Endure Island Survival [LIBGDX]

Introduction
Endure is an Island Survival Game, aiming to be a sandbox experience until the game has all of the features in place; then it will contain objectives and levels.

So far the working features include:

  • Randomly generated map
  • Inventory
  • Crafting
  • Boats
  • Fishing Rods
  • Fish
  • Moveable objects
  • Day/Night Cycle

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Fishing
A quick look at the in game fishing, lots more to add to this, XP, bigger fish, more AI and so on:

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Screen Shots

https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-ash4/t1/1620727_10152240402437068_1627409863_n.jpg

https://scontent-b.xx.fbcdn.net/hphotos-prn1/t1/1620566_10152240402467068_802578784_n.jpg

Shooting

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Any early feedback or interest is very much appreciated.

“Mr. Korea”, PSY huh? ;D

Graphics are nice. DL link is waited.

Once the first puzzle is implemented I will create a quick demo which you can test, I will also replace the Mummy with my own graphics. I have a full story in mind for the game and a more futuristic look but will keep that a surprise for now.

I have had sounds recorded for the game also just waiting to receive them.

What would you like to see in the demo?

As like other people want, as much as possible. Entertain us! 8)

Update:

I have added a new Puzzle & Pressure Plate Class to the game, as with other objects you declare them in the object layer (tiled editor), more work to do on these, animated doors, different types of activation for the plates and so on but this is a start:

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Create a Door object that is locked and linked to a puzzle, create pressure pads that when activated solve a puzzle, I will implement other types of triggers and variants of the pressure plates(Ones that require a crate pushed on them etc). Also need to animate the plates
(This way the level editors have to know zero code just properties)

How they are implemented / Customizable


<object height="42" name="door" type="warp" width="31" x="736" y="30">
   <properties>
    <property name="locked" value="true"/>
    <property name="warp" value="map2"/>
    <property name="warp_x" value="755"/>
    <property name="warp_y" value="40"/>
    <property name="puzzle_id" value="2_pads"/> 
   </properties>
  </object>
  <object height="25" name="puzzle" type="door" width="25" x="737" y="180">
   <properties>
    <property name="puzzle_id" value="2_pads"/>
    <property name="number_of_parts" value="2"/>
    <property name="solved" value="false"/>
   </properties>
  </object>  
  <object height="25" name="pressure_plate" type="" width="25" x="737" y="180">
   <properties>
    <property name="puzzle_id" value="2_pads"/>
    <property name="plate_id" value="pad_1"/>
    <property name="activate_order" value="0"/>
    <property name="activate_by" value="crate"/>
    <property name="activate_weight" value="0"/>
   </properties>
  </object>
   <object height="25" name="pressure_plate" type="" width="25" x="800" y="180">
   <properties>
    <property name="puzzle_id" value="2_pads"/>
    <property name="plate_id" value="pad_2"/>
    <property name="activate_order" value="0"/>
    <property name="activate_by" value="crate"/>
    <property name="activate_weight" value="0"/>
   </properties>
  </object>

You going to get this working for android??.. I hope so.

More on topic, I am interested to see how well you can implement puzzles into this shoot-um-up style.

I will make this a desktop game first off, then if people like it Android is an option for sure.

When I say puzzles… think of tomb Raider, get a key, push some boxes about, toggle levers maybe while under attack. Some puzzles will be optional or sort of hidden and not just open doors but reward you with extra ammo etc.

Very much open to ideas and will try anything can always just throw away code/ideas if it does not work.

Your game looks very interesting, with some nice touches.
I like puzzle games, and yours sounds like a good idea.
Will keep poping back and checking on how this is going! :slight_smile:

Hey that looks really slick man :slight_smile:

I especially like how fluid everything is, I look forward to seeing a finished piece :smiley:

Having a little break from Java tonight and looking at making some walls, these are some ideas/concepts and how I want the game to look, I will reveal the story behind the game at a later date :smiley:

https://lh4.googleusercontent.com/-fW5F8SkLS48/UWte60WSBxI/AAAAAAAAAII/54UGKVdZtZ8/s588/tiles.png

So I have managed to find a little time to update the game, working mostly on the enemy A.I.

This mob type hunts you down until its withing shooting distance then fires.

TODO

  • Bullet facing right way
  • Avoid objects
  • Predictive Firing
  • Work in groups to cut your path off
  • Add Roaming/patrolling

Started working on realistic(ish) Pathfinding, I want to enemy to only follow once it sees you.
If you are behind a wall making noise it will come hunt you down

UxHQX9-37Z8

So I have managed to find a little time to update the game, working mostly on the enemy A.I.

This mob type hunts you down until its withing shooting distance then fires.

TODO

  • Bullet facing right way
  • Avoid objects
  • Predictive Firing
  • Work in groups to cut your path off
  • Add Roaming/patrolling

Started working on realistic(ish) Pathfinding, I want to enemy to only follow once it sees you.
If you are behind a wall making noise it will come hunt you down

UxHQX9-37Z8

Looking well. Also fireballs! Fireballs are good.

Added in some test sounds just to see how they work, very simple with LibGDX although I would have liked some x,y co-ords on where the sounds occur.

Maybe Ill look at another audio lib soon.

SzJppyXbOv0

Looking well. Also fireballs! Fireballs are good.

Added in some test sounds just to see how they work, very simple with LibGDX although I would have liked some x,y co-ords on where the sounds occur.

Maybe Ill look at another audio lib soon.

SzJppyXbOv0

Added some simple Line of sight so the enemies know when to fire, currently adding many states to the enemies including:

Static,
Chasing,
Hunt,
Firing,
Patrol,
Retreat,
Freeze

Next I will make the enemies chose a path around obstacles, maybe even allow them to blow up the crates when they are blocked/trapped.

K5n4pGaBDfY

Added some simple Line of sight so the enemies know when to fire, currently adding many states to the enemies including:

Static,
Chasing,
Hunt,
Firing,
Patrol,
Retreat,
Freeze

Next I will make the enemies chose a path around obstacles, maybe even allow them to blow up the crates when they are blocked/trapped.

K5n4pGaBDfY

Enemy Radar and health bar added. I will try to add a demo soon:

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