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Introduction
Containment is a single player platform game being developed in the Scirra Construct engine, a DirectX 9.0 engine for Windows. It is about territory control with some kind of tower defense backing it up. There will be four main characters at the player’s disposal, these guys are the main characters of the webcomic Existence Unknown.
They will have to contain the alien threat, which moves around the world using Sludge. Sludge is a creep which tries to cover everything in the world and gives buffs, healing abilities and spawn points to the alien life forms
Main features
Taking hints:
The Lost Vikings is a big inspiration for Containment, in this case using four characters in a sci-fi setting instead of three characters in a (sci-fi) Viking setting. All the characters have a unique skill-set to get access to certain areas of the map, the others can't reach or access. And there will be temporary (or persistent to some extend) area denial using skills, weapons or equipment
DOTA/HON/LOL are also a big influence in terms of tower defense and drone spawning. The world will have certain strong points which have to be overcome. While fighting the aliens your characters will level up and earn credits. They can spend these skillpoints and credits back at their base or ship to get access to better weapons and skills.
When you take down an alien stronghold, this stronghold can be set up as a forward base to start spawning drones or setup a temporary armory. The aliens will have a mindless drone of their own called Charger, right from the start. As the game progresses your characters can also gain this ability by setting up drone nodes.
Progress page
I've set up a progress page where the development progress on the game and individual features can be seen. Using icons to show what has been done and what is being worked on for the current build, I hope this will give an interesting insight into the progress made on the game.
You can follow the development progress here
Build18 was finished on August 2, 2011
0 comments by Kouji-San on Aug 15th, 2011
The sprite sheets for the main characters are coming along nicely. Here are some random frames taken from their idle animations to give you an idea of what they will look like. Followed by a list of what has been finished or is being worked on.
-uprezzed from 128x128 as they are ingame
As you can see they all have different proportions, heights and attitudes based on their skills, strengths and character. From left to right:
-a list of sprites and frames, I guess...
Chass:
Idle Animation 1 (3 frames)
Running Animation, weapon holstered (8 frames)
Boss:
Idle Animation 1 (4 frames)
Idle Animation 2 (20 frames)
Running Animation, weapon holstered (8 frames)
Jarvis:
Idle Animation 1 (a single frame, will be expanded upon)
Running Animation, weapon holstered (8 frames)
Joe:
Idle Animation 1 (a single frame, will be expanded upon)
Working on the "Running animation, weapon holstered"
-information and stuff is always good!
The hard part for me is probably the fact that I've never really done sprite animation, however it is starting to look nice and smooth. Getting the hang of it, I guess.
I'm trying to give each character their own movement and feel, so to speak. Creating more work for me, because I have to add more individual animations. The running/walking cycles are the hardest it seems, it really shows when something is wrong. Mainly because we as humans are confronted with "walking animations" of real people everyday...
One thing I find quite interesting is the fact that at even at 128x128, the resolution I'm using for the characters, a single pixel has an huge impact on the facial expression. Never really thought it would be this big of an impact.
The reason I'm using 128x128 is because I'm creating full body human proportioned characters and want them to look exactly like the webcomic. Basically I need a bit more room to work with, due to the tiny details that have to go in. Especially the faces.
Well I hope this update was interesting, even if it was just a lot of textual information. I will get you guys something to look at once I get the basic animations (running/idle/jumping/shooting weapons) into the game.
Have a good one!
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This looks interesting, tracking.
looks really cool!
Thanks, always good to hear!