Robert Hornbek

Game Development & Exploration

Posts Tagged ‘Go’

Iron Synapse: Once was ‘Synaps’

Posted by rHornbek on December 12, 2011

A lot has been going on since I last touched on our Synaps project, which has now been officially titled Iron Synapse.  This change is greatly due to the overall change of theme for the game.  Fundamentally the game is still greatly based on the classic Chinese strategy game GO, but instead of the sleek web 2.0 style we have chosen to go with a more industrial appearance.  This has been greatly influenced by the character designs which I shared in my last blog entry.

Example of the Iron Synapse Main menu. 80% of actual size.

For the last week and a half I have been working on updated all of the ingame art, excluding the characters.  This includes all of the interface, logos, buttons, bars, counters, timers etc.  While it has been a daunting task, it has been a fun and educational one!   Most of the content I have created is not all that interesting individually but I am excited to share it as whole in future updates.

Example portions of the playing board, called the Map.

Included in all of this work I updated the Map tiles; two point Elbo tiles for the corners, three point Tee tiles for the sides and four point cross tiles for everything in between.  Using procedural generation we can create any Map size using these three different tiles, which reduces the amount of content we have to create as well as the amount of content that the client/user has to load before playing.

You will also notice in the sample of the Map alphabetic and numerical coordinates on the top on left side of the image.  These coordinates will be shown on all four sides of the complete map which is common in most strategy games like Go and Chess etc.  To utilize a unique Font and glow effects, these tiles had to each be created by hand.  There are 21 numerical tiles and 21 alphabetical tiles.

Latest Node & Power Node artwork.

Creating each of the coordinate tiles was daunting, but I also had the pleasure of updating the Node and Power Nodes art as shown above.  Starting from the left side you will see the red and blue Nodes, or Basic Node.  These Nodes make up most of the game and will be seen throughout the entire game.  Each of the other Nodes are Power Nodes which have unique functions.  Starting from the left is the Strong Node, which can never be captured making them a great way to secure sections of your wall.  The next Power Node type is a Spiked Node, which will subtract points from your opponent if they capture it, detouring them from doing so.  The Power Nodes with the Golden rims are called Rich Nodes which grant the controlling or capturing User additional points.  Lastly is the Power Node without a color, this is called the Hollow Node.  This Node can be played directly over the top of opposing Node to immediately capture them turning them into a Node of User.

While we slowly complete and add the remaining features we are ramping up greatly on or content development and my hopes are that we can begin sharing the revised and cleaned up version of the characters really soon, as well as actual ingame screen captures with the new art.

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Synaps: Begins

Posted by rHornbek on April 25, 2011

The placeholder logo for SYNAPS has been in the Games section of my blog for some time now with little to no explaination, yet quit a bit of buzz has spawned from it!  For those of you who have been  interested I am please to say that the development for SYNAPS has been underway since February and it is coming along swimmingly.

An image of the classic Chinese strategy game Go.

SYNAPS is a strategy puzzle game based on the classic Chinese strategy game Go, where users capture and secure territory on a grid using Stones to indicate ownership.  SYNAPS follows many of the same rules as Go while expanding on others and adding completely new ones.

Image of StarCraft 2

As stated, Go is a strategy game based on playing stones to earn points and acquire territory.  Our goal is to take elements from other strategy games that would make the classic Go experience even more exciting and diverse.  I will touch on this a lot more in the near future as we still need to complete the foundation for the game.  In the mean time, here is a sample of how far we have come…

SYNAPS test screen roughly four weeks from Release 1

It is not a lot to look at, but we have almost completed implementing the fundamental Go rules and mechanics, sans some major play-testing.  But after Release 1 we will begin adding advanced features and ultimately taking it beyond the standard game of Go.

PS:  The original team is still polishing off Kernips.  It’s a slow process at the moment but we expect it to be ready to play when we launch the official Uncharted Interactive website.!

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