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879848 Posts in 33010 Topics- by 24383 Members - Latest Member: celloe

May 25, 2013, 05:01:57 AM
TIGSource ForumsDeveloperFeedbackAstralia (top down shooter/RTS mix)
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Author Topic: Astralia (top down shooter/RTS mix)  (Read 1425 times)
astroboid
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« on: July 30, 2011, 08:49:16 AM »

I got the demo ready, download and play! The demo has the first 6 level of the game, if anyone finishes them just let me know, I can add a couple more...



I've been working on this game for a while and I think that I got far enough to ask for feedback, it's a shooter with some RTS elements (resource gathering, multiple units).

I'll try to have a playable soon but for now please let me know what you think based on the screenshots and videos, thanks.




More hi-res screenshots and videos here http://www.astroboid.com/search/label/Astralia
« Last Edit: August 07, 2011, 07:08:32 PM by astroboid » Logged

antymattar
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« Reply #1 on: July 30, 2011, 01:00:14 PM »

 Shocked

...

This...looks...AMAZING!!! Oh wow! I hope this gets finished.
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bart_the_13th
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« Reply #2 on: July 30, 2011, 09:21:43 PM »

The graphics are just... awesome...
Did you use any special shader(glow/bloom) or it's manually painted on the sprite?
*Anyhow, they're just awesome...
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astroboid
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« Reply #3 on: July 31, 2011, 05:54:53 AM »

Did you use any special shader(glow/bloom) or it's manually painted on the sprite?

It's combination of both, some sprites have a second transparent glow texture and there's also a full screen bloom filter.
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BoxTLG
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« Reply #4 on: August 07, 2011, 10:31:47 AM »

This looks very promising, I'm really loving the graphics style, I'd love to play around in this game for a bit. Good job ol' chap! Wink
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astroboid
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« Reply #5 on: August 07, 2011, 10:58:39 AM »

I have a demo version if you want to play it, here's the download link http://www.astroboid.com/p/astralia-demo.html

I made the mistake of starting a new thread for the demo instead of posting to this one (and I can't delete it) ...
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Frank Griffin
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« Reply #6 on: August 07, 2011, 06:30:50 PM »

Visually impressive.

The bullets that your ship shoots in the demo are so small and the color of the bullets blend into the background.  I would use something like red or orange.  All the ships flying thru or over the other ships was different.  I would have wanted collisions and to have the shide ships break formation if they were going to hit something.  This is of course nit picking.


Great looking game.

Frank
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moi
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« Reply #7 on: August 08, 2011, 07:38:54 AM »

I'll be the critic here: those grpahics are a bit difficult to read.
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lelebęcülo
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« Reply #8 on: August 08, 2011, 07:44:06 AM »

I'll be the critic here: those grpahics are a bit difficult to read.

By graphics you mean the icons on the screen sides?
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moi
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« Reply #9 on: August 08, 2011, 12:51:36 PM »

No I mean everything looks a bit blurry and blinding for an old man like me. And some of the shapes are abit difficut to read.
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lelebęcülo
astroboid
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« Reply #10 on: August 08, 2011, 01:38:40 PM »

No I mean everything looks a bit blurry

Try turning off the Bloom effect from the Options screen, should make things look sharper.
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Spooner
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« Reply #11 on: August 11, 2011, 12:30:29 PM »

I liked the visual style a lot and appreciated a lot of effort had gone that way. A bit more variety of enemies or missions, however, would help a great deal (I played about five and each one was "kill a cluster of about four Hives").

I found the resource management initially interesting, but ultimately a bit irritating. The problem was that I could always get more resources by using the free gun against the small ships and I could always safely heal/re-build drones by flying just out of range of my enemies. Thus, I can always recover by following a rather tedious, but safe, set of actions, which reminds me why people use the life system - so it doesn't break up the action. Not saying that you should abandon resources, but that they do need some attention.

The drone formations didn't seem to do much beyond the aesthetic, like in almost every game I've played with formations, but that may have just been my perception of it. If they were arranged to shield/fire to specific directions (front, left, right, rear) it might make a bit more difference which one you chose.

I don't have a problem with auto-aim, but I often couldn't easily tell what I was attempting to fire at, so I wasn't always sure if I was wasting rockets against chaff. Perhaps some sort of target indicator over what you are aiming at (if not for the drones' fire) would be nice, so I could at least try to direct fire a little bit.

Small point is that drone-laser is on S but your main laser is on V, which are differently aligned. It would make more sense to have lasers on S and F (which are on the same level) and have main mines on V.
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astroboid
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« Reply #12 on: August 11, 2011, 04:51:53 PM »

Thanks a lot for the feedback, good stuff.

A bit more variety of enemies or missions, however, would help a great deal (I played about five and each one was "kill a cluster of about four Hives").
Ah, but level 6 is different Smiley, you get the first capital ship that you have to protect and that can build stuff for you. And so are the following levels, maybe I should add another level like that to the demo.

I found the resource management initially interesting, but ultimately a bit irritating. The problem was that I could always get more resources by using the free gun against the small ships and I could always safely heal/re-build drones by flying just out of range of my enemies. Thus, I can always recover by following a rather tedious, but safe, set of actions, which reminds me why people use the life system - so it doesn't break up the action. Not saying that you should abandon resources, but that they do need some attention.
Again, resource management gets more important in the later levels where you build things.

And I guess that's the "slow and safe" way of playing indeed and I can't really prevent it, maybe have the enemy be more aggressive so that will follow and attack so you can only take a short break. And I had to leave the free gun as a last resort if you run out of resources, maybe I should make weaker. How about a scoring system where you get penalized for stalling much? Or resources start draining away?

I also used to have the Hp recovery be much more expensive and slow so running away and waiting did not help as much but I got players complaining about the difficulty. Try playing on hard maybe, see how it feels. But good point, I think I will bring that back the slow/expensive Hp recovery.

The drone formations didn't seem to do much beyond the aesthetic, like in almost every game I've played with formations, but that may have just been my perception of it. If they were arranged to shield/fire to specific directions (front, left, right, rear) it might make a bit more difference which one you chose.
Yes and no, the game can be played an won without the formations but it does make a difference if you use them, especially with the enemies in the later levels, for example the claw formation with the drones firing rockets can a destroy big enemy in seconds.

I don't have a problem with auto-aim, but I often couldn't easily tell what I was attempting to fire at, so I wasn't always sure if I was wasting rockets against chaff. Perhaps some sort of target indicator over what you are aiming at (if not for the drones' fire) would be nice, so I could at least try to direct fire a little bit.

Small point is that drone-laser is on S but your main laser is on V, which are differently aligned. It would make more sense to have lasers on S and F (which are on the same level) and have main mines on V.
Good point.
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Spooner
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« Reply #13 on: August 11, 2011, 05:45:01 PM »

Sorry I didn't get further; as you say, adding more depth in later levels could have helped a lot with my experience.

I think the fundamental problem with the resources is that they are unlimited, so there isn't a rush or need to work with what you have. This also meant that there was a lot less impetus to mine asteroids, since it is easy enough to harvest resources from the mini-aliens. You can also (seem to) hold an unlimited amount of resources in the ship, though I'm not sure how putting a limit on capacity would affect game-play.

More than anything else, I was reminded of those RPG games in which you healed in real-time, so you just left your computer on for an hour to heal up when you ran out of healing potions :D I think just making it harder to recover would just encourage the style of play which I naturally adopted, so I'd be loathe to leap to changing the mechanism just yet.

I think I'll try again tomorrow on a harder difficulty and see how it goes...
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