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Theophilus
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« Reply #120 on: January 25, 2012, 09:42:36 PM »



Day 3

Today, I:
-Designed some stuff. I'll speak about this after I test it.
-Implemented a basic test enemy.
-Implemented hue 2x damage
-Added the custom font for the game
-Fixed some wonky characters
-Reduced the colors from 8 to 6 (some still looked the same)
-Added chunks again. They give you score.
-Made a score counter
-Added the nice backgrounds.
-Figured out what calms me for making games.
-Made more of that playlist. It really helps. I've added super meat boy, jamestown, and shank OSTs.

Tomorrow, I want to:
-Add the other enemies
-Finish off the other minor things on the todo list (including graphic redesign, various tweaks, commenting all the code)



Very successful day.

Here's my design idea:

I will make chunks have a single hue. When you collect, say, 20 of each color, you can enter something I like to call "huephoria" (at least in my notes and sketches). This makes you go crazy and shoot lots of stuff for massive score bonus. Something like that. You'll shift from whatever you're at constantly to signify 2x damage for whatever you hit. However, to avoid a feedback loop, I will not let the enemies drop chunks.



Here's a build!:

You can play here: http://dl.dropbox.com/u/9942053/Neon%20Strikers.zip

WASD to move
Left click to shoot

To change hues:
-Press and hold right mouse button
-Aim mouse in the direction of the desired hue
-Release

I've made the hues snap, as per Chris Pavia's suggestion, so I'd like some feedback on how it works so far. I think it's a lot easier.
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cirolve
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« Reply #121 on: January 25, 2012, 11:05:24 PM »

I like what you have going so far (graphics and game style), one quick suggestion though, make the ship turn towards the mouse faster (it feels a bit sluggish right now)
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Theophilus
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« Reply #122 on: January 26, 2012, 09:35:22 PM »

Day 4



Today, I:
-Made some quick tweaks (mouse movement speed, slight adjustment on friction)
-Fixed wonky characters in the font (M, W, G specifically)
-Added the other enemies
-Removed the Spliter enemy because i hate it
-Added HP for the player
-90% complete with the re-write.
-Completely revamped the enemy spawning. Less variable and more efficient.
-Contacted someone regarding music composition. Let's hope it works out.


Tomorrow, I want to:
-Finish the re-write, and polish some minor things up
-Condense my ideas




Here's a build. Please play it to tell me how the enemies work.

http://dl.dropbox.com/u/9942053/neonstrikers.zip
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Zack Bell
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« Reply #123 on: January 26, 2012, 09:41:11 PM »

That's ten times more bad ass than I remember  Shocked

Those arrow enemies that bend and sort of home in on you...they've always impressed me. They act very much like how I would imagine a fish in top-down, if that makes sense? Very cool.
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Chris Pavia
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« Reply #124 on: January 26, 2012, 09:49:45 PM »

I think you could zoom the camera out some. The view is so close that by the time I switch to a particular color, the enemy is often out of the frustrum.
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Theophilus
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« Reply #125 on: January 27, 2012, 08:06:26 PM »

No update today. Working on a game for a contest.



I think you could zoom the camera out some. The view is so close that by the time I switch to a particular color, the enemy is often out of the frustrum.

I'll work on it. Thanks for the suggestion.
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Theophilus
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« Reply #126 on: January 29, 2012, 07:24:50 PM »

Day 7

Today, I:
-Tweaked some values
-Fixed some bugs
-Polished some things
-(this means i finished the re-write. that was fast)
-Started adding my 'huephoria' i've talked about

Tomorrow, I want to:
-Finish huephoria and publish a build
-Look into zooming out of the screen.
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Theophilus
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« Reply #127 on: January 30, 2012, 03:29:15 PM »

Day 8

Today, I:
-Added in some sounds from the free sound project + soundbible. they're nice
-Increased the view size to 1024x768.


Tomorrow, I want to:
-Sort out that 'huephoria' thing
-Figure out a way to display it. It's headache-inducing.
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:^)
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wat a hell


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« Reply #128 on: January 30, 2012, 03:57:28 PM »

Yeah brah. You kickin dat shizz into shape. Doing it fo realz.

Mad style. Street. Thug 4 lyf.
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Theophilus
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« Reply #129 on: January 30, 2012, 04:14:26 PM »

Yeah brah. You kickin dat shizz into shape. Doing it fo realz.

Mad style. Street. Thug 4 lyf.

Y'know it, derek sneezy
Them haters actin queasy
They wish they could be like meezy
But they can't take it easy

Now i got this game here dawwwg
And I got to say its goin stronnng
And Im working all night lonnnng
Except i took a break to write this sonnnnng

Now you might think this be easy
Well it aint boy now run
I said it aint boy now run
Thaas right it aint boy now run

The clock it be tickin
My boogers i be flickin
I want some fried chicken
Neon strikers you been stricken

What it is.
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Chris Pavia
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« Reply #130 on: January 30, 2012, 04:21:31 PM »

Word.
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Dakota.s
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« Reply #131 on: January 30, 2012, 05:55:07 PM »

That, was awesome.
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Games are supposed to be art, and not simply a way to make money.
Theophilus
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« Reply #132 on: January 31, 2012, 05:04:27 PM »

Day 9

Today, I:
-Implemented Huephoria
-Found a way to display it

Tomorrow, I want to:
-Tweak things enough to pop a demo out
-Plan menus and such
-Take a break because i'm whooped
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Theophilus
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« Reply #133 on: February 01, 2012, 03:19:25 PM »



Day 10

Today, I:
-Made it ready for demo
-Polished some stuff
-Fixed some bugs

Tomorrow, I want to:
-Take it easy



Please play here: http://dl.dropbox.com/u/9942053/neonstrikers.zip

Give me yo' feedback please! I'd like to see how I'm doing.

WASD to move
mouse to aim
LMB to shoot
RMB to change hue
Space to activate huephoria

You may need to adjust your volume because I haven't adjusted the sounds properly yet.
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Happy Shabby Games
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« Reply #134 on: February 01, 2012, 04:05:20 PM »

It's shaping up nicely but I feel like it lacks a sense of urgency. It's possible to just wade around and not feel very threatened. Needs some strikeSmiley
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Theophilus
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« Reply #135 on: February 01, 2012, 04:08:31 PM »

It's shaping up nicely but I feel like it lacks a sense of urgency. It's possible to just wade around and not feel very threatened. Needs some strikeSmiley


awwwwwwwww crap

i forgot to set the damage back up
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Happy Shabby Games
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msmymo


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« Reply #136 on: February 01, 2012, 04:18:12 PM »

You know what, I was wondering how my health was displayed ha. I forgot about it though as I went on playing  Durr...?. I'll try it again with health and see if that adds some tension.
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Theophilus
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« Reply #137 on: February 01, 2012, 04:39:15 PM »

You know what, I was wondering how my health was displayed ha. I forgot about it though as I went on playing  Durr...?. I'll try it again with health and see if that adds some tension.

I haven't reuploaded yet so you'll have to wait a touch longer. Sorry!


EDIT: Here it is: http://dl.dropbox.com/u/9942053/neonstrikers.zip
« Last Edit: February 01, 2012, 04:47:42 PM by thatshelby » Logged
Happy Shabby Games
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msmymo


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« Reply #138 on: February 01, 2012, 05:01:34 PM »

Okay that solved the threat/urgency issue. I only have two suggestions for now really: Keep the bullet saturation constant i.e. solid color and noticeable regardless of health. Also some indicator where the player is when your health is super low because I was pretty much invisible. Hope that helps Shelby. Kerp it up!
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imaginationac
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« Reply #139 on: February 02, 2012, 12:26:58 AM »

I like the core concept of matching hues to enemies, but right now it seems to break up the action too much. Keep iterating on it; I'd really like to see it work well.
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