Caesar’s Revenge Devlog 1

The idea for devlogs on our website are to collate all of the work that the team has done over the past week or two. To start things off, we began our TIG forum post which has had a number of updates so far. It is yet to be seen if we will settle there or try some other platforms but it has been good to start documenting the game.

Basic Engine

Some may consider making what is essentially a FPS on a 2D plane as too much of a cutback but I find myself inspired by the simplicity of early games in this genre and the amount of content that can quickly be created for this kind of game. Early shooters of this style evolved quickly as technology advanced and I feel as though there is still a lot of design space that hasn’t yet been explored yet – Gun Godz being one of the few modern examples that interprets the space really well. In some ways it is more like designing a top down shooter except the player’s perspective is altered. It is interesting how even at this stage wall heights can give the perception of large spaces even though the gameplay is 2D.

All of the weapons (both player and enemy) use projectiles as opposed to a hitscan approach in the game to emphasise moving and dodging. Firing projectiles was causing some issues as the default collisions weren’t precise enough and the projectile would sometimes skip over objects if it were moving too fast. A script named collision_line_first (from gmlscripts.com) was extremely useful and is an easy way to check what object is hit first by checking a collision line between the projectile’s current position and its predicted position for the next step. The coordinates of the bullet can then be updated to allow it to stop right on the edge of an object which will be important for hit detection and effects.

The same scene as pictured above but from the view of the level editor. Stages will be created from a top down perspective as the game play is effectively two dimensional.


This image shows a bill boarding sprite test with 16 directions. This was one of the first challenges we faced – mapping a sprite sheet to a camera facing plane that would update the index based on the angle difference between the player and the enemy’s facing direction. While this example doesn’t show it, accounting for animation and different states also brings an extra layer of complexity to the system.

Combat and Enemies

Here is an early combat test with a number of soldiers attacking the player. We want the game to be fast paced and have a focus around small as well as large scale encounters. The AI shown below is for a basic melee enemy that won’t be too much of a challenge on its own but will be deadly in large groups. I will post more about enemy types later but the basic idea is that there won’t be too many varieties in the game but they will stay relevant throughout. This means there won’t be too much power creep in the weapons and even the weak enemies can be dangerous. Different group compositions will provide variety with clear strategies needed to defeat the more advanced opponents. They currently don’t collide with one another – partly because I haven’t coded it but I actually like how it allows them to move in really chaotic swarms. We have decided to forgo traditional health pick ups in favor of a bloodlust mechanic – killing will fill the bloodlust meter and once triggered, the player will increase speed and gain health from both hits and kills. The idea of this is to incentivise an aggressive playstyle where instead of hiding at low health, the player is forced to push forward. This also encourages a fast pace of play as the bloodlust meter depletes if the player hasn’t landed a hit recently (meaning playing passively is a huge disadvantage).


One consequence of this is that newer players may not be accustomed to playing aggressively and will find it hard to survive if they are unable to chain kills. Our way around this is by including civilians in the game. As a ruler of the people, Caesar has no ill will against the innocent and so the player will be faced with the moral question of whether or not to kill civilians to help chain kills, or take the harder path of only entering combat with soldiers. These units will also help to bring the environments to life and make levels feel more situated in real places.


We decided to make two varieties of the civilians so their placement would be a little less repetitive. They will also have some unique reactions to the player as well – some will flee or cower while others will cheer the player on – even after death Caesar had many loyal supporters!

If you would like to follow the development of our game on more platforms you can follow me on tumblr, Ivan or Matt on twitter.

 

New Project: Caesar’s Revenge

We have started working on a new project titled Caesar’s Revenge.

Julius Caesar, the great general, leader, politician and philanthropist, was assassinated by a greedy senate on the Ides of March, 44BC. History books tell us that this ordeal would set in motion the end of the Roman Republic but what if the history books were wrong? What if after being tragically murdered by the senate, Caesar were resurrected by Cleopatra’s Egyptian magic to reap unrelenting vengeance against those who conspired against him?
Caesar’s Revenge is a retro fps inspired by games like Heretic, Wolfenstein 3D and Exhumed.  The design is focused on being fasted-paced with an emphasis on constant movement and chaining kills. Slash, stab and shoot your way through iconic locales of the ancient world to cut down those who betrayed you. Bring the true fall of Rome.

The game still has a long way to go and we plan on posting updates each week as development continues!

You can also discuss the game over at our TIG forum post.

PAX AUS 2017

Went to PAX Australia on the weekend. Played a lot of cool games and even got to show off DOGO a little.

I was also there for a panel talk about learning to make games which was a lot of fun and turned out to raise some really interesting discussions between education, industry and hobbyist game development.

Although it wasn’t my first time there, I would definitely go again – maybe with a full Pixel Barons booth?

DOGO Steam Release

DOGO has released on Steam and is now available to purchase. We will be sending out keys for those who pre-purchased the game shortly.

In an ancient ritual of eclipse, a brutal and barbaric battle in conversion takes place. A battle for destiny and dominance in a harsh, primitive world, where heroism and passion are the highest virtues. Tides can shift in all battles, in a tireless storm of bravery and ascension.

DOGO is a strictly local-multiplayer, competitive platformer in which players compete in an ancient ritual to convert opposing cultures to their own alignment. Player characters are controlled as one entity, promoting skillful play and tactical precision amongst the chaos of the swarm.

Check out the game’s steam page for more information.