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Author Topic: Imperium Scenario System  (Read 4443 times)

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Kenny Shields

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Imperium Scenario System
« on: July 21, 2022, 05:42:16 pm »
Hello,

I've been working on a game engine that uses SFML pretty extensively for about 3 years now. Earlier this year I started working on a top-down style shooter game using the engine, and it's been coming along quite nicely. Here is the project page for those who are interested: https://kenny-shields.itch.io/imperium-scenario-system

The engine, called Imperium, is written using the D Programming Language, and all of it's SFML related components are built upon the official C bindings. It's primary focus is to facilitate the creation and simulation of 2D top-down worlds, but also works as a general purpose 2D game/application engine and has bindings to many other libraries and frameworks that are useful for development (SQLite, Lua, libav, etc...).

I'll keep this initial post rather brief, but if anyone has any questions about the game or the engine please feel free to ask and I will go into as much detail as I can (there are also some details in my original post on the D forums here: https://forum.dlang.org/thread/zuftzvxusvgwqmsntokf@forum.dlang.org). For updates on the game, you can follow the project on itch.io to receive notifications about new releases and devlogs.

Lastly, I'd like to give special thanks to everyone who contributes to the development of SFML, it's been an extremely valuable tool and resource over the years and I look forward to future release.

Kenny Shields

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Re: Imperium Scenario System
« Reply #1 on: February 17, 2023, 05:40:32 pm »
Hello,

It's been a while since my original post so I though't I'd share an update on the progression and evolution of my game. Since my original post last year, ISS has received many significant changes and improvements, some of which include a new gamemode, proper render scaling of the UI and game world, new maps and integration with the Chipmunk2D physics system. A third gamemode is also in the works and should be out sometime this year, though there is currently no strict timeline on that. Additionally, I just release major update today which focuses on improvements to the game's crafting system, you can check it out here: https://kenny-shields.itch.io/imperium-scenario-system/devlog/491271/2023-02-17-crafting-overhaul

Any feedback is welcome and appreciated, feel free to post it here or over on the project's itch.io page.

Thanks!

eXpl0it3r

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Re: Imperium Scenario System
« Reply #2 on: February 17, 2023, 06:44:20 pm »
Somehow kind of missed the initial post. :D

Looks pretty neat and I managed to die rather quickly. ;D
I guess, it's part of the experience, but I find it rather hard to see the zombies most of the time.
And it feels quite odd, that when you're in a room and phase 2 starts, you suddenly get a stream of zombies just running towards you, so you could get multiple zombies stacked on top of each other.
Might be interesting to play around with a more scattering and slowly zoning in, instead of a direct path finding by everyone at once.

You mentioned you're built a complete engine, is that somewhere publicly available?
« Last Edit: February 17, 2023, 07:58:33 pm by eXpl0it3r »
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Kenny Shields

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Re: Imperium Scenario System
« Reply #3 on: February 17, 2023, 07:47:38 pm »
Somehow kind of missed the initial post. :D

Looks pretty neat and I managed to die rather quickly. ;D
I guess, it's part of the experience, but I find it rather hard to see the zombies most of the time.

Thanks for giving my game a try! The low lighting is intentional, it's supposed to add to the overall feel/ambiance of the gamemode. I did however add a flashlight in the most recent update which could be helpful if you find the lighting to be too low, you can activate it using the F key.

And it feels quite odd, that when you're in a room and phase 2 starts, you suddenly get a stream of zombies just running towards you, so you could get multiple zombies stacked on top of each other.
Might be interesting to play around with a more scattering and slowly zoning in, instead of a direct path finding by everyone at once.

Yeah, this is a bit of a relic from when I originally wrote the Zombie Onslaught gamemode. I threw the horde spawning in there as an additional challenge when the phase changes, though I agree there could be better ways to do this. Definitely something I'll be considering for future updates.

You mean you're built a complete engine, is that somewhere publicly available?

I did, though it isn't publicly available at the moment. I might release it at  some point in future, though it's not something I've given much consideration thus far. I'll gladly answer any questions about it though so feel free to ask!

Kenny Shields

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Re: Imperium Scenario System
« Reply #4 on: April 06, 2023, 08:09:52 am »
Hello,

Back to share some recent updates I've made to ISS. A couple of weeks ago I released another gamemode that I've been working on for a while called Tweaker Turmoil. Tweaker Turmoil is a wave-based combat heavy gamemode where the goal is to build and defend your base from enemies and survive all 15 waves. At the end of each wave you have the opportunity to loot the map for resources and craft new structures for your base. Here is the devlog from when it was released: https://kenny-shields.itch.io/imperium-scenario-system/devlog/503920/2023-03-18-tweaker-turmoil

Just yesterday I released another update for this gamemode which adds a recruit/ally system which essentially allows you to encounter and recruit friendly NPCs to help defend your base. More info can be found in the devlog: https://kenny-shields.itch.io/imperium-scenario-system/devlog/512526/2023-04-05-recruit-system

Here is a screenshot from the gamemode for those interested: