Monday, December 9, 2013

Star Command: Division 6 Released!

Star Command: Division 6 has now been released!  Download it for free from the Releases page and enjoy playing!  While you're at it,  enjoy some of this art that did not make it to the final build.
Did you know level 3 takes place in the cargo hold of the space station?  It's hard to tell in the austere version of the level that made it to the final build. This is what level 3 looks like, furnished.


Not all of these characters made it to the final build.  Can you tell which?


Monday, November 25, 2013

Pre-Thanksgiving Technical Update


  • Problems with ship selection are fixed
  • Most final assets for Levels 1 & 2 are complete
    • Still need final Hacker ship
    • Need final space station
    • Planning to rework stun weapon into radiating ring
  • Level 1 logic and layout is complete
  • Level 2 logic 90% complete
    • Need to implement level end logic
  • Level 2 layout complete
  • Enemy ship AI needs to be adjusted
    • Need larger detection radius
    • Need patrol paths
  • Level 3 basics complete
    • Enemy AI needs attack/follow command
    • Need art assets
  • Sounds/music need to be implemented

Wednesday, November 13, 2013

First draft of Level 3 implemented


Currently we are using beautiful placeholders for the art assets.

Red - Walls / obstacles
Blue - Enemies
Yellow - Player
Pink - Princess Pear hostage
White - Cube hostage

Waypoints are being used for the patrolling paths. Hostages will follow the Hero!

Tuesday, November 12, 2013

Level 3 Concept

Here is a rough concept of the layout of Level 3 - Dimensions are obviously not to scale

Wednesday, October 30, 2013

Midterm Technical Update

In our demonstration version (available today), we have completed the following:
  • Preliminary game loop
  • Multi-unit selection and movement
  • Collision handling (i.e., damage dealing) with asteroids and enemies
  • A firing mechanic - if the SPACE bar is pressed, all selected ships will fire in their forward direction
  • Level 1 win and loss conditions
  • Partial level 2 loss conditions
  • Rudimentary Enemy AI, including:
    • Detection of player-controllable ships
    • Engaging of player-controllable ships
    • Chasing of player-controllable ships
While not in the demo, we are currently working on:
  • Adjusting the multi-unit movement to use flocking behavior based on Boids
  • Assigning the enemy ships patrol paths to follow
  • And a few small gameplay-oriented tweaks, such as highlighting selected units, and finding idle units
Please note that in the demo, the first level is currently the only level that has win / loss conditions. Passing the level will lead to the second level, which currently appears similar to the first level - but without the win conditions of the first level. 


Fresh from the Art Department: Ship designs for "good guy" and "bad guy" ships.

Tuesday, October 15, 2013

Level 1 Draft


Weekly Technical Update - 10/15/13

This past week, our primary focus was on player movement.
After getting the selection of a player's unit handled, Travis and I worked on fixing the way movement worked once orders were assigned. We also started conceptually discussing the enemy AI.

John handled the camera movement and basic controls, and has been working on creating placeholder assets, and making them into objects in the game engine.

Looking forward to next week, we are going to address the player unit pathfinding, multi-unit selection, and continue designing the enemy AI.

This Week In Art (Oct. 15)

I am currently developing and refining the art style and level design of the game.  I have researched reference and have rough concept art and a first level level design.

Announcing: Star Command: Division 6

As mentioned in a previous post, we have begun to work on a new game!

Today, we're ready to reveal that we are working on a Space based Real Time Strategy game:

Star Command: Division 6

In Star Command: Division 6 (SCD6), you take the place of a commander of a small elite military force. You have been given a mission to rescue hostages from an enemy installation orbiting a nearby planet. As the commander, you must guide your wing through enemies, taking them out without raising the alarm, and destroy the base's defenses before you can enter it to rescue the hostages.

More info, concept art, and screenshots to come!

Wednesday, October 2, 2013

This is a rough Concept Map for our Real Time Strategy game.  Art style likely to change.

Sunday, September 29, 2013

New Game!!!

We are currently designing an exciting new Real Time Strategy game for Windows.  Details to follow!

Wednesday, September 18, 2013

Save Our Sheep Released!

The day we've all been waiting for has finally come!
After weeks of hard work, we are happy to announce that Save Our Sheep is now out and available for download!
Save Our Sheep is available over on our Releases page.

Wednesday, September 11, 2013

Save Our Sheep Weekly Update - 9/10/2013

We've made some great progress in both design and game play elements within the past week.

Art Completed Tasks:

  1. Determining art style
  2. Main character art
  3. Background (setting and color palette) reference art
  4. Dream catcher 

Programming Completed Tasks:

  1. Projectile launching and exploding
  2. Sheep spawning
  3. Adding character and dream catcher art assets
  4. Sheep's fall slowed by dream catcher
  5. Re-factoring of previous code for improvements
Some goodies: 
Final Character Art

Dream catcher / Slowing field
Background Placeholder Art



Wednesday, September 4, 2013

Announcing... Save Our Sheep!

DreamCatcher Games' Newest Endeavour

We are happy to announce the beginning of development on a 2D game, which is heralded as the most anticipated game we've ever produced! 

In Save Our Sheep, you play as the Dream Shepherd, the Sandman's Daughter, in charge of the flock of sheep that wander through people's dreams. However, they have escaped from their pen, and are falling out of the Cloud Realm! You must use your power to slow the sheep's descent and re-gather the herd one by one as they land in the purgatory between dreams and reality.

Below is some of our main character's concept art.