Hello TeamLiquid! I work with a team of four programmers known as qMopey, and we're developing a free casual-style RTS called Ancient Forest and Grumpy Monsters (AFGM). In AFGM the players plays as a forest that fights a faction known as the Grumpy Monsters. The Grumpy Monsters are corrupting the land, and it's up to the player to prevent the spread of this corruption by expanding the forest!
I figure since most all of you enjoy RTS games that you'd enjoy playing our RTS as well
qMopey is a team of four programmers that are currently attending DigiPen IT that are developing the game Ancient Forest and Grumpy Monsters. This game is our second semester project. The game was coded in C using a DigiPen in-house DirectX library. The only functionality used from this library was loading images into memory, and displaying them on screen -even mesh creation is handled by our team. The team consists of:
- Anh Do
- Kevin Giang
- Colton DeGraw
- Randy Gaul (CecilSunkure)
Anh Do - Graphics programming; art assets; Team Manager (Producer)
Colton DeGraw - Tools programming; Programmer
Kevin Giang - Designer; level/unit roster design; Programmer
Randy Gaul - Tech Lead; Programmer
The whole idea of the game is to play as an ancient magical forest to fight off a faction of Grumpy Monsters! Placing down tree structures is the main mechanic. These structures act as defensive towers, spawn creatures of the forest, and spread purification on the land to counteract the corruption from the Grumpy Monsters.
Gameplay screenshot of corruption and purified land.
In order to gather resources you must place down tree structures underneath the rays of the sun. Each tree placed on a tile with a cute little sun gives the player an income boost.
Aren't the sunrays absolutely adorable?
As the player progresses through the campaign levels new Monsters are introduced, and new tech available for the Forest to equip against the Monsters becomes apart of the player's toolset. Here are some images of various units and sprite art from within the game!
A couple previews of Grumpy Monsters!
Seeing as this game is an RTS I'm sure all of you TLers are ganna love playing it :D Do come back to the thread and let us know what you thought! Go ahead and create your own custom scenarios with the map editor and share them in this this thread. Create your own CA files to run during your custom scenarios too!
Our game comes with a built-in map editor. The awesome thing about our map editor is how easily it allows us to create new levels. The best thing however, is that the user can create and play their own levels very easily. You could even modify the scenario levels that come with the game and play them to your own liking!
To load, edit, and play a map:
- Click on Load and choose a file.
- Edit the map to your liking!
- Click on Play and save your modified file over the one you originally loaded.
Features of the editor include:
- Place unit
- Place Structure
- Set tile settings
- Right click for tile coordinate
- Save and load map files
- Launch loaded map file into gameplay for a Custom Match
- Easy resize of map dimensions
Map files (aka scenario files) have the file extension .afs. afs stands for Ancient Forest Scenario. A more detailed explanation of the Map Editor and its features is in your readme folder of your installation.
NOTE: You can even modify the campaign scenarios! You can also create/modify CA files for the scenarios too
Ancient Forest and Grumpy Monsters employs a scripting language called Condition Action (CA) developed by qMopey that allows for simple event based actions to be implemented during the running of a map file. The idea is that you can create multiple events with the scripting language in a text file. Then the game will load this text file and parse the contents into actions to take while the game is running.
An event in CA is a list of conditions and a list of actions. The conditions of an event are a list of checks the game makes during gameplay, if all of these checks pass then the actions are fired.
For example say you want to destroy the Grumpy Monsters Castle if the player builds 15 trees. Perhaps the idea of your level is that the player rushes to build many trees before dieing. This is very easy with CA. You create an event that holds one condition and one action. This condition checks to see if the player has at least 15 trees at any given time, and when this condition is met your action of destroying the Grumpy Monsters is then fired!
Here's a small example CA file used in the past for testing, this CA file creates a main tree when the game starts:
START NUM_EVENTS: 1
# CREATES MAIN TREE AT GAME START #
EVENT PRESERVE 1
PLAYER_MAINTREE_OBJ 0 0
This CA language allows for interesting levels to be created very easily! A more detailed explanation of the CA language can be found in the readme in your installation. CA files have the .CA file extension.
We would absolutely love to hear any feedback from anyone who plays the game! Be it about art, programming, gameplay, whatever! Post up here in this forum Feel free to share map files with one another, CA scripts, anything!
Please also take a moment to complete our survey: LINK
This survey helps our team gather valuable information about the game!
- Will this work on my MAC?
- Windows only
- Hitting the ESC key closes (or breaks, or w/e) my game!
- The ESC key is required by DP (I think) to exit the game for game projects. Don't press it!
- Will there by multiplayer?
- I don't know anything about networking, I'm a second semester student
- My resolution is really bad. It's all fuzzy and hard to read anything.
- This seems to be an issue with the DirectX library I was given for this project. The problem is likely GPU related, and I actually have rasterization warping in my images a little bit as well, despite having a high end GPU.
- 21786 lines of code
- 220 source files
- 1 million hours of work
- All art was created by programmers on the team who actually get no class credit for the art
- Anh Do is terrible at the game Lol
-Can now load a map properly.
-Attempted to fix spawning bug.
-Fixed issue with saving a map and overwriting without confirmation of destructive action.
-Map editor now displays mouse position X and Y coordinates in tiles. This is really useful for making a CA file as it's hard to know what tile to do what action at without the new display.
-Fixed a bug when launching a custom game. Monster AI[balanced] was always turned on. This should be off so the user can use CA properly.
-Can now see version in the bottom left of main menu.