All new interface
by Kevin James · in Torque Game Builder · 06/02/2010 (7:51 pm) · 8 replies
Fangorodrim.zip (12 megs) Notes:
1. hold <ctrl> to strafe.
2. Click anywhere in open space to clear description boxes.
3. Use the X key to clear all boxes.
I wrote a brief tutorial today:
Introduction:
Fangorodrim is not a top down shooter. Well, it does that but that's not what makes the game fun. This was inspired by "Sins of a Solar Empire" which gives it RTS and RPG elements as well. For example, you build structures to gain access to energy, metal, research, fleets, ship repairs, defense and more. Some structures require research before you can build them. Some abilities require research (e.g. warp drive). There are some things you can't accomplish without first building a fleet. Some technologies are found throughout the galaxy (after survey tech is researched). This is not a fast nimble shooter game.
Notes:
1. You win by colonizing all of the sectors.
2. Should take about an hour to win on medium map and normal difficulty.
3. Tested on Win XP, Vista, Win 7 systems
4. Freeware game, no strings attached
Early combat:
In the beginning of the game, your ship is weak and slow. When enemies appear, keep your structures between your ship and the enemy. Your attacks go through structures while the enemy fire is stopped.
Building strategy:
All buildings should be clustered around the gravity well.
Optimal building and research order to start the game:
1. Build research lab
2. Research power plant
3. Build 2 power plants
4. Research mining facility
5. Build 1 mining facility. Note: Mining facilities must be built in contact with the gravity well.
6. Research defense drone.
7. Build 2 defense drones on opposite sides of the planet. This is why you cluster buildings around the planet. 2 defense drones can effectively fight off enemy invasions for a long time.
8. Research bomb technology.
9. Research warp technology.
Getting to step 9 should take 5-8 minutes. This is a good time to save your game. Hit <esc> and click the Save Game button. Then click the Return button to clear the main menu and return to the game. You are now ready to warp to the next sector and establish another colony.
This is why you researched Bomb tech early. As you may have discovered the difficult, painful way, your ship can not go head to head with the pack of aliens waiting for you in the next sector. Here are a couple of strategies to establish your second colony:
1. Wait in your home sector until you have enough energy and metal to quickly build a colony and 2 drones in the next sector (boring). Nevertheless, you still have to fight a big group of baddies once you get there.
2. Test your maneuvering and endurance skills early (fun). If you survive this strategy, you will certainly gain 1 or 2 levels in experience.
Hint: once the colony is built, the large invasions stop in that sector until much later on in the game.
Conquer the Sector (with your weak and slow ship):
Fly into the sector and wait in the middle for the attack wave to arrive. Be ready to build the colony on the way in and defense drones (around the planet) if you have the resources. Take out the kamikaze alien with a bomb. He will fly right into it as he makes a bee-line to explode in your face.
Once you see where the main attack force is coming from, move to the opposite corner and open up with the cannon. If you're lucky, you may take out a Peon with this initial barrage. Right before you start taking damage fly past the group and drop a bomb. Stay in that direction for as long as possible because they will follow you and fly right into the bomb. Now you can fly circles around them, dipping in close and dropping tactical turds along the way. It is possible to take out 3 or 4 Peons with 1 bomb, but the Brutes absorb more damage. A good tactic is to have at least 1 defense drone providing support as you fly around the sector.
Expansion:
The minimum in each sector should be a colony and 2 defense drones. If you are playing the large map, research logistics until you can build at least 5 drones in each sector. The invasion forces get larger as you get more colonies.
Recommendation: Complete Shield and Survey research before you get to sector 4.
Hint: The factory repairs ships and restores shields.
About the author
Computer security, digital forensics, and platform jumper enthusiast. shells.myw3b.net/~syreal/
#2
06/04/2010 (5:46 pm)
Thanks Will! I would be interested in seeing your linked enlarge code. I agree about the warp problem, but I don't know how to fix it. I need to require a secondary key to activate warp otherwise the player is constantly warping when he doesn't want to.
#3
1) Remove the enlarge behavior from the text you have. If it also has any button behavior, remove it from there, too, and make sure the underlying graphic has it.
2) Add a string field to the enlarge behavior called "linked".
3) Make sure the text has a script name (say, "SaveButtonText").
4) Add the text (like "SaveButtonText") to the enlarge behavior "linked" field.
5) Modify the code to enlarge not only "%this.object", but "%this.linked", too.
I hope that makes sense!
As for the warp, I guess the problem is the bouncing. If you had "clamp" behavior at the edges, I think it would feel a little better. (I think it's "clamp" that will allow you to slide along the edge, but not bounce off it.) The shift key is just fine for the warping; I agree that you don't want to randomly warp.
06/04/2010 (8:07 pm)
I can't seem to find that code, but here are the general steps:1) Remove the enlarge behavior from the text you have. If it also has any button behavior, remove it from there, too, and make sure the underlying graphic has it.
2) Add a string field to the enlarge behavior called "linked".
3) Make sure the text has a script name (say, "SaveButtonText").
4) Add the text (like "SaveButtonText") to the enlarge behavior "linked" field.
5) Modify the code to enlarge not only "%this.object", but "%this.linked", too.
I hope that makes sense!
As for the warp, I guess the problem is the bouncing. If you had "clamp" behavior at the edges, I think it would feel a little better. (I think it's "clamp" that will allow you to slide along the edge, but not bounce off it.) The shift key is just fine for the warping; I agree that you don't want to randomly warp.
#4
I had clamping before and then it was easy to loose track of the ship's location as it got clamped off-screen (there's a reason for the extra buffer). Anyway, I thought of using shift to activate warp with a tap rather than holding it down. Then it will get turned off during warp.
06/04/2010 (8:48 pm)
I'll give that a try, thanks!I had clamping before and then it was easy to loose track of the ship's location as it got clamped off-screen (there's a reason for the extra buffer). Anyway, I thought of using shift to activate warp with a tap rather than holding it down. Then it will get turned off during warp.
#5
I've got a nice little sector going and am getting the hang of things. I'm not crazy about the controls for the strafing though. I'd much rather have it:
A:turn left
S:back
D:turn right
W:forward
Q:strafe left
E:strafe right
I've always wanted to play guitar too but could never get the hang of that pinky action... Maybe if I practice with Fangorodrim. :)
06/04/2010 (8:50 pm)
I agree wholeheartedly about the improvements in the game! Well done!I've got a nice little sector going and am getting the hang of things. I'm not crazy about the controls for the strafing though. I'd much rather have it:
A:turn left
S:back
D:turn right
W:forward
Q:strafe left
E:strafe right
I've always wanted to play guitar too but could never get the hang of that pinky action... Maybe if I practice with Fangorodrim. :)
#6
06/04/2010 (9:32 pm)
Thanks Patrick! It's been a long time since I played a game with strafing. I'm not satisfied with using ctrl. I'll gladly switch it to Q&E.
#7
06/11/2010 (8:46 am)
Wow, really nice Kevin.
#8
06/11/2010 (10:08 am)
eh, it doesn't even look like that anymore.
Associate William Lee Sims
Machine Code Games
I have a couple of nit-picks. Sometimes when hovering over a button, the associated text doesn't also enlarge. In the past, I've added fields to the behavior that enlarges to be able to link other objects that need to be enlarged at the same time.
Also, I didn't like it when I was trying to warp out and I'd bounce off the side and the warp would fail. I'd have to start over thrusting and then do the warp again.