K2 Overview(*
Ahem*)
Inspiration comes from Rez, Tie Fighter's combat plus some other Konjakky gesturey attacks. That is not to say that this game is going to equal the combined might of those games/auteurs, especially not when I've only worked on it for a short time. That's just where the mindset is at. Sorry Dan Lomez. Really, really sorry for not making that clear. I didn't mean to, like, totally lie to anyone, really! That tag-line thingy was just left over from the original post. Sorry. Sorry.
So yeah. Consider this more of a prototype than anything close to a finished game.
K2 Prototype Final. Download Here! Now! Please?

Basic InstructionsLMB = Fire
RMB = Boost
Right Trigger = Fire
Left Trigger = Boost
To
Lock On to an enemy, draw a circle around it. When you hear the confirmation tone, press fire to shoot off missles. You can lock onto as many enemies as you like, but the damage done will be spread between the rockets.
To
Make a Chain Missle Attack (FireWorks) kill an enemy before a rocket you've shot off hits it. Missles aimed at a dead target will split into several rockets and go into any enemies in a radius around them.
Many thanks to C418 for the music!
Design wise, there's a lot of targets i didn't hit: directional shields and slice laser mainly. If I only had another week >_<.
MirrorsMy Mirror:
http://www.bezzy.net/Downloads/K2PrototypeFinished.rarHaowans' Mirror:
http://www.deadrock-game.com/files/K2PrototypeFinished.rar (thanks haowan. Thaowan.)
(If anyone else can host this file, that'd be kind).
Stuff you may need to install if it crashes immediatelyhttp://www.microsoft.com/downloads/details.aspx?FamilyID=15fb9169-4a25-4dca-bf40-9c497568f102&DisplayLang=enhttp://www.microsoft.com/downloads/details.aspx?FamilyID=1A2393C0-1B2F-428E-BD79-02DF977D17B8&displaylang=enhttp://www.microsoft.com/downloads/details.aspx?FamilyID=79bc3b77-e02c-4ad3-aacf-a7633f706ba5&DisplayLang=en(I know, I know. This is the worst thing about XNA).
Still can't play?1) I apologize on behalf of the Microsoft Corporation, despite having no permission to speak on their behalf.
2) Consolation
Videos for you:
http://www.vimeo.com/1108730http://uk.youtube.com/watch?v=UQZo3SUxU9A
Edit 2: New Videoshttp://www.vimeo.com/1098057http://uk.youtube.com/watch?v=byfZAyr351oWow that does NOT survive youtube's conversion.
Edit: Video is
here. Hopefully, a higher quality version is on its way, but I don't trust YouTube + Fraps codec.
http://au.youtube.com/watch?v=9rLgfVhnwq4http://www.vimeo.com/1055093Original Post:Okay, I thought long and hard about this compo, but couldn't figure out anything particularly succinct. However, it spawned another idea: a sequel to
that game I never actually finished. Now, this is still probably too much to take on, but I'd quite like to make this game anyway, and an embarassing misfire on tigsforums won't upset me.
Game Style (long term)Long term, I'd like to make a space style roaming shmup / trademup, but completely streamlined interface-wise. So, one fire button, automatic/gesture based speed controls, only three kinds of cargo to ship around, and a "living" fluctuating economy. No complex controls to hide the fact that trading games are actually mechanically pretty damn simple.
Game Style (compo)For the competition, I want to work on the core combat controls, and do a system which
spawns bad guys based on how you tackle the previous wave. So if you use one style attack a lot, the next wave is buffed against that kind of attack. Hopefully, my parametric geometry is good enough that I can
generate bad-guys on the fly, and their game properties feed into their ship's shape. So yeah. Procedural in two ways, I guess.
Weapons systems:
Charging Laser: First shot does loads of damage but takes a lot out of the energy banks. Subsequent shots are weaker, but rapid fire. Best of both worlds.
This was in the original K.Gesture Based Homing Rocket: make a circle around an enemy, and then press fire to unleash a fire and forget rocket. Make a circle around several enemies before pressing fire, and lock onto multiple enemies, splitting the rockets (and thus damage) across several enemies. Special Advanced ability -
Fire Works: if an enemy dies before a rocket hits it, the rocket will target any enemy within a radius. If there are several enemies, it will split off into smaller rockets to damage all of them evenly. So, lock on, fire a rocket, then kill off the guy you locked on to, and you'll get
fireworks auto zapping nearby enemies!
This was sort of in the original K... the homing rocket also doubled as a grapple hook.Slice Laser: Based on my
Ball'o'Doom experiment. "Swipe" your crosshair across an enemy to do damage. The bigger the swipe, and the further away the target, the more damage you do. Also gives the enemy a bit of a kick in the direction of the swipe. No buttons needed to trigger - just speed. If an enemy uses a swipe against you, it'll be clearly telegraphed, and doing a counter-swipe in time will "parry" the attack (thanks Haowan).
Not in the original at all.TODO: Figure out other ways that these weapons can interact with each other in an interesting way (as with the fireworks example).
Shield System:Directional, regenerating shields, as in Tie Fighter. Unlike Tie Fighter, you don't have a special button to redistribute shield direction. Thanks to the aiming approach and well telegraphed in-coming danger warnings, you can just spin your entire rig around so that the damage is sapped by the correct quadrant of the shield.
Pre-emptive thanks to Haowan and Gravious for letting me bounce this idea off them.