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.
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.