Rogue Force

Rogue Force

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ROGUE FORCE

Welcome to Rogue Force, Commander!

Completed so far:

(Rogue Force Version 0.1 Alpha)

Terran Mission 01

Terran Mission 02

Terran Mission 03

Just added Terran Mission 04.

- Am planning to do some improvements, including for Mission 02, no-one will have to serve Cthulhu today.

Latest progress: Briefings, music, cinematic work. Libraries have been added to. CO-OP Tychus style hero management. Puzzle mechanics (rudimentary.) Boss battles.

Further details below as I log my progress on the campaign. Continuing to improve my skill set and work flow, and also the mechanics of the projects.

Infiltration and Accessing Enemy ComputerSetting Up Your Base

 TERRAN 01:

"THE INFILTRATION"

  MISSION FEATURES:

- Some tactical stealth. Squad management. Simple first mission.

  

TERRAN 02:

"THE LANDING"

 MISSION FEATURES:

- This map features an early, baby alpha version of an experimental trigger-based AI. It may be a little simple-minded in some places, but after testing the map, I hope it at least provides 15 mere mortals for the expert player. I may have to keep streamlining the gameplay to make sure it's accessible for all players.

- It's the first RTS mission, showcasing the Terran faction for this campaign.

- Will be updated. I know the terrain is jank, the alarm system is obnoxious, and the faux physics could be annoying too - but I've already relandscaped a good bit of it, so hopefully it'll be improved in the next update. I still want to keep a lot of the trial elements, but I'll try to make it smoother.

TERRAN 03:

TAKE THE HIGH GROUND

I was having trouble with running this level, some kind of overflow leak that I can't identify, so I've reduced a few features in the mean-time, until I understand the problem better. It's still in fate's hands a bit, but I'll try to get it sussed out in the next update.

MISSION FEATURES:

 - More customised AI by yours truly, sort of the building blocks for more advanced AI. At the moment, it amounts to fairly basic base-building/management and such.

- Monster AI. Another experiment, giving more advanced AI to unique units, like mini-bosses.

- Was trying to give this level a more campaign feel.

- Had to do some custom work with the bridges - should work.

- Hero squad. 

TERRAN 04:

"PURIFICATION"

Woof. Laid a lot of foundation with this one. Basically just creating the foundation of the ordinary campaign experience - briefings and such. But also in-game puzzle elements, and a customised hero squad more in line with the CO-OP Tychus faction.

It's an installation mission chock full of... things... and man was it a long trip on the Enterprise through a black hole to get there. BUT, now I've done it and I can keep improving. Really just needed to get this one done and off the to-do list.

Implemented Bosses. Boss battle AIs. (I swear the last one isn't featuring a deliberate clone of certain mechanics I've seen despite all evidence to the contrary, I just thought it was cool. :P - Just me playing with AI as usual.)

The level, such as boss fights, has, as always, room for improvement - I will return to it when I have the necessary experience. Hope you enjoy it as a preview of things to come. ^.^

Features:

- Installation mission.

- Mini-bosses.

- Squad control.

- Implemented briefings and such.

- Improved coding libraries as I move forward.

- DODGE AMAZO BEAMS.

Bugs:

I think the music trips out temporarily for no reason at a certain point. The sound editor has been a trip, but I'm sure it's fixable.

Notes:

Continuing to improve and update.