Monthly Archives: October 2012

About resistances

Almost all ARPG games have the famous resistances. Usually these are based from elements or different nature forces (fire, ice, arcane, poison, etc…) In Spacefields, the idea of bringing this sort of RPG system is strongly present. In fact, the current GUI in the spaceship tab has already the indicators.

1.1 – Sneak view of the main resistance indicators (fire, electric, ice and naturium)

The use of resistances in Spacefields will become a very important aspect of the game, turning it a little bit strategic in the middle of a round. For example, weapons have their own damage type, so if you shoot with a naturium-based gun, you’ll have more chances to defeat enemies which are weak to it. However, the most interesting of this is that you’ll be able to equip up to three guns. All of them will be switchable in real-time just using your mouse wheel, giving you some critical decisions over your opponents in just a fraction of second.

Upper slot: main weapon. At the bottom, secondary weapon (AOE) assembled to the gun.

Furthermore, you will have another slot that represents an assembly to your main weapon (fig 1.2) with an area of effect attack property (AOE) that will boost your chances to sweep out the field very fast.

Apart from all this, I think that most of the people who is reading this entry will be wondering “WTH is naturium?” Naturium is like the “mana” of Spacefields. It is some kind of alien “fuel” used by the spacefields machinery to attack and resist to. It acts like any other resistance with a few more properties.

In a near future I hope to explain a little bit further all the main aspects of a round -RPG side-, and where I am heading. But, to get a sense of where the idea goes, the main goal is to build a truly frag-fest experience but without forgetting some strategics concepts. We’ll talk more deeply about this side, like resistances, fast weapon switch and other new concepts -skill-craft system using numeric keys, discs on screen that provide some bonifications, score aimed to reward you, powerUps system, etc…- Think that your mind have to explode -literally- while the round is active! Anyway, this fast-paced action will represent a very high contrast side comparing with the RTS aspect of the game. But all this stuff deserves another blog entry. :-)

First post

This is the first post of many others, I hope. I launched this blog with two base sections: “What is this?” and “Story”. Thanks to both of them, I think all of you will get an idea this project is about. In a near future, I will fill the site with other sections as long as I progress with the development of the game. One of the most important pages I’d like to add is one dedicated to all the opinions and contributions from all of you. Opinions and ideas that, in general, must fit with the core-system Spacefields currently has. I’m sure there will be lots of great stuff to read!

Now, a short list about the things I’ve done since I began with the development:

- GUI Base (round)

- Inventory System 100% functional (equippable items and visible in the spaceship prototype).

- Spawner that drops items based on real probabilities. Current quality items: commons, superiors and rares.

- Power-Up System.

- Round score and other useful stuff.

- Item sheet with correct data display of armor, base color, item name (random number), etc… Still no layout associated. It will be reworked when I get to the item generators system.

- Dyes! xd

Currently working on:

- Enemies pool entities. AI and base class.

Nothing more to add for the moment. I’m still translating all the Spanish texts I’ve written, so I think I’ll be a little bit busy for a while. Today, I have not been able to set me to work in code because of this web stuff, but tomorrow I hope to be on the ride again.. So, I’d like to thank everyone for visiting my modest blog, and if you want to join me in this long ride and be part of it, please take a sit and let’s go!