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Feedback => Playtesting => Topic started by: Stargoat on February 22, 2010, 12:52:17 AM



Title: VRG58K
Post by: Stargoat on February 22, 2010, 12:52:17 AM
After nearly a year in dormancy, I've started working on VGR58K (yeah, it's a working title) again.

So far, the only work has been on a graphics overhaul, the "gameplay" (such as it is at the moment) should be more or less identical.

Any feedback would be awesome. What works, what doesn't, where would dudes like to see the game go?

http://dl.dropbox.com/u/8626299/VRG58v0.3.5.rar (http://dl.dropbox.com/u/8626299/VRG58v0.3.5.rar)

(https://dl.dropbox.com/u/8626299/VGRScreen.png)
(https://dl.dropbox.com/u/8626299/VGRscreen2.png)
(https://dl.dropbox.com/u/8626299/VGRscreen3.png)
(https://dl.dropbox.com/u/8626299/VGRscreen4.png)
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A few weeks ago, I was working on this (http://www.mediafire.com/?d1zwtvgjzjy), a "seek and destroy" style arena shooter.

Anyway, thought I'd show it here. There's no actual gameplay, but maybe you can extract a little bit of fun flying around and shooting things.

(http://i5.photobucket.com/albums/y175/-Slayer-/UI.png)

Controls are...

Arrow keys --> move around (Asteroids style movement)
z --> locks on to the nearest target (within radar circle), press again to release lock
x --> tap for burst fire, hold for a charged attack
s --> automatic fire
c --> hold for shield, release for sword, bar on the right is remaining shield charge.
clicking anywhere on the field places a new enemy turret.

Press x to start. "r" restarts the level.

It shouldn't require a super computer, but you'll need direct x 9.


Title: Re: VRG58K
Post by: starsrift on February 22, 2010, 02:14:14 AM
Allow me to volunteer some more contradictory feedback.

I liked it, a lot. And second grayscale game today too, wut? Though, unlike Squirdblast, I think you could benefit from some colour, if only in the background quads.

I didn't like the control scheme, though. At first I thought, "Y'know what would make this better? Dual movement - move one direction and fire in the other, like Geometry Wars". And then I thought, "No, no, really, I just don't want to be slowed down when I leave off the accelerator."
So I'm not sure which, but I think that would be my biggest suggestion is the controls.

Anyway, hopefully you pick it back up again! Be nice to see some more features as well. . .


Title: Re: VRG58K
Post by: Stargoat on February 22, 2010, 01:18:55 PM
Ahh, the controls and colour (or lack of) seem to be the two biggest points of contention.

As for the colour, I'm no artist... and any colour scheme I come up with looks horrible. Maybe it's a problem of time spent working this business out.

The controls are a more complex issue. Different dudes have their own ideas on how the controls should be, and a lot of the time they don't match up with what I originally had planned, or with the opinions of others. For instance, changing it to dual movemement (which I considered) would destroy part of what makes the game interesting for me (well... what interest might remain)... I don't know how the lockon mechanic would work with that.


Title: Re: VRG58K
Post by: BinaryMind on February 28, 2010, 05:09:32 PM
I think pretty much any color could add to this game, IMO. Even if they're just different shades of blue instead of grey. Of course, if they're a bunch of random colors I'm sure it would just be a strain on the eyes.

Can't add much feedback since it's just messing around. I didn't get the idea behind placing a turret only for it to shoot at you though. Is that just a placeholder? I also assume the name isn't final, that is if you ever get back to it. :lol: I think you have some pretty solid shooting mechanics, surely you could use some of that on a new game if you don't return.


Title: Re: VRG58K
Post by: Carlo Castellano on February 28, 2010, 05:51:44 PM
I liked the game, you should keep programming it. From my musician point of view, I would replace the shooting sound with something less "irksome" with less high-frequencies, maybe a round robin or a random group of slightly different sounds. Oh, and of course a soundtrack could help the gameplay.


Title: Re: VRG58K
Post by: Stargoat on January 05, 2011, 12:35:35 AM
Work has resumed on the game, see the original post for details.

(https://dl.dropbox.com/u/8626299/VGRScreen.png)

http://dl.dropbox.com/u/8626299/VRG58v0.3.5.rar (http://dl.dropbox.com/u/8626299/VRG58v0.3.5.rar)


Title: Re: VRG58K
Post by: torahhorse on January 05, 2011, 10:24:02 AM
feels good stargoat!
first thing, try out some variations on the enemies. there are plenty of options for your attacks, but it's more variety than is necessary. what are some enemies that would need to be fought with the sword...maybe things that chase you? or how about enemies with a lot more health......that are guarded by lil' turrets? woa

about the controls,,, there are so many! maybe you could consolidate them. what if you locked on automatically whenever you were in range? maybe pressing arrow down could get you out of it.
or if ya wanted to be really thrifty you could make it so you rapid fire automatically whenever you're locked on, since there's no cost to using rapid fire other than having to hold down the button.

keep it up!

edit: also the url of your link is mixed up, it points to 'linky here'


Title: Re: VRG58K
Post by: Stargoat on January 05, 2011, 08:49:06 PM
Ahah, fixed up the links, thanks.

On enemies - yeah, I plan to put in many more, the turrets are more of a placeholder (actually they've been in since the very first version).

On controls - I sort of like having a few. If the game had less (eg if it dropped the lockon button in your suggestion), then the player would have a lot less control over the ship (bad). Still, I'm sure it could be tightened up a little bit.