Difference between revisions of "Ganymede Gate"

From RogueBasin
Jump to navigation Jump to search
(New info about the current release)
Line 82: Line 82:
The game was developed form the start to be server based. The client is just a dumb terminal with little to no logic whatsoever. All player and npc commands are processed on the server and then results are sent back to each player, but only if their Area-of-Interest (AoI) covers the results. Communication between the client and the server is all done via JSON messages (with the server->client channel being compressed with ZLib) with a very straightforward and readable format.
The game was developed form the start to be server based. The client is just a dumb terminal with little to no logic whatsoever. All player and npc commands are processed on the server and then results are sent back to each player, but only if their Area-of-Interest (AoI) covers the results. Communication between the client and the server is all done via JSON messages (with the server->client channel being compressed with ZLib) with a very straightforward and readable format.


The reference client, implemented on HTML5, is meant to be one of the many ways to play the game, with a Unity-based port for Android and (if funds permit) iPhone.
The reference client, implemented on HTML5, is meant to be one of the many ways to play the game, with planned Unity port for Android and (if funds permit) iPhone.


== Game modes ==
== Game modes ==

Revision as of 22:46, 21 November 2015

Ganymede Gate
Futuristic Alpha Project
Developer Chiguireitor
Theme Science Fiction, Futuristic
Influences DoomRL/Cogmind
Released 2015
Updated 21 Nov 2015
Licensing MIT Assets: CC-BY
P. Language Javascript
Platforms Browser
Interface HTML5, Keyboard, Mouse
Game Length ?
Official site of Ganymede Gate
Ganymede Gate is a coffeebreak roguelike


Overview

Ganymede Gate is a multiplayer roguelike set in a solar system human base that has been invaded by a mysterious presence.

Downloads

Alpha can be downloaded form itch.io

Content so far

  • 4 types of monsters: the drone (letter **d**), the monsta (letter **m**), the tracer (letter **t**), and the new squad based AI Marine.
  • Several classes with different start attributes and weapons/items.
  • 3 types of level generators: crumbling base, caves and lava lake.
  • Marine class starts with a randomly generated weapon based on the MP9 sub machine gun.
  • Several powerups-weapons to explore.

BcOlzwb.gif

Multiple AI enemies on a simple map showing the new squad based AI (Complete youtube video can be seen here https://www.youtube.com/watch?v=6fmOSi7otyU )

vjHjTGr.png

Level types so far (FOV extended to show off the levels)

Controls

You can use WASD-Cursor-Vikeys to move:

   q w e    HOME  UP   PGUP     y k u
   \ | /        \  |  /         \ | /
  a- x -d   LEFT-- 5 --RIGHT   h- . -l
   / | \        /  |  \         / | \
   z s c    END  DOWN  PGDN     b j n

The center keys are for waiting. Shift augments movement with jumping or bashing (if a monster gets on the way). Bashing knockbacks enemies.

  • F: Fire. Hit again to pick the nearest target.
  • Shift + F: Secondary fire. Hit f to pick the nearest target.
  • G: Grab whatever is on the floor.
  • R: Reload.
  • Shift + R: Secondary reload.
  • I: Toggle inventory.
  • V: Toggle look mode.
  • Space: Activate (levers and stairs for now only). Use item on inventory screen.

Glaring bugs

  • Sometimes secondary fire doesn't gets correctly tigerred.
  • Unsolvable levels. Reserve some explosive weapons for these cases.
  • General bugginess you would expect from an alpha release.

Features

  • No need for downloads, play directly from browser
  • Multiplayer possible but not required
  • Different play modes: Turn-based, Deadline turn-based and Continuous turn-based

Recent developments

  • Knockback
  • New level generators
  • Alternate fire for weapons
  • Jumping, shoving with shift + movement
  • Item generator with multiple variations for each one, ranging from a few variations for simple items, to thousands of variations for complex weapons.
  • Changed the terminal renderer to a WebGL backend

Game architecture

The game was developed form the start to be server based. The client is just a dumb terminal with little to no logic whatsoever. All player and npc commands are processed on the server and then results are sent back to each player, but only if their Area-of-Interest (AoI) covers the results. Communication between the client and the server is all done via JSON messages (with the server->client channel being compressed with ZLib) with a very straightforward and readable format.

The reference client, implemented on HTML5, is meant to be one of the many ways to play the game, with planned Unity port for Android and (if funds permit) iPhone.

Game modes

The game will include several game modes, so you can vary the experience you and the other players get from each of the servers:

  • Players vs. NPCs
  • Free-for-all deathmatch
  • Capture the flag
  • Domination
  • Quest mode (with a random main quest line)

Screenshots

14J22f3.png

Title screen

rCdxVHV.png

Player selection screen, still needs stats and perks/abilities

2DlQZgi.png

Being ambushed by three strong enemies with a crappy weapon equipped


Memory lane (old screenshots)

NWnmINr.png

Being ambushed by a "Monsta" and a "Tracer" NPC (Canvas rederer)

o7jY6lf.gif

Leaving the game open for 2 days after dying, carnage ensues on a lava pool (Canvas renderer)

nGL19Z1.png

River with bridges (Really Old, table renderer)

Links