Your Queen is dead. Your brood is no more. You are the first of the last ones. The Nones. Exterminate.
The intro blurb is purposefully short. The subtitle is temporary as I do not want this to be confused for the original movie, or a fanfic for the most recent game in the Alien franchise.
I am an avid fan of the Alien vs Predator universe, the comic books specifically. I am thoroughly disappointed by the recent movies in the franchise and will not follow one bit of the lore portrayed in there, other than the original movie. I am also thoroughly disappointed by Alien: Isolation. But this is not my 'This is how you do Alien' project, it is a testbed for a prototype I wrote a while ago, which was a zero player game. My intent for this game is to use the mechanics and design choices from that project, and make it a single player game.
But before you get your hopes up, I'll come forward and come clean. My track record has zero finished games, or games released in any form. Everything I wrote, I deleted or lost in hard drive crashes (After years of sitting on that drive). I will be happy if I can release a demo for this, and I hope that through coming forward to the community with this idea, that it will give me the extra motivation to go beyond the 'code the tough stuff first' stage of development.
I will begin by explaining the prototype for the earlier game I mentioned, conveniently placed in spoilers:
The prototype I was working on was based on a mecha game that I enjoyed, and inspired by Aurora 4x's damage model. Instead of using ship-based components damage, like Aurora, I went for an approach that was more like Battletechs, in that each possible limb was an array, that stored char sized variables, where each bit corresponded to some sort of system, or part of a system. For example:
unsigned char MainPressureValve = 1 << 5;
unsigned char FlyByLaserMirror = 1 << 6;
Damage was rather low, and depended on the angle of impact, and force, to generate a number, and bitshift it to the left, depending on the previously mentioned values. The entire system and operation of the mech was based on these components, and damaging them had real effects. A destroyed temperature gauge means that an inexperienced pilot will explode his jet engines. A damaged jet pivot or gimbal eventually results in a crash.
Information was also shared in real time between the squad members, and their information was never perfect. They had sensors which had their downfalls.
As I mentioned before, it was a ZPG. You basically just watched these NATO symbols fight other NATO symbols, and though I tested it mainly through directly calling the functions at compile to make sure it works, I could say it was fun. The problem however arrived when I allowed the mechs to be R&D'd via genetic algorithms, which resulted in diamond like shapes, and I removed the genetic algorithms and lost interest in the prototype.
This brings us full circle to Alien. I want to use the design choices from the prototype: Real Time Information Sharing, by-bit stored variables, and sensor modes-- and a plethora of other stuff into a game that even I could enjoy. My idea for this game is to create the Alien on a ship that uses the damage model of my prototype. Which means you could basically intentionally attack the floor to sever electrical wiring, create floods, and similar, and have a world that reacts to this, based on their personality. The inevitable would lead to imperfect information sharing, and lots of things that are still too far off to even consider. I'd like to use this thread also as a help call for anyone interested in possibly drawing electrical systems or similar, for a large space ship or space station. Or at least suggest what kind of systems one could find on the game space, that can be attacked and destroyed. Air vents, for example, atmospherics pipes, water pipes, etc.
The Alien itself will be an intelligent exception of the species and possess the following vision modes: Echolocation and Electrovision. He will be capable of understanding human 'body language' through their electrical signals to 'figure out' what they are saying: "HELP" for example.
I am planning on also randomizing the gaming space. There may be a Predator on the ship. There may be a traitor who helps the alien. There may be many other possibilities.
I will be posting some code snippets in the near future I hope. But my style of coding is such that I rarely have stuff to show immediately, other than output from some of the functions, and I might share that if it seems interesting enough, or a lot of C++ programmers end up frequenting this thread.
I really hope this will be the project that I see through the door in one form or another.
Cheers.
I am still working on this, albeit on and off. I ran into some trouble with the maps in general, the layouts have not been pleasing, and I mostly left the project to collect dust, waiting for some flash of insight on how I could procedurally generate the ship/station.
However, I have not been completely idle- I was looking at various mechanics in board games, and implementing any and all ideas I got into the game. I was really impressed with Phoenix Command and Renegade Legion: Centurion and Interceptor. The combat and damage mechanics gave me some good ideas.
Right now, the characters of the world, mechanically, are finished. I just had to complete an abomination of math that took me for quite a mental ride. For a while I had no idea what it was doing, except that it was giving me the numbers I wanted, until I decided to focus and try to follow the code and what it was doing. Who needs comments anyway, right?
int find_index(int number, int size, int array[])
{
intclosest = 0;
for(int i = 1; i < size; i++)
{
closest = abs(array[i] - number) < abs(array[closest] - number) ? i : closest;
}
return closest;
It basically simulates a 30*200 table with only a few keys, by finding the index of the closest denominator with an actual value, returns it and then I can use it to find the value- reducing the table to an array of 20 or so elements.
Reminded me of that programmer joke where a son asks his programmer father why the sun rises in the east, and sets in the west. To which the father says, "Don't touch. It works."
I am looking into finishing the combat system in the meantime, but I don't have an ETA. The first prototype will most likely only feature colonial marines, as the hit locations are getting extremely complex, and I have not even started on the alien or predator ones. In the case of the alien, I still have to figure out where to put all the critical systems, and what the biology of an alien is actually like.
Stay tuned. Or... you know.. forget about it until a new post appears!