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Mammoth Gravity Battles - a turn based 3D space artillery/strategy game

Discussion in 'Works In Progress - Archive' started by SpaceMammoth, May 24, 2013.

  1. SpaceMammoth

    SpaceMammoth

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    Mammoth gravity battles is a turn based strategy/artillery game featuring 2D and 3D levels, multiple weapons, four player battles and a story driven campaign. Similar to death star battles/gravity wars you aim the shots from your mammoth ships and watch as they fly in all three dimensions pulled by the chaotic gravity of the stars, planets, asteroids, moons and black holes in each sector. You can buy the game now on the following stores:

    Google Play Store
    https://play.google.com/store/apps/...GravityBattles&ah=bCiKO70VWDlbWNmQJ-4AxJdgEZU

    Windows Phone 8
    http://www.windowsphone.com/en-gb/s...ybattles/95d49c91-74c2-4177-8117-85bbfa2731b9

    Windows 8 Store
    http://apps.microsoft.com/windows/en-gb/app/743efeec-220a-42ae-9d95-79249a2d3635

    Amazon Android Store
    http://www.amazon.co.uk/Mammoth-Tho...CK/ref=sr_1_25?ie=UTF8&qid=1437161140&sr=8-25


    and we will be releasing very soon during 2015 on iPhone, iPad, Windows PC, Mac and Linux.




    Game-play video



    If you want to try the game, go to out homepage: http://www.mammothgravitybattles.com where there is a webplayer demo version.
     

    Attached Files:

    Last edited: Aug 1, 2015
  2. jin76

    jin76

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    hey this looks cool, i like the style
     
  3. FlaxSycle

    FlaxSycle

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    I'm really digging the visual style! I like the animations on the mammoths and the planets and sun looks great.

    I tried playing the webplayer, had trouble getting my head around how the physics worked, I like the concept though, will be interested to see what you do with it.
     
  4. SpaceMammoth

    SpaceMammoth

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    FlaxSycle,

    Thanks for trying it and for your feedback, I'm particularly proud of the mammoth animations, 3D animation isn't something I've attempted before. Useful feedback on you finding the webplayer difficult, the difficulty of the 3D game is something I've been worrying about. You can play games in 2D - it is just the same, except all objects are confined to the plane; you only need to aim left-right - there is no up-down (it still uses the same 3D graphics and behind ship aiming mechanic). 2D levels are significantly easier. I've got quite good at aiming in 3D myself and it is very rewarding because its difficult, but the worry is - will players be patient enough to learn?

    What I'm planning on doing is making the whole of the first section of the campaign 2D - get the player used to the physics and different weapons, and only introduce fully 3D levels when they are really. Obviously multi-player battles can be set up to the players liking. I need to get round to making the web-player demo offer both modes.

    jin76 - yes I'm very pleased with how the look and feel is turning out, I wanted the game to be bright and colorful - with the planets/ships standing out.
     
  5. Jallen182

    Jallen182

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    I loved playing this game. Took a bit to get the controls down but once I figured them out they felt intuitive and easy to use. The artwork and animation look really well done, and I love the 3D element that adds a challenging layer to the base concept (reminds me a bit of the 3D Worms game I used to play for hours!). I was really excited when I realized shots were paused when the turn is over and continued when the next turn begins. That adds a whole new element of strategy to the game. I did find it a bit difficult however due to the lack of visual aids to help gauge where a shot would go.

    The aiming system works well enough but there should be some way measure the angle of launch as the little red indicator provides little reference to the actual angle you'll be firing at. Maybe some tics next to the ship that show the pitch and yaw of the launch trajectory. Anything that can aid the player in making a more educated shot, without making it too easy.

    My only other issue with the game was that the demo map felt a bit crammed. I'm not sure if you're planning on expanding the maps to make them larger or more complex but I would highly recommend it. Having plenty of room to move around in and plenty of obstacles to consider when calculating a shot would add so much to the gameplay.

    I really enjoyed playing the game and I'll be following your progress closely. Best of luck!
     
  6. SpaceMammoth

    SpaceMammoth

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    Jallen182,

    Thanks for the useful feedback. Its interesting you felt that the red beam indicates the direciton of launch poorly - is it that the gravity was effecting the shots quickly making them feel like they are launching at a different angle? Or are you talking about multiple shot weapons (like the pistol) that do fire off at different angles? Either way - a feeling of it being difficult to gauge the likely path is something I need to think about, this is indeed useful feedback. Other similar games often include a bendy line that shows some of the trajectory, I thought about including one here, but I don't like them - I think it takes away some of the fun, but maybe I should add it and see how it works, when I've finished the current bits I'm working on, I'll seriously look at this.

    I agree, the map does feel cramped - it's a tradeoff between feeling less cramped (larger map or smaller ships, smaller planets etc) and making it easier to hit the enemy. The campaign will feature larger scale levels with nice big targets (cruisers, bases) at a decent distance.
     
  7. SpaceMammoth

    SpaceMammoth

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    A few more recent screenshots

    $SS15.jpg
    $SS14.jpg
    $SS10.jpg

    I am currently re-working the layout code - so I can easily have more complex layouts for the various campaign levels, and make the layout of planets more balanced and fun for multi-player battles.
     
  8. Peter Ples

    Peter Ples

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    Looking intense!
     
  9. SpaceMammoth

    SpaceMammoth

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    Layout engine

    Until now, the levels of Mammoth Gravity Battles have been laid out fairly simplistically, usually placing planets at random and maybe a star or gas giant at the centre. I want the capability to layout with more control and structure, especially for the various campaign levels where I want each location to feel different and present a new challenge to the player. That's the plan anyway. So the new layout engine is shaping up; it can generate the shapes and structures and importantly set-up realistic gravitational motion. Using this, I can populate levels with interesting shapes such as asteroid belts or planetary rings and set them orbiting. I've been pushing the many body gravitational simulation to its limits – its likely some of these more complex scenarios with hundreds of asteroids won't be achievable on mobile, but if my little laptop can manage them, most PCs should be fine. I've got some plans to make the many body gravitational simulation less demanding on the processor, so I might be able to achieve more in the future.

    $SS30.jpg

    An example of the more advanced layout: A star surrounded by an asteroid belt makes for an interesting battleground. The asteroids orbit under the gravity of the star.

    $SS33.jpg
     
  10. kalamona

    kalamona

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    I know it is not much to add, but the whole game seems great, graphically, I mean.
     
  11. SpaceMammoth

    SpaceMammoth

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    Thanks, it means a lot to me to hear that people like the visuals. I am pleased with much of the look and feel, except the user interface (the icons) - I might try and improve that at some point, but its not a priority. I am pleased with my mammoth animations most of all.
     
  12. ClassicChloe

    ClassicChloe

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    Game looks great - I love the cute mammoths.

    I'm interested in doing something similar with gravity from several objects effecting the player as part of a 2D platform-ish game. How did you achieve the gravity like that in Unity?
     
  13. A__Mirrodin

    A__Mirrodin

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    I find it fun to play, but hard to master at first with the random placement of the galactic bodies. I think that is a fair trade off. Good work.
     
  14. Cheburek

    Cheburek

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    ufo-operating mammoths fighting in space. I have truly now seen everything! :grin:
    Great game man!
     
  15. SpaceMammoth

    SpaceMammoth

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    Ha ha, Yes, I can imagine that if you hadn't seen UFO operating space-mammoths, you would have had something missing in your life, and never known what it was ;-) . Although, I find it hard to believe this is the weirdest game in these forums?

    A__Mirrodin - thanks, appreciate the comments. I will update the demo soon with a couple of different missions of different difficulties.

    ClassicChloe - I'll go through how/why I've done the physics in a future post.
     
  16. SpaceMammoth

    SpaceMammoth

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    $SS36.jpg

    So, I'm still messing about with the layout engine code. I had some issues giving moons the right initial velocities to orbit planets which in turn are orbiting a star - I'll post a video of all this celestial movement soon. I'm now trying to get the layout engine to group ships on the same team together spacially. It should give a more structured feel to the battles. Next I will layout, using my new engine, the first of the story/campaign levels; which I am looking forwards to - that should be fun.
     
  17. SpaceMammoth

    SpaceMammoth

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    Single Player Campaign

    I've been working on the single player campaign/story mode. The story mode guides the player through all the games exciting features one at a time, trying not to bore or overwhelm. Its a balancing act. Each of the 50+ levels is a new challenge, introducing a new kind of battle, target, weapon or environment. Some levels at the start will be very easy to complete and unlock the next one, but achieving the full three star rating will be more of a challenge and will require multiple attempts.

    $Campaign.jpg

    Starting in a quiet backwater, war soon threatens the Mammoths:
    The first sector of 12 levels will be as part of the Mammoth Deep Space Mining Corp, a rough bunch of mammoths who spend their time in the planar asteroid fields on the edge of the galaxy. These missions will gently introduce the most important aspects of the game, although they are not training missions, there is a separate "mammoth school" sector for the tutorial. All the mining missions will be on 2D maps and feature one mammoth ship to control and simpler weapons. The first couple of missions are asteroid mining work; tag selected asteroids with markers and crack them with mining explosives. After not long bandit mammoths present a problem that needs resolving and a more sinister plot is discovered, war is likely to result.

    $ScreenShots10.jpg

    When war does break out, things get tricky fast:
    The war missions are more demanding, with multiple ships to a squad, tactics become more important and the introduction of fully 3D levels adds another dimension to the game-play (obviously). Further types of environment keep things changing, as do escort and convoy attack missions and rocket turrets and bases. Its here we first meet the deadly cruisers, large armoured ships that can fire two shots per turn.

    $s30.jpg

    The war extends to other nations:
    With blue and yellow mammoths dragged into the conflict, the missions become highly tactical affairs as three or four teams fight together. The war will only be won if suitable alliances can be formed and then one by one the enemy nations defeated. Ending in a suitable boss-style battle, this should feel like a significant achievement.

    $SS28.jpg

    Mammoth Games:
    Following the wars the nations of mammoth decided to hold gladiatorial games to resolve disputes, preventing further conflict. These games are an excuse for pure dual style battles, played over multiple rounds with scoring within the story mode. Expect each level to be harder than the last and the final battles to be extremely tough just to win, let alone score a top rating.
     
  18. XCO

    XCO

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    Very cool looking!! :D
     
  19. SpaceMammoth

    SpaceMammoth

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    Thanks, much appreciated, I'm very pleased with how it looks.
     
  20. SpaceMammoth

    SpaceMammoth

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    I am currently working on the sound effects, which is hard going - I'm not that experienced at sound, so its slow progress. While I work on that, here are a couple of screenshots:

    $ScreenShots11.jpg

    $SS17.jpg
     
  21. SpaceMammoth

    SpaceMammoth

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    Sound effects are all done for now, there are some that I might try to improve later on, but I am happy enough. Am now continuing to work on the campaign levels, and have pulled together the model for one of the special enemy ships. These Mammoth Cruisers are dangerous opponents, they fire two shots each turn and take many hits. They are somewhat larger than the saucers so are easier to hit and will move slowly. I still need to texture them and write some code to make the turrets rotate.

    $MammothCruiser2.jpg
     
  22. SpaceMammoth

    SpaceMammoth

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    And here is the Cruiser ship with some texture:

    $SS317.jpg

    $SS318.jpg
     
  23. lancer

    lancer

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    Mammoths driving space cruisers isn't something you see every day :D
     
  24. SpaceMammoth

    SpaceMammoth

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    I don't think there are enough computer games with woolly mammoths in. Imagine how disappointed I was when I discovered that the Mammoth Tanks in Command and Conquer are not piloted by actual mammoths! Watch this thread for more mammoth piloted ships...
     
  25. SpaceMammoth

    SpaceMammoth

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    $LineOfTug.jpg

    Tug ships - these pull cargo, which will be used in missions attacking and defending convoys.
     
  26. SpaceMammoth

    SpaceMammoth

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    $SS361.jpg

    Image shows some improvements to the graphics of the main ships. I've mainly been working on the tutorial and target practice levels, which I have to my liking now. I need to add some in game instructions to lead the player through the tutorial, this is next.
     
  27. SpaceMammoth

    SpaceMammoth

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    Attached Files:

    Last edited: Oct 27, 2013
  28. SpaceMammoth

    SpaceMammoth

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    Making progress on more campaign levels. I am also re-working the menus including the in-game menu.

     

    Attached Files:

    Last edited: Nov 16, 2013
  29. GeneBox

    GeneBox

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    This is very, very awesome! Love the furry mammoth!
     
  30. SpaceMammoth

    SpaceMammoth

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    Check out the brand new demo at our website: http://www.mammothgravitybattles.com/play.html . You can either download the demo or play the web version on the web page. The game is still very much a work in progress and much is left to do, but you can get a taste for 5 different single player levels, some 2D some 3D.

    $SS379s.jpg
     
  31. snowconesolid

    snowconesolid

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    This looks really cool. I like it.
     
  32. SpaceMammoth

    SpaceMammoth

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    Thanks Snowconesolid,

    I am still working on the campaign, I took a break from it for a few weeks - but am back on track now. I've also been improving the controls and usability based on feedback from the demo.
     

    Attached Files:

    Last edited: Mar 5, 2014
  33. SpaceMammoth

    SpaceMammoth

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    Level selection screen, one of 6 in the campaign story mode, giving a total of 70 levels to play through. I have 40 of them complete and working ...

    $SectorScreen.jpg
     
  34. SpaceMammoth

    SpaceMammoth

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    Its been a while since my last update (how many people have put that...) anyway, I have continued working on this, slowly and gradually setting up one campaign level at a time. Adding the new features needed for each level as I go. So I now have levels that feature the following:
    * Convoys - moving targets to attack and defend.
    * Large bases - to attack and defend
    * Rocket asteroids - rocket powered asteroids that are used by the enemy to bombard. They provide interesting targets to shoot at.
    * New objects to keep the targets varied and make sense in the story, including comm stations
    * Varied win conditions - stay alive, destroy X targets, defend, hit only certain targets. This is all to keep the missions varied and fun.

    I have done 50 levels (including tutorial levels), and plan to do 10 more before I have something complete enough to release. I do hope to do another 13 levels after that, but I will include those in an update. I am planning to release to Win Mobile and Metro store first, hopefully this month.
     
  35. SpaceMammoth

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  36. SpaceMammoth

    SpaceMammoth

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  37. SpaceMammoth

    SpaceMammoth

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    OK, so a while ago I put this on the Windows App stores and then the real world got in the way and I have only recently come back to Mammoth Gravity Battles. Based on feedback I have made some improvements in terms of the interface, the most important being an aim assist guide line for the 3D mode.



    I was originally quite against this, I felt it would make the game too easy, but the 3d mode is so tricky it actually works. I tried it in the 2d game and it does make the 2d game too easy, so I don't use it there.

    There are some other usability improvements, fine power adjustment icons, mouse over previous shots, rotate view in aim mode and some re-balancing of the gameplay. Now I am working on testing and bug fixing the android version, hope to submit to the store very soon.
     
  38. SpaceMammoth

    SpaceMammoth

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    Newly updated gameplay trailer:



    Nearly ready to submit to Android store.
     
    Haseeb_BSAA likes this.
  39. Haseeb_BSAA

    Haseeb_BSAA

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    Awesome!
     
  40. SpaceMammoth

    SpaceMammoth

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    Thanks Haseeb
     
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  41. Haseeb_BSAA

    Haseeb_BSAA

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    You're welcome :)
     
  42. SpaceMammoth

    SpaceMammoth

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    Still working on final testing before Android release.
     
  43. SpaceMammoth

    SpaceMammoth

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    So I finally gave in and added some tutorial bubbles, to better guide the player though the tutorial levels. This is based on watching players get confused while trying to figure the game out. I don't like dumbing everything down - but a confused player is an unhappy player so I think this was worth the effort. I have also made the level instructions text more useful and readable, small changes but it all adds up to a more usable game.







    Have got a tiny bit of tweaking of difficulty on some levels and then more testing and then release.
     
    Last edited: Jul 11, 2015
  44. SpaceMammoth

    SpaceMammoth

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    Final testing is still going on, so I am working on marketing materials.

     
  45. SpaceMammoth

    SpaceMammoth

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    So I submitted to the Amazon Android Store, and will submit to the google android store this weekend. If you have a kindle fire, the game works very nicely on these devices.

    http://www.amazon.co.uk/Mammoth-Tho...CK/ref=sr_1_25?ie=UTF8&qid=1437161140&sr=8-25

    Annoyingly my update to the windows 8 store got rejected, something about back button not doing the right thing - fussy Microsoft, so I'll have to fix that.

     
  46. SpaceMammoth

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    That 50mb limit in the Android store before you have to mess around with splitting the binary is very annoying. Mammoth Gravity Battles was 55mb!!! I've got it down to 48mb, so we are cleared for launch on Android. Beta testing now.

     
  47. SpaceMammoth

    SpaceMammoth

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  48. SpaceMammoth

    SpaceMammoth

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  49. SpaceMammoth

    SpaceMammoth

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    And an updated game trailer for the Green-light Campaign