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shellcore's Introduction

shellcore

ShellCore Command Remastered
Tactical Retro Combat.

ShellCore Command Remastered is a recreation of a series of Flash video games made circa 2010 by Flashbacker. It uses the Unity engine and re-imagined textures. It also streamlines old concepts, fixes bugs, and adds many new features.

Currently, the game only supports Windows, and was tested on Windows 10. Full support for Mac and Linux is planned.

To run the newest version of the game, follow these instructions-

  1. From the release page (github.com/rudderbucky/shellcore/releases) download the zip file from the latest release
  2. Extract the zip file, and run the exe file called "Shellcore Command" (NOT UnityCrashHandler64.exe)
  3. Click the "Play!" button in the window that pops up

To build a version of the game from the repository, you'll need to install the Unity editor. From here, the root repository folder should load in as the project, and from there simply select Build and Run from the options (under File)

shellcore's People

Contributors

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shellcore's Issues

Softlock after mission where you kill the battlecore.

Steps to reproduce,
Step 1. Do the mission where you kill the battlecore
Step 2. Once you do the mission save the game after you talk to the command center and sukrat does the cutscene where they upgrade their shell.
Step 3. Reload the game.
Step 4. After the cut scene is done talk to sukrat again and push the button to continue. If you exit the dialog box with the x button it wont work. It will not work if you are within ~300 pixels(rough approximation and probably completl wrong) of where you are when the cutscene normaly starts.
Step 5. If you have done this right it should re initiate the cutscene with sukrat
step 6. Congratulations, you soft locked yourself(but this can be fixed by just saving and quitting i think)

Quests can be given multiple times if player relogs without completing it

Version: Alpha Release 3 1.0.1
Found using the 'Escort the newborn' quest. EDIT: Applicable to all quests currently.
Completing the quest once removed one instance of the quest from the active task log, other instances remained after relogging, and could not be selected anyway so the quest could not be completed multiple times. (This reminds me of the stealth part quest glitch, I think the cause here is similar yet kind of different)

Solutions
In the player save data, add a true/false check on whether each quest has been offered, alongside prerequisites to decide if it should be offered.
Change the active tasks be selectable in the task menu (enables focusing on a sidequest or choosing between options for one big quest)

That would effectively look something like this
task1
prerequisites: none
done:false (changes to true if task was completed successfully or failed)
offered:false (when associated entity is engaged it offers and then changes to true, meaning another time to autosave?)

By having done:? first we could potentially skip checking for whether quest was offered if it has been done, because there's no point in checking whether a task has been offered if it has been finished.

Make sector 120-1100 a checkpoint

Please. So i dont have to go back to haven 3 every time i fail the stealth segment. Also please buff speed passives or add a way to get them easly in episode 1. I have almost full speed passives and i am still very slow.

Mission loop in haven 3

If you are going to the battlezone epsilon mission adn speak to the uninected scout in 140-920 it will send you back tot he mission where you clear delta

[Quest] Fetch parts from sector west of haven 1 does not care if you fetch any part, as long as you have entered the sector by the time you equip it in the shipyard.

Version: Alpha Release 3 1.0.1
Drop-rate also seems finicky, I think I'm getting parts from cores and drones at the same rate, which makes it easier to farm drones to get parts at the moment.

Solutions
I propose that at least 1 of the cores in the sector should be guaranteed to drop a part if it can. Due to probabilities at the moment it's possible to clear the sector twice and not get a part, or get 2 parts from the first enemy you kill.
Track that the part came from that sector somehow, maybe by including data of which sector the part was spawned in.

Make power shared in party.

Title. This seems like a bug but it might not be. THis means that if a party member gets power you cannot use it.

New idea for turret, Machine gun turret.

Basicly a cannon turret. Deals extra damage the smaller the shellcore is. Will 1 hit small shellcores but doing nothing to big ones. Meant for dealing with drones.

Game menu scaling with screen resolution

For reference, my monitor resolution is 1440x900.

When playing the game in an 800x600 window:
image
1366x768 window:
image
Often I use 800x600 because I want to do other things with my computer at the same time, but that makes it pretty hard to read the game.

Fix beam targeting

Make it so they actually target exposed cores to make the early game less of a nightmare with getting parts.

Add the ability to give tanks commands

Basically, when you double click a tank, you would be able to set it to offense mode or defense mode. In offense mode they would be primarily concerned with capturing enemy stuff, in defense mode they would be primaraly conscerned with defeating other tanks. This way tanks don't sacrifice themselves in siege zones

Its colonzor48

Hey guys you may remember me. I'm fine. Dont worry. And i'm sorry for being an obnoxious piece of crap. I've become alot more chill. If anyone wants to contact me about anything feel free to contact me on steam. as i dont use discord anymore. And im sorry for being toxic.(before you ask no i am not interasted in scc anymore. I have moved on to other things. Just wanted to tell everyone that i am okay and i am sorry for before) Please spread the word to other members of the old discord server if u are still in contact with them.

Peace out.

A wiki would be nice

A wiki of some sort would be nice, wether in game or on a seperate site, to view things like which cores have which parts.

Stealth Ability does not check whether other stealth abilities are still active upon ability deactivation

Version: Release 18 (Current Latest)

Description

If you have multiple stealth abilities equipped, activate one, then activate the other before the first one's duration runs out, the Shellcore becomes visible at the end of the first's cooldown, fire weapons and get targeted again.
Expected behavior would to keep the ship in stealth mode as long as there is at least one stealth active.

Ideas

Fix
On the end of the ability duration, iterate through the core's abilities[] and check whether another stealth part is currently active. If there is, don't make the ship visible again + other related stuff like setting faction, weapons being active, collisions etc.
Discussion
For the record, if this is changed/fixed to enable stackable stealthing, (the expected behavior?) one could stay stealthed infinitely with 3 stealth parts since the cooldown is 10 seconds and the active time is 4 seconds. You could already, but this would make it much easier because there's no transition to being visible. Good to counter-balance with a Radar ability though.

Vigilant Crucaders.

While poking around in the game files i found a map called vigilant crucaders in the map creator. I loaded it up and it seems to be a strange. Alternate universe type map with very diffrent sectors. What is this and how can i load into it in a normal game?

Add fast travel please.

My idea. A new ability. Warp. This ability is tier less and to use it you need to be out of combat for 15 seconds. When used it teleports you and any drones/party members (along with anything they may be carrying) to a sector of your choice. Has limited range however and cannot be used during battle or siege zones. But just some form of easily accessible fast travel would be great. The original shell core had a problem of not respecting the players time. This game can fix that.

Bug in Haven 3 and 4 missions:

The bug happened in "Haven 3" right after you get contacted by the infection massive core BOSS.
After he leaves, I went back up to Haven 3 as the orange arrow told me to do on the map, and after turning in the task to "Haven 3" Mission Control it keeps saying I need to "Reclaim BattleZone Epsilon for us." which I already did.
I went and did it again but it keeps saying to go and reclaim it still. >w>

Another bug in "Green Capital Center" where U talk to the Green Boss Leader and he sends you to "Haven 4".
But after U go there the leader in "Haven 4" haves nothing for U to do and UR just stuck there. >:/

IDEA: Flak turret

Flak turrets would be specializsed turrets meant to deal with drone swarms but not much else. Basicly defense turrets would be the jack of all trades, missile turrets would be meant to deal with few more powerful cores and flak would be meant to deal with many weaker cores.

Enduring Stealth

When you die from infection in the danger zone with a Stealth working, after reconstruct, all the parts except the light of the core will be faint, which means they are invisible to the enemies.(Although the light of the core is shining, enemies don't target it, it cannot shoot either.) After using the Stealth again, the light of the core will be faint too, and you are invisible forever until you restart the game.
Note that die from infection for the second time doesn't work. You are still invisible.

A slight plothole

This might just be me being stupid but if the uninfected are under attack then why dont they just give free core upgrades and parts to everyone to have a better fighting chance? Idea. Mabye have ep3 be the search for an artifact that would fabricate unlimited parts and core upgrades. But idk. There is never any mention of that.

The worst mission in the game.

The carrier conondrum mission needs to be reworked. Its basicly an escort mission(escorting siege turret) but your escort dies instantly due to a heavy drone without any tellegraphing. If you just try to rush head on you die due to your weapons targeting drones instead of the carrier. Making the outposts closser to the carrier would go a long way but wouldnt be enough. Also while doing the mission you risk going into siegezone novus by accident menaing you have to restart. Also make htier be less turrets and no siege turrets. These are just my suggestions you can fix it another way, regardless Please fix it.

No way to make shellcores with light cores in the world creator

I remember there being light cores in the original game. Which were used by some early game enemies and were weaker then small cores. And i remember i was working on a hard mode hack for episode 2 where you started with one and had to upgrade in haven 2. Amoung other changes making the game harder. Anyway there doesnt seem to make any shellcores with them in the editor. If they are in the game they should be in the editor.

Idea for battlezones.

Battlezones are now 100% perminatly cleared hwen beaten and turn into havens throughout the corse of the story. There is now a new npc in the capital that will send you into a virutal zone to redo battlezones for rewards and give you harder versions of battlezones to do in exchange for lots of money and exclusive parts(think t4 parts or op weapons). With other gamemodes like endless procedually generated battlezones with 3 lives. If you loose all 3 game over.

Literal Entire game skip.

Okay so you can kinda get to the capital within a few minutes of starting a new game by doing the following.

  1. Go through danger zone 0-500 to battlezone delta. If you keep moving and dont stop you will make it.
  2. Go to haven 3 and fix your core
  3. get to the capital by going the normal way but travling along deadzone borders and going between the deadzone and normal sector over and over while moving forward.
  4. Get to the capital in less then 4 minutes of gameplay.
    This is kinda gamebreaking pls fix.
    If you need a video of my route tell me and i will try to get one.

Screen resolution is reset to smallest option in fullscreen and windowed after entering/exiting savegames

Version: Alpha Release 3 1.01
Wondering if this has been fixed/updated since I saw someone in discord talking about using 800x600 windowed but my options are 1024x768, 1366x768, 1920x1080(pretty good for me on my 1600x900 screen) and 3840x2160.

The save changes button appears to not actually save resolution changes permanently whether I set them and then go into a savegame or set them in the save game and go back to the main menu. It does save misc and sound settings properly though.

more flexibility with core upgraders/upgrades in the map builder[SUGGESTION]

I was working on a hard mode mod for the flash version of scc ep2 back in 2017 or so. Before I got banned from the discord. It was in early pre alpha but i remember the following changes.

  1. You started with a light/semi core instead of a normal core and had to upgrade in haven 2.
  2. More and harder enemies
  3. A new shop in the upgrade sector with t3 parts.(This was an intigration of another mod made by someone else)
  4. I think you could upgrade to a deadzone core which origionaly wasnt in the flash ver.

I would make this myself. And depending on how good it is it could be added maybe. Could you make custom parameters for core upgrades so that you can specify allowed upgrades with that upgrader and/or make it take somthing other then reputation to ugprade? And the ability to add custom upgrade paths in general?(The light core doesnt upgrade to anything) Or add the ability to upgrade core via cut scene so i could make it cost credits for just this one time? This would be very useful for custom map makers.

Save state can be ruined if newborn dies during escort mission

Version: Alpha Release 3 1.0.1
This is happens very consistently for me if there are 2 or more enemies left in the spawn sector. (mini drones are strong?!)

Can be recreated if you re-enter the sector down the south end during the mission which respawns all the enemies, or flank the drones in the sector. The newborn AI seeks out enemies from a very long range and engages them instead of staying close to you so it can easily get itself killed.

Solutions
Respawn the newborn if it dies (Newborn death should probably fail the quest tbh)
Implement mission failure. (They could just mark the quest as done but the player misses out on any rewards. Original game has this feature too and it's useful for some quests like in EP2 where you chase the defector)
Improve the AI of ships you escort so that they remember to stay close to you instead of flying toward any enemy it sees and as a result killing itself.

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