[Strategy] Arr! - FTL inspired game

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  • Hi all,

    Over the past few months I have been working on an FTL inspired game. The theme is supposed to be about Pirates!

    But as you can see the art is placeholder, I found most sprites on internet so I could focus on the gameplay mostly.

    There is still a lot to do, and there are a few bugs as well as simply features I haven't had the chance / time / motivation (make a pick) to implement.

    At the moment you can only test the combat (which is not finished yet). I haven't done the progression in the game, leveling up, upgrading the ship etc.

    You can test my little prototype here if you fancy trying it out: http://konnee.free.fr/Arr/

    It's not really balanced at the moment so the enemy might kick your ass <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    To play (player ship is on the left)

    • Left click to select a character
    • Right click on a cell to move

    Activating rooms

    Characters need to be placed in the room to activate the weapons

    When a power is ready, the icons turns green

    Extinguishing fires

    Characters need to overlap the fire to extinguish it

    Repairing cannons

    Characters need to overlap the closest to the cannon to repair


    Character overlapping the same room as an enemy will fight.

    They will stop extinguishing fire, repairing, loading cannons if fighting

    Activating a power

    Cannons target can be placed even if the cannon is not ready (green), it will automatically fire once ready

    Catapult (to be changed with mortar once asset is done) target cannot be placed yet in advance (to be done in future)

    Mine icon needs to be manually activated

    Boarding NME ship

    Select a character, right click on little boat

    When the little boat has at least one character on top of it, click on the boat, a UI carousel will appear

    Click on the wheel to launch the boat


    Right click on the chest when the player character is on the NME ship to try opening it

    Catapult (Mortar)

    Right-click on the mortar icon to change the projectile type:

    • Boulder
    • Bomb (OP at the moment <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> also because NME don't know how to diffuse)
    • Poison


    All NME are killed or the ship is sunk

    If the ship is sunk, the chest is not retrieved


    Press 1 (underF1) to restart layout

    A few images of the proto below:

    Let me know what you think! I'm working on this only in the evening.

    Lately I haven't done as much as I would like, a bit of lack of motivation working on my own. If some people are interested joining forces, drop me a PM (only if you're really motivated otherwise it's best I stay alone, this does not mean i'm expecting a lot from you either, everyone has a life). I'm not promising shares, the moon, or else since I'm doing this in my spare time and this might not get anywhere despite it is my dream to make a little studio one day (I'm a game dev in a big studio at the moment).

    Thanks for reading me!

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  • Not sure what was going on or how to play but the game looks good so far. Looks like you have put a lot of planning into this, keep it up!

  • Cool Interesting game!

  • Thanks for the kind comments!

    What didn't you get Tekniko? Let me know what you did not understand, so I can see if I cam improve it

  • I am also working on something FTL inspired (freaking awesome game I've unlocked all the ships but the crystal ship). What you've done looks great!

    Can I ask how you did the pathfinding?

  • Very nice... wan't really impressed from FTL itself (I felt it is very unbalanced and too random), but this setting looks just great for this kind of game.

    What I don't understand are all the sliding doors on the pirate ships

  • Yeah the sliding doors are not very common on pirate ship

    Thanks for your feedback Ubivis

    As for the pathfinding, I'm using both the pathfinding behaviour as well as the MoveTo plugin from rexrainbow, and a 32 x 32 grid.

    Basically I have an invisible square that moves to the destination you click which uses the pathfinding behaviour.

    The character moves to each node created by the square using the MoveTo behaviour.

    It's not 100% bug free, if you click everywhere to try break it, the character can sometimes move in a diagonal through a wall. I haven't spent too much time on it for now since you've got to try break it for the bug to happen 99% of the time and I preferred to focus on other features.

  • That's a brilliant work around! I scrapped indoor combat in my game to focus on the tweaks I'm making to the fomula of how combat is fought. I just love the battle and stat system from FTL so much so I'm blending the concept with real time movement and RPG elements.

    How does your invisible square generate the waypoints? Thanks so much.

  • I'll make a quick .capx for you to reproduce it then I've got to play Shadow of Mordor

  • There you go, this is the logic behind it. File is attached

  • Boats are the ONLY way to win haha.

    Looks really good so far.

  • Hey,

    I'm just trying to do something similar. but i am having trouble with the movement, I know this a very very old post. But any advice will be helpful

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