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343
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Community / Competitions / Re: 7DFPS
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on: June 21, 2012, 01:48:15 PM
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Cool thanks, I'm at work so it's tough to search for that stuff until I get home (typing on my phone atm). I'll give it a try with future WIP builds of the game.
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344
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Community / Competitions / Re: 7DFPS
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on: June 21, 2012, 12:47:45 PM
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Eh, it's not that big a deal to me. I'm really happy with the output and I can't wait to expand on it, which is more important to me than number of plays.
I also have no idea how to actually get it up onto my website. Is there a quick reference for that? I haven't done any web/server stuff before, which is the more daunting part of the process for me.
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345
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Community / Competitions / Re: 7DFPS
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on: June 21, 2012, 12:11:46 PM
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I wish I had done a browser version, but it was mainly due to my lack of experience with that format. I've never made a browser build before, and there were several things I'm using in the game (such as the full-screen image effects) that I wasn't sure would work seamlessly in-browser like they do in the standalone version. I won't make that mistake in future jams though, of course.
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346
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Community / Competitions / Re: 7DFPS
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on: June 21, 2012, 08:36:35 AM
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personal favs: timescale and receiver.
Hey, thanks! I feel like timescale has gone mostly unnoticed, which I chalk up to the gameplay being fairly traditional and the high-concept not being as off-the-wall as others. So I get excited when someone has played and enjoyed it! 
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347
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Feedback / Playtesting / Re: TIMESCALE - 7DFPS
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on: June 17, 2012, 09:44:52 AM
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I just updated the game to Version 1.11. Changes are: * Players bullet speed and rate of fire have been increased when in slowmo * Removed the power up that essentially does the same thing and replaced it with a bomb. Let me know what you think!
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349
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Feedback / Playtesting / Re: TIMESCALE - 7DFPS
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on: June 15, 2012, 04:22:04 PM
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Good idea, I'll add a retry option. I usually score in the 300's, I intended it to be played in shorter sessions, but I could lengthen it if people think it's over too quickly.
Also if you haven't noticed, the sky turns faintly red if you are about to get attacked.
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350
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Feedback / Playtesting / Re: TIMESCALE - 7DFPS
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on: June 15, 2012, 04:01:06 PM
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Thanks for letting me know about the link, they had to switch hosting and it got borked. Should work now.
I actually had a bomb at one point, but removed it because I wanted to keep the number of power ups to 3. Could be cool as a super power up of some sort. I'll check out Geometry Wars again (haven't played it in forever), I can see the similarities between the two so it'd be good research.
I plan on adding something like surfing, there will be a power up the lets the player move and fire normally in slowmo. I got the firing to work (which is what one of the power ups currently is), but I couldn't get moving to work correctly in time. I always liked Zhang He's ice-skating type movement in Dynasty Warriors, I could have the movement in slowmo work something like that.
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351
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Feedback / Playtesting / Re: TIMESCALE - 7DFPS
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on: June 15, 2012, 03:19:39 PM
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Just updated to version 1.1. A bar has been added above the items to control how long you can stay in slowmo. It'll refresh as you move around. Probably needs some tuning still, but I wanted to at least get it out quick.
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352
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Feedback / Playtesting / Re: TIMESCALE - 7DFPS
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on: June 15, 2012, 01:51:05 PM
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because i can make three steps, look around and shoot everyone safely, repeat till everyone's dead
I'm thinking of changing it to where you have a limited amount of slowing ability, it automatically activates when you stop, and only refills when you move. Should solve that.
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353
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Feedback / Playtesting / Re: TIMESCALE - 7DFPS
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on: June 15, 2012, 01:36:29 PM
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add: crosshair, challenge, sounds made by enemies
-SFX are definitely in the top of my list, just didn't have time for the challenge -Giving me info on why it wasn't challenging to you would be more useful. I'm already planning on more enemy types and more interesting maps though. -I purposefully omitted the crosshair. I wanted to push the player toward a "spray and pray" mentality, and add more uncertainty during tense situations. I'm not 100% committed to that though, so we'll see what happens...
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356
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Community / Competitions / Re: 7DFPS
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on: June 14, 2012, 07:41:46 PM
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Pretty much done at this point, just going to revisit the difficulty curve tomorrow after I've been away from it for a bit. Looking forward to adding a bunch more enemy types later on.
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357
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Community / Competitions / Re: 7DFPS
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on: June 13, 2012, 10:10:31 PM
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Woo finished game over flow, fixed the bug, and saving/loading of scores. More than I thought I'd get to! Should be plenty of time left for tuning and making levels.
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358
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Community / Competitions / Re: 7DFPS
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on: June 13, 2012, 07:51:52 AM
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Yesterday I completed the main menu to game flow, got half way done with the game over flow, and tied up a bunch of loose ends. My remaining to do list is: -finish game over flow -score saving/loading (local only for now) -fix one particular hairy bug -finish difficulty tuning -create 2-3 more levels
I have several more lower priority (polish type) items but I doubt I'll get to them in time.
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