[2D Minimalistic] Pixavive - Survival Alpha, v0.08

Pixavive - Survival Alpha v0.08

Author:
tom_mai78101

Instructions:
A 2D pixel-only real-time strategy game. Your task is to defeat the enemy forces by creating spawners, and send out units to battle.

How-to-play:
The white dot that follows the mouse is your in-game cursor. Left click to place a spawner down where the white dot is at. The Cooldown timer will then start to count down. During this time, you cannot place down any spawners. Once the Cooldown timer is gone, you can then continue to place down spawners.

Each spawners will generate a unit that will move out towards anything coming in to their way. Once all of the spawners are destroyed, the game will fade gradually to the winning color, then game is over.

TODO List:

  • Sounds.
  • New pathfinding AI.
  • Obstacles. (DONE)
  • Make the area more vibrant, more colorful.
  • More units to interact with.
  • More options. (DONE)
  • Tutorial Mode.

Game Download:
http://www.thehelper.net/attachments/pixavive_alpha_v0-08-jar-zip.18582/

Source code Download:
http://www.thehelper.net/attachments/pixavive_alpha-src-zip.18583/

Discuss This Game At:

I tested out your program for about two minutes before I gave up. Even after reading your few instructions the game made no sense. Do you just keep randomly placing a ton of points and wait to see what happens or…?

I think I kind of see what this is:
You make spawners, and have to keep the sides from dying out.

Yes. The point is to survive for as long as possible. The game is just 3% complete, as it is done to gather feedback for new ideas. Some people I know of call this “co-brainstorm”, used for obtaining results from a group of people.

Questions for the feedback:

1. What are your thoughts on this demo?
2. What new ideas can you think up that adds new depth to this demo?
3. What do you think that needs more improving?
4. What else do you want to add? (Set of goals, Vision, game direction, etc.)

Is this a demo of a game called Demo or does the game have no name and you are just repeating demo so we understand it’s a demo?

So I clicked many times and the dots are battling it out. But no idea of score tactics etc

https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-frc3/1463768_10152068371232068_1420125524_n.jpg

To be honest, the game isn’t really fleshed out.

  1. I have no ideas. Literally, as in, I’m having a writer’s block.
  2. I don’t know what to make of this demo. I couldn’t think up of a name that can describe this current product without saying “it’s a demo.”
  3. I’m at the end of this “demo’s” road development. There’s no future plans for this, until I think up new ideas.
  4. I don’t have a lot of time to work more on this, and probably other game development stuffs.
  5. I suck at graphics. I would really loved to improve this, but I don’t know what to improve. They are pixels, they represent entities with values from 0x000000 to 0xFFFFFF, with alpha flags from 0x00 to 0xFF. I planned this “demo” with the aim of “using pixels,” in which I did.

It’s a vicious cycle of torment.


@dime26:

Score tactics? Brainstorming:

  1. Kill count?
  2. Number of targets needed/required to kill?
  3. Alive count?
  4. Species survival percentage?
  5. Total kill count?
  6. HP?
  7. Attack/Damage value?
  8. Score? (Retro games score-type counter?)

Updated the game.

Just read Post #1. Thanks!

As for score tactics, I’m aiming towards that goal. Thanks to dime26 for the idea, the development of this game continues.

Update:

v0.06 is released!

Changes since Demo v0.04:


  • Added sounds.

  • Added main menu.

  • Added options menu.

  • Added 4 different AI settings.

  • Added Cooldown timer.

  • Added a simple heads-up display.

  • Removed the [Demo] in the title of the game. It’s no longer just a plain simple demo.

  • Added logo.

    • Fix bug that causes it to hang if the AI cannot find valid spawner placements.
    • Now working on pathfinding AI.

Updated to 0.08. Skipped 0.07 because I have integrated the updates together.

  • Added working A*, still a few issues needed to sort out.
  • Code refactored.
  • Added primitive resource mining. (Not complete.)
  • Limited the numbers of active units on the screen. (To cut down pathfinding time.)
  • Limited the numbers of spawners on the screen. (To cut down pathfinding time.)
  • Made HUD flexible. (New ability to display texts and numbers.)
  • Added obstacles. (Not complete. Revisiting this.)
  • Completed simple obstacles.
  • Added 2 new options: Sounds, and Obstacles.
  • Press ESC to quit a game session. Will ask you if you want to retry or not.