Robo Steam - Dev Blog 1

Posted by Mush on Jan. 4, 2011, 1:06 a.m.

I've begun a new project.

Overview

The game is based around building around a steam-powered robot and using your creation to fight enemies, save the world, etc.

Your robot has a pump that pushes steam to its extremities. The pressure of steam at a given position in the robot's body is determined by the distance to the pump (as you gain experience you can upgrade the pump to provide more pressure). Gadgets such as guns and jet packs can be placed on to the robot's body. The effectiveness of these gadgets is affected by the steam pressure. For example, guns placed at low pressure areas will have decreased range and jet packs will have a shorter thrust duration.

The player must increase the size of his robot in order to fit more equipment, which is where the strategy comes into play. If you lengthen your arms to facilitate more guns, for example, you are simultaneously decreasing the pressure that reaches those guns.

Graphics

The graphical style is still being decided. Part of me wants to make the game without any sprites or backgrounds, but I know this will give me a lot of problems. Player animation will need to be controlled procedurally, which is a bitch. (All current graphics are placeholders.)

Progress

The 'build mode' is nearly complete and I've just begun the 'procedural' running animation.

Building and Running (@ :24)

Different shaped robots:

Steamcycle:

Comments

Toast 14 years ago

That's a genuinely interesting idea. I like the symbolism of the pump as the heart, that's clearly intentional, however at the same time I think being able to buy additional pumps and distribute them around might be more interesting tactically - do you waste space to make weapons more powerful or just put more weapons in the space?

I'd also personally like to see you do the whole retro/steampunk style thing (I guess the motorcycle fits in with that). Nice idea anyhow.

Misconstruct 14 years ago

Very cool idea.

Unaligned 14 years ago

Are you planning on only allowing anthropomorphic robots only?

The concept sounds really interesting.

Mush 14 years ago

It would be interesting to let the player decide what form to build (e.g. anthropomorphic, quadrupedal, vehicular), with each form having it's advantages and disadvantages.Though, I would have to limit the design or else the game would turn into a physics engine sim.

Castypher 14 years ago

This reminds me vaguely of Captain Forever.

I'd love to see how this turns out.

Polystyrene Man 14 years ago

Cool idea.

Since all of your robots are symmetrical, wouldn't it make sense to have one action mirrored on the other side?

Mush 14 years ago

I never thought of doing that. I was planning on displaying an error message if the robot was unbalanced, but your idea is perfect. Thanks!