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Defeat the enemy fleet while defending your own. Using TacTile, a multi-touch display, play with multiple players to deploy crusiers, destroyers, corvettes, fighters, bombers, and mighty superweapons to
win the battle.
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Fleet Commander began as my second generation game for TacTile. I wanted to take a real time strategy game and adapt it to a table-top, multi-touch interface. One of my main goals was to create a multi-touch touch
interface that would provide the core commands that one would expect to see in a real time strategy game such as deploying units, issuing movement and attack commands, and activating special abilities. Just for fun,
the game features a full Star Wars theme complete with iconic ships, sounds, and music - all of which is property of Lucasfilm.
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Development
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The original concept was called Planetary Defender and has base building elements like command centers, hangers, subspace radios to call capital ships, and planetary defenses.
As development when on, I focused on just the fleet battle aspects. I may go back to the planetary features in the future.
Developed using Processing.
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Summer - Fall 2009
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During the summer I began building the base ‘ActiveObject’ class that would drive the major game elements. This class encapuslated all the touch input and movement functions shared by all objects.
Fighters were the first unit added. These had basic movement, targeting, and combat functionality. Capital ships were added next and included hard points fixed to the ship that functioned as turrets that
had limited firing arcs and could be destroyed.
Also “drag spawners’ were added to deploy capital ships and each capital ship could be pressed to open a radial menu which could launch fighters, self-repair, or stop moving.
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Spring 2010
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During the spring I updated all the graphical assets and added sound and music. Capital ship collisions and break points were added. Additional units like corvettes were added as anti-starfighter support
and bombers were also added to the game. Space stations now provide income to purchase units as well a base to defend.
The radial menu now allows capital ships to prioritize target: base, ships, or fighters. Special fighter squad leaders have similar menus.
By May, I added two superweapons to the game: the Rebel Ion Cannon to disable ships and shields, and the Death Star. The Death Star can fire its superlaser to destroy ships, but is also vulnerable to
Rebel startfighter attack (done via radial menu).
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Last updated on: 8/15/2010
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