Mayflower: The Seek...
 
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To all SSC Station occupants

Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.

Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.

-D1-

Mayflower: The Seeker (Action RTS/Puzzler)

(@youdonotexist)
New Member

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Mayflower: The Seeker is a top-down Action RTS/Puzzler that takes place in The Mayflower Project universe. It's an indie game being developed by myself(programmer/designer) and Levi Hoffmeier (artist/writer).

Mayflower: The Seeker puts you in the boots of a pilot tasked with hunting down terrorists, moles, and other targets - often those that blend in with civilians. You'll have to scan your targets to find corrupted registrations, track them, and keep them from completing their task, which more often than not, results in large explosions. The Seeker is a mix of action, RTS, puzzle-solving, and tracking gameplay, with a story told by illustrated cutscene art.

You can play around with the latest alpha build here. Feedback and questions are welcome.

Also, if you like what you see, please vote for us at the following link: http://www.saltvalle...aign/detail/202

The top 5 games get a $5000 grant to go toward the completion of the project. If you really like what you see, tweet, share, and bully your friends into voting. <img src=' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f' class='bbc_emoticon' alt=':)' />

You can read our devblog here, where you can also find out more about myself and Levi Hoffmeier, the artist behind Halo: Fistful of Arrows and writer/artist for Mayflower: The Seeker.

Thanks!

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Topic starter Posted : October 2, 2012 17:15
(@youdonotexist)
New Member

I've been kinda stuck as to where to go with the design for this game. I have a nice sandbox, but i'm not sure how to pull it all together.

As a base, I'd like to avoid making your typical top-down shooter. I'd like to use these the two tools (scanner and magnet) in a creative way.. and only use the machine gun in certain situations.

I've been rolling around the concept of an action tower defense game.. where you scan objects to enable the skill... then move them around to defend points in a city.

What would you guys like to see in a top-down shooter that you haven't seen before?

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Topic starter Posted : October 7, 2012 10:42
(@pinback)
99 Star General

Just had a go at the demo, had some difficulty with the direction of the ship as in which way it is pointing as it is hard to tell from the ship graphic. Also I would have separate keys for the scanner, weapon and magnet rather than just cycling through the Q key.

The game reminds me lot of the 2d GTA games maybe some thing along those lines where you have to steal some thing ( a use for the scanner and magnet ).

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Posted : October 9, 2012 12:54
(@youdonotexist)
New Member

Yeah, I keep telling my artist that. I'm going to add you to the list of people who start off very confused.

Do you think the number keys would suffice? Our controls are kinda similar to a FPS, so I wonder if that would translate over well.

And, good catch. I use the 2D top-down GTA as a reference when describing the game to people. It wasn't intentional, but I can't say that it didn't influence me.

Thanks for taking the time to play!

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Topic starter Posted : October 9, 2012 13:39
DarkOne
(@sscadmin)
Illustrious Member Admin

This is a good start and I really thought the radar worked well, I think scale needs to be looked at, because this small fighter is taking down some fairly large ships with no trouble at all. You would think they would be at least a little difficult (mainly the ships are missing shields and armor). I thought about the ability to have the three special functions be mapped to your mouse scroll wheel?

Thought it was weird in the 2nd skirmish style mission that the red/blue ships shot at each other but left me alone? But there is a lot of possibilities that you can do with both different style game modes personally. That 2nd mission could be converted into a nice strategy style game if done right, and the first mission could be used as a 2D space/adv shooter or a advanced tower shooter as you suggested earlier. Is planet style backdrops the only thing that will be in the game or will we also be able to fight in space as well?

Thumbs up to how smooth it runs, I really like games in the Unity player.

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Posted : October 9, 2012 18:32
(@pinback)
99 Star General

1,2,3, would work but as D1 said mapping it to the mouse wheel would be better.

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Posted : October 10, 2012 10:53