of danger and behind cover. Shotgunner units make use of this to get in close and let off some buckshots.

2. Armor Charge: Due to their high armor values, mechanized units can charge towards their enemy and deal damage based on the amount of armor they have. Heavy tanks deal devastating single target damage, and are almost guaranteed to 1 shot soldier units if given enough armor.

3. Hughes' Heavy Stomp: A special given to Hughes, which lets him stomp the floor, knocking down 3 enemies and dealing damage based on Hughes' current strength. Cannot knock down units with high Foritude stat.

A.I

Deathmatching AI's move in groups, and will alert any allies if under fire. If a unit is outnumbered, he will find cover. If he has allies, he will be more aggressive.

Units have access to the same abilities and limits as the player does, there is no cheating on their part.

Simply changing a few numbers can be the difference between a defensive, high armored AI, to an aggressive sharpshooter a missile barrage monster, or a shotgunning soldier with a deathwish.

Gameplay

Soldier units generally have very low armor values, and have slim to non deflection armor. However they are generally faster, more maneuverable, and have a lower hit profile. AI soldiers can hear enemy bullets better than mechanized units.

Mechanized units have extremely high armor and deflection values, making them moving fortresses. They also generally have faster shell firing rates, and more damaging machine guns. The units with the Armor Ram can be devastating, and can change the players tactics of coming up close to the tanks deadzone.

The player can lock in on a target, for an easier time to fire while moving, as well as perform special abilities.


Keep an eye out in the video for:

Flamethrowing soldiers
Combat flipping
Electricity Discharging
Armor Ramming
Heavy Stomping
Homing Missile mini-cutscenes
Reflective Shields
Armor Boosts
Lazer Beams
Super Shells

More handdrawn animations, explosions and death!!



Posted By: ello

Re: Tomorrow Armor: Long Play (Low Sound Quality) - 03/17/09 09:55

looking really great! seems to work very fine. i wonder if you hand out a demo or such?
Posted By: Dazz

Re: Tomorrow Armor: Long Play (Low Sound Quality) - 03/17/09 15:07

Wow man, cool effects. Your sounds seem to fit the gameplay perfectly! Big bombs could be a little more effective though. And when there are al lot of different sounds it gets pretty anoying. Maybe you sould limit the ammount of simultanious sounds? But it looks so cool!
Posted By: ryangregory

Re: Tomorrow Armor: Long Play (Low Sound Quality) - 03/17/09 15:23

That looks great, very hectic and fun. I like all the effects and sounds makes it seem like a big warzone. Im unsure what control scheme you use though.
Good work!
Posted By: DiegoFloor

Re: Tomorrow Armor: Long Play (Low Sound Quality) - 03/17/09 16:07

I'm not sure whats going on in that video but, the combat sure looks fun! (and that mini camera showing all the chaos..)
Posted By: Dark_samurai

Re: Tomorrow Armor: Long Play (Low Sound Quality) - 03/17/09 16:48

Man this is a realy great game idea!!! Was this your idea or did you "copied" it?

I see a lot of potencial in this!
Posted By: Pappenheimer

Re: Tomorrow Armor: Long Play (Low Sound Quality) - 03/17/09 21:58

What are your plans with this?
Any chance to get a demo? smile
Posted By: jumpman

Re: Tomorrow Armor: Long Play (Low Sound Quality) - 03/17/09 22:55

Thank you all for taking a look, your words are encouraging as well as criticizing!

@Ello: yup I plan to release a demo, when the game gets more playable.

@Dazz: Yup, the sounds get way out of hand, I will need to reduce the distance at which they play. Other crackling effects were mistakes in the wave files.

@Ryangregory: The control scheme is actually pretty primitive, but hopefully simple. WASD to move relative to the camera, right mouse for machine gun, left mouse for shell/grenade, keys 1-9 for special abilities, and the shift key for special movements.

@DiegoFloor: Yea, at times the combat and effects can be a little too much, especially the bomb explosions white-washing the screen. Ive gotten a few critisims about the amount of things going on at once, and I may have to tone it down....

@Dark_samurai: No, this is not templates, or a wargame tutorial I downloaded and modded. This is the result of about 1 and a half years of frustration and happiness. However a wargame idea is obviously not a new idea under the sun. But I plan to introduce, hopefully, a unique storyline, characters and art style.

@Pappenheimer: My plans are to make a game! I planned on doing a very short online comic to introduce the world a little bit, but thats too far to tell.

When I get through some of the legal legwork that surrounds releasing a game, I will be more than happy to let you all get your hands on a demo, but of course there is no release date for it. This is not a milestone driven, metrics based team effort, but a sporadic solo homebrew project with alot of.......love.
Posted By: DiegoFloor

Re: Tomorrow Armor: Long Play (Low Sound Quality) - 03/17/09 23:16

I didn't mean "chaos" as a bad thing smile that's what makes it look fun.

From a video it is hard to tell what's going on, but that's very different from playing.

Good luck! And post more updates laugh
Posted By: txesmi

Re: Tomorrow Armor: Long Play (Low Sound Quality) - 03/25/09 12:39

looks fun!
good animations and effects, they gets me flood!

i wanna play!
Posted By: Cowabanga

Re: Tomorrow Armor: Long Play (Low Sound Quality) - 03/25/09 12:59

So nice. Good work. smile
Posted By: darkinferno

Re: Tomorrow Armor: Long Play (Low Sound Quality) - 05/08/09 05:42

this is looking great, i love the effects smile... all of em.. the AI looks cunning too
Posted By: KiwiBoy

Re: Tomorrow Armor: Long Play (Low Sound Quality) - 05/08/09 06:00

Awesome work! Very intense and quite captavating.
Posted By: Germanunkol

Re: Tomorrow Armor: Long Play (Low Sound Quality) - 05/08/09 13:27

Originally Posted By: txesmi
looks fun!

seconed... I think this looks like a LOT of fun, actually smile
Posted By: jumpman

Tomorrow Armor update! (video) - 05/16/09 23:57



Hello all! TA is still going! However much dismay to most, there is no graphical update yet, I dont feel comfortable working on the graphics until the base game is robust.

This is the latest update showcasing some new functionality and gameplay:

Reliable level loading: Ive had trouble in the past when it came to level loading. Much of the problem was not being able to clean up and zero out pathfinding arrays, level flags, and AI arrays. In the past, upon level switching, AI attributes would be passed onto other AIs, so that meant Soldiers would gain massive amounts of armor and explode on death. Armors would bleed when hit by bullets, and all animation speeds would be assigned to wrong character models.

AI improvements: The AIs have now simple recognition of what their allies around them are doing. If two allied units have the same target, one will automatically begin laying down supression fire, while the other will bypass his defensive stance and move into close quarters with its target. This prevents groups of AI's from all laying down suppresion fire, while the player can wait without worry of immediate danger.

In the video youll see the player confront two enemys, who will lay down suppression fire, as well as outflanking the player on two fronts.

New AI classes: just changing some variables I can make some different AI classes.

The Double Gunner is a unit that shoots two powerful mg bullets at a time. It is excellent against groups of infantry, and weak against tanks and armors.

the Sniper Class is a unit that has an incredible range of view, and a high powered sniper bullet that travels faster than any other bullet in the game. It does high amounts of damage to infantry units, but is still subject to being deflected by high armor tanks. These units also have the ability to cloak and move fast to offset their low HP and armor.

Decapitation, dismemberment and blood effects: Units that are killed beyond set damage thresholds can be decapitated or have their torso blown off. During the death, blood spills over the floor, letting the player know the target is dead.

New Buffs: The basis for implementing party buffs were made. The first party buff was added, "Iron Line". Iron Line is a buff that gives a unit's closest allies extra deflection armor. This was to offset the inclination of AIs to choose to stay together when moving. This was originally a detriment to them if they were shot by electricity or area damage weapons.
Posted By: darkinferno

Re: Tomorrow Armor update! (video) - 05/17/09 14:28

glad your making progress, this video seems less exciting than the first... i hope you didn't actually try and tone it down.. other than that, great job.. oh, whats behind the AI? intenseX, razor, your own?
Posted By: jumpman

Re: Tomorrow Armor update! (video) - 05/17/09 20:35

Hello Darkinferno!

Nah, absolutely nothing was toned down, gameplay or effects wise. This video was profiling a little less action packed things, level-loading, AI classes, and dismemberment.

The AI is all my own, however the pathfinding was made from George's Perfect AI pathfinding AUM.
Posted By: darkinferno

Re: Tomorrow Armor update! (video) - 05/17/09 21:33

dark, i'm still working on converting it to lite-c... anyways, your project is looking great.. it good to see some professional looking games coming from gs... one step closer to beating cough*torque*cough...
Posted By: Pappenheimer

Re: Tomorrow Armor update! (video) - 05/17/09 21:51

Magnificent progress! The AI is very impressive!
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