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Project: This Means War! [XNA]
Project Started: 11th October, 2010 Last Update: 26th October, 2010
Project Owner: HorrendousGames Project Members:
Project Type: Action Strategy Project Progress:

Project Overview  
Preview I am a big fan of strategy games, although most strategy games leave you detatched from the action, and I love action games as well, but you're always stuck going where everyone else wants you to go, having people tell you what to do. Of course there are some action games that are open ended, but usually they are TOO open ended with not enough gameplay aspects to keep it fresh and exciting at all times (thanks a ton, Bathesda ). Going back to strategy games, about 90% are quite difficult for novice gamers to just jump right into, so it is virtually a genre dominated by hardcore gamers. On top of that, most strategy games only offer multiplayer online, and only single player offline, so when I have company over, I can't exactly let them join in (get your oligarchy out of my dictatorship, thank you).

Risk is an example of a simple multiplayer strategy game, and was a fantastic board game, although when it was ported to video game form, virtually all concepts kept the concept of the dice. There have been a few other games, for instance, Lord Of The Realms, that did the risk concept, added some other strategy elements, but of course when battles took place, it launches you into another strategy game!

The simplest way to describe "This Means War"? Well, think of your favorite war themed action platformer or first person shooter, except you get to call the shots. It is a perfect blend of strategy and action, allowing you to decide which route to take in the war, while being able to get down and dirty in all the action on the front lines.

The concept is simple, you and up to 8 different armies (with a max of 4 local players) start with a single piece of land and a few soldiers and fight to conquer the entire map. Send your soldiers into battle where you must erradicate all the soldiers in the area, raise your flag in their base or cause them to surrender. On the flip side, defend your bases from oncomming soldiers by killing all intruders or causing them to retreat. Collect special cards to give your soldiers an edge in battle, anything ranging from giving your troops body armor to causing an uprising in enemy territory.

"This Means War" also features a create your own army feature, allowing you to personalize your struggle whether it be for world domination, world peace, or you just want to start crap and blow something up.

Play the game and earn cash to unlock new weapons, new uniforms for your armies, cheats and who knows what else!

"This Means War" will be available for purchase on the Xbox 360 Live Market Place (in the Indie Games Section) for only a $1! You can't go wrong with just a $1! You can find that in your couch/laundry room/wet bar, so give it a shot.

Featuring
Art and Design by John Paul Neumann
Programming and Design by Ronnie Smith
Music and Sound Effects by Jon Powell

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Quick update
Posted 26th Oct 10, by HorrendousGames 1 Comment
Ronnie took a few days off before tackling the AI and animation engine. You kids and your fancy throw everything into MMF2 really quick deal, just be ready for a treat if you decide to progress into a programming language. Granted, XNA is still easier on it than going straight C#, what with SpriteBatch and all, it's still a pain in the rear.

But even with all that, getting the animations up and running was smooth as butter, although Ronnie complained about my 4 part sprites. But he's dealing with it. We've got the planning done for the AI, so once we have the time, it shouldn't be too difficult to impliment it.

Jon has been working like a dog, and he's already finished all the tracks for the game, and fantastic they are. He's getting started on all the sound effects, so that should be great.

Everything is looking pretty awesome, Should have enough to show you guys something more in a couple of days or so.
Pick a card
Posted 16th Oct 10, by HorrendousGames 2 Comments
Hey guys,

Just a quick update, I've got most of the cards done for the game, as well as all the effects. Programming is getting there, just a little bit at a time.

I've included some of the cards that will be used in the game, so you can get interested in some of the nifty gameplay elements that can arise with them.

Oh yeah, and OMC has been nice enough to provide us with some menus! He's done a great job so far, so if you come across him, say... hey, nice job... or something.

All is going according to plan. MWAHAHAHAHAHA!

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Looking for a GUI/Menu Artist
Posted 13th Oct 10, by HorrendousGames 2 Comments
Hey everyone,
I don't know if anyone saw it, but I was looking for a tutor for this very subject a couple of days ago.

I'm simply looking for someone to at least make up the menus for this project so I can stop futzing around with it and focus on the rest of the in game assets. I have a few ideas, but I really just need someone to make it look good and functional. If you can get it done in 2-5 days, that would be awesome.

As far as compensation goes, I really don't have anything to offer at the moment, although if you have a reasonable payment request I'm more than willing to hear it, and we can work out something, whether it be a one time payment or a bit of the profits.

If you're interested, reply here or send me a PM
Progress Thus Far...
Posted 11th Oct 10, by HorrendousGames 7 Comments
About 70% of the art is finished. All the characters and animations are finished, all the backgrounds, the only thing left really is menus, effects and a few maps.

I've provided some screenshots of some of the backgrounds for the battle mode. Each area will feature a random base, background and a vast amount of random cover objects to hide behind (so you don't get shot! Oh no!)

I've also provided a look at some of the weapons that will be featured in the game! Each one is already fully animated and ready to kill your friends!

The sprites for this game aren't as extensive as my other games but that's for two reasons.

1) It always helps performance to not jam pack the game with too much animation.

2) I set up the sprites to be jointed, so rather than having to do several animations for shooting, shoot walk, shoot duck, ect, the body moves independantly from the legs.

Currently as far as programming is concerned, we've got the map set up, it tints to the player color, you can issue orders, end your turns, ect. As far as the battles are concerned, you are able to walk jump shoot, and the battlefield is set up and looping. Once we get a bit more of the gameplay done, I'll be providing a video for you all to see the magic that is happening 'round back.

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