[New Mod-Tower Defense] Star Genesis 00

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Autohummer
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I have taken the liberty of re-interpreting the Durkham carrier based on a cruiser design I have lying around. I will make sprite-sheets later this week if you like.

Top: Durkham-Class CV
Middle: Aciman-Class CA
Bottom: Battleship hull, undeveloped
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@Autohummer:
That is so beautiful :3
I'll add it as the Durkham, and credit you everywhere :D

Also, I'm planning on allowing the player to upgrade the Hangar Bay into a cruiser dock and then into a capital shipyard.
Then you can have capital ships along with you to fight the enemy hordes >:D
I'll make it so that you can switch the Domina powers into switching to the capital ships instead (so I->1 is to switch to the Aciman-Class CA, for example).
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Durkham with titanium colour scheme:

400x400 pixel per frame, someone help me spoiler-tag it to preserve thread readability.

(It is deliberately off-centre, as the main rotational thrusters are positioned in a way that the axis of rotation is not exactly at the middle of the ship but slightly behind the middle (they are at the ends of protruding blocks at the sides. If you don't like this and want a proper-centred version, just tell me.)

[spoiler=]
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Image[/spoiler]
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It's amazing :3
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I don't know exactly where the thrusters are supposed to go though.
I'll probably add them later when I'm not studying for finals >.<
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If someone can tell me concisely and precisely how the thruster coordinates is supposed to work/if it is possible to make thrusters firing for rotation I can go and take a crack at it.


Aciman Class Heavy Cruiser, 400x400 pixels per frame:

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Squee :3
I don't know how it works either so I'll probably get to it next week or something.
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To bump the thread a bit:

Fleet lineup!
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Midway-class Escort Carrier (I couldn't make a good looking hanger station, so I made one that moves!)
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Durkham-class Defence Carrier (Has some broadside howitzers and plenty of CIWS for self-defence):
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Aciman-class Heavy Cruiser (Powerful broadside howitzer turrets, a forward dual lancer turret and a very dangerous spinal gun array) :
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Leviathan-class Battleship (Even more firepower and armour than the Aciman):
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Calvino-class Battlecarrier (Has the armament of a Leviathan minus the spinal guns. Hanger capacity is between the Durkham and the Midway):
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I was too lazy to make new fighters so I used my own Assaultstar design (Left: Escortstar light fighter, Right: Assaultstar Multirole fighter):
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Last edited by Autohummer on Thu Dec 19, 2013 5:39 pm, edited 1 time in total.
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Amazing Autohummer :3
I'm still working on making the playership weapons and getting the fighters to strike first (instead of waiting for enemy ships to get close).

The upgrade dockscreen is going to end up being ~7 levels deep unless I think up of a really good way to make things concise. I ended up looking at the Neuros Media Player for some dockscreen examples but ended up fixing that instead >.< (but the Star Genesis dockscreens will look so much better as a result >:D )

So... ideas for upgrade dockscreen?
I'm still keeping the upgrade packages in the back of my head btw.
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My idea would be like this:

Main screen:
  • 1. Upgrades
    • ->
      a) Ship Upgrade Packages (each iteration gives a comprehensive improvement to a certain class of ship)
      -> One screen for each class of ship
      b) Facility Upgrades (same as above, but for facilities)
      -> One screen for each type of facility
      c) Research (Unlocks more advanced upgrades and new ships/facilities)
      -> Advance tech level
      -> Develop new ship hulls. facilities
      d) Resourcing Upgrades (increase the amount of scrap you gain or give you a steady scrap income?)

    2. Repair/refuel (If we allow the station to refuel rather than consuming resources to do so)
    • ->
      Same as base game, but can be made to consume scrap (Why didn't we use credits all long? Just wondering.)

    3. Shipyard (Depends if you want a separate shipyard to incorporate it into the home base)
    • ->
      Build... (One choice for each class of ship, maybe add a confirmation screen as well to save frustration.)

    4. Scan (Not useful IMHO, never used it for all of 11 waves)
    • ->
      Same as right now? I don't use it much personally....

    5. Resources Counter (Preferably use the Rin display system and put it on the above rather than inside the dockscreen)

This set of dockscreens is only about 4-5 levels deep, but is pretty wide and should cover most if not all the commands that we want.


Also, an explanation of the tech level mechanism:

Tech level starts from 1, and ends at 6. You need to invest a significant amount of resources (and possibly time) to advance tech level.
  • T1:
    • Durkham-class (you start with it and you should be given the option to build more, however it costs so much resources that it is impractical to build one until mid-game)
      Midway-class (I wanted it to replace the fighter docks that we have now. If not then replace this with the fighter dock and move the Midway to the same tech level as the Aciman)
      Laser Turret
      Barricade
    T2:
    • Upgrade 1 for Durkham
      Upgrade 1 for Midway
      Upgrade 1 for Laser Turret
      Upgrade 1 for Barricade (possible?)
      Upgrade 1 for fighters
    T3:
    • Upgrade 2 for Durkham
      Upgrade 2 for Midway
      Upgrade 2 for Laser Turret
      Upgrade 2 for Barricade
      Upgrade 2 for fighters
      Missile Turret
      Mining Station (to be deployed by a carrier-class ship)
      Capital Shipyard (for starbase or as separate facility)
      Aciman-class (Available as soon as Capital Shipyard is online)
    T4:
    • Upgrade 3 for Durkham (Max)
      Upgrade 3 for Midway (Max)
      Upgrade 3 for Laser Turret (Max)
      Upgrade 3 for Barricade (Max)
      Upgrade 3 for fighters
      Upgrade 1 for Mining Station
      Upgrade 1 for Missile Turret
      Upgrade 1 for Aciman-class
      Super-Capital Shipyard (for starbase or as separate facility)
      Leviathan-class (Available as soon as Super-Capital Shipyard is online)
    T5:
    • Upgrade 4 for fighters
      Upgrade 2 for Mining Station
      Upgrade 2 for Missile Turret
      Upgrade 2 for Aciman-class
      Upgrade 1 for Leviathan-class
      Calvino-class (Requires Super-Capital Shipyard)
    T6:
    • Upgrade 5 for fighters (Max)
      Upgrade 3 for Mining Station (Max)
      Upgrade 3 for Missile Turret (Max)
      Upgrade 3 for Aciman-class (Max)
      Upgrades 2 and 3 for Leviathan-class
      Upgrades 1, 2 and 3 for Calvino-class
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pixelfck
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Very nice artwork! I wish I could do something even half as good!

You can make ships attack early by writing a behaviour class for them and spawn them with this behaviour class as their controller. (it is not possible to assign a behaviour class to existing ships).
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RPC
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I'm planning on adding new resources for different things so I'm playing around with new resources other than credit.

Also, I tried to implement scrap as an economy type but since my 'stations' are actually ships I don't think they will display scrap on the top of the screen :(

Also, ideas for enemy ships/tech?
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sun1404
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the CSCs, while a ship in every senses, can display your credits on the top, can't they? It should be possible to make your ships display scraps there too.
Yes, look at my avatar, I have a wyvera type ship.
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pixelfck wrote:Very nice artwork! I wish I could do something even half as good!
Thanks! :D
RPC wrote:Also, ideas for enemy ships/tech?
Working on it. I am going for an aggressive, angular look to contrast the bricky allied ships.
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Autohummer:
Okay, so I'm thinking about making a civilian constructor ship [which will be an optional starter playership] named the Opinren that would make all of the economy stations, such as a mining colony, more starbases, and maybe some solar collectors. Just a heads up because I had to reuse my old ship graphic >.<
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Opinren-class dinky factory/construction ship:

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