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878555 Posts in 32927 Topics- by 24337 Members - Latest Member: kellerx25

May 22, 2013, 07:00:45 AM
TIGSource ForumsDeveloperFeedbackFinishedMeteor Storm Escape
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eyeliner
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« Reply #15 on: April 10, 2012, 02:46:31 PM »

Goddamned chiptune! How I hate that with a passion...
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sean
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« Reply #16 on: April 12, 2012, 02:01:45 AM »

Goddamned chiptune! How I hate that with a passion...

yes, the chiptune music is quite dividing! seems people either love it or hate it.

we will definitely have a volume control, and if possible on the iOS version the chance to play your own tunes instead

do you have any suggestions for alternative music types that would fit the gameplay, visuals and scenario?

current tune used is zizibum by x-ray of greyscale

thanks,
sean
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eyeliner
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« Reply #17 on: April 12, 2012, 05:54:42 AM »

Actually, I see myself blasting away in that game rocking on some techno or some aggressive rock sounds, to emphasize the urgency.
Something like this: http://www.jamendo.com/en/album/47542 (second track) not the best example or even ideal, but I think something like this fits in your game.

The beat, simulating the hit of the meteors would be a touch of class. Adding some low beats, with echoes to a track would be like hearing the rocks hitting the ground in the distance.

Do you agree?
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sean
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« Reply #18 on: April 12, 2012, 08:08:52 AM »

Actually, I see myself blasting away in that game rocking on some techno or some aggressive rock sounds, to emphasize the urgency.
Something like this: http://www.jamendo.com/en/album/47542 (second track) not the best example or even ideal, but I think something like this fits in your game.

The beat, simulating the hit of the meteors would be a touch of class. Adding some low beats, with echoes to a track would be like hearing the rocks hitting the ground in the distance.

Do you agree?

agressive techno and heavy rock are a good fit for the urgency, it is the end of the world.
i may have to source more than one genre of music.

syncing the sounds the action would be awesome, tis a feature that might have to wait for v2

i was checking out some DIO this morning to see if that would fit, it does but there is probably better, i dont really know much rock beyond AC-DC QUEEN and Status-Quo.

thanks
sean
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eyeliner
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« Reply #19 on: April 12, 2012, 08:50:17 AM »

You could do something like, play a drum beat at spaced intervals with a random seed to prevent them from looping too fast to let players know that out there there's rocks falling.

There's the "Boom, boom, boom" from the drums.

Using timed event sequences you could make a kind of basic soundtrack. :p
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sean
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« Reply #20 on: April 14, 2012, 07:48:39 AM »

For the shield, you could have a crystalline/geometric-like force field that surrounds the ship. It's invisible to starter and beings to show/flicker and gets a tint applied to it when you take damage. It could get more reddened as it gets more dire or cracks and tints (ultimately doing a shattering effect when it's gone).

These are awesome ideas, i like the shield one esp. We would need to make sure the effect each time you were hit was significant an its not a slow gradual change. I'll have to talk to artist about getting a texture/shader for it.

ta,
sean
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sean
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« Reply #21 on: April 14, 2012, 07:55:10 AM »

New Checkerboard Texture to go with the Lighting, Makes the gameplay feel MUCH FASTER!

Other Recent/New Features
  • Tweaked Steering
  • Shield Pickups
  • Fuel Stations Get Further Apart
  • Boosting to go faster no longer depletes your fuel, just boost points.
  • Many, many more background objects










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ScaryPotato
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« Reply #22 on: April 14, 2012, 08:22:07 AM »

I like the stylized graphics and interface that you've got going on. Cool to see that you got your inspiration from something as seemingly random as the background set for a car ad, it gives everything a neat futuristic vibe because of it.

One question I had was about the impact projectiles. Right now, they all seem to land at the same depth (in the video I saw). Will there be some variation with the size/type/depth of that sort of thing? The thought of one disappearing completely leaving a molten magma pool behind crossed my mind Smiley
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eyeliner
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« Reply #23 on: April 14, 2012, 02:25:58 PM »

DAYUM!
Those screens look slick! I wub it immensely and wanna make some bad things with it. Screamy
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sean
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« Reply #24 on: April 23, 2012, 07:59:42 AM »

One question I had was about the impact projectiles. Right now, they all seem to land at the same depth (in the video I saw). Will there be some variation with the size/type/depth of that sort of thing? The thought of one disappearing completely leaving a molten magma pool behind crossed my mind Smiley

Such a thing would be lovely.  Maybe if we can get some sales of this first one then we can make another with more extravagant meshes and animations.
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burtonposey
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« Reply #25 on: April 24, 2012, 05:53:24 PM »

One question I had was about the impact projectiles. Right now, they all seem to land at the same depth (in the video I saw). Will there be some variation with the size/type/depth of that sort of thing? The thought of one disappearing completely leaving a molten magma pool behind crossed my mind Smiley

Such a thing would be lovely.  Maybe if we can get some sales of this first one then we can make another with more extravagant meshes and animations.

Let me know if you need anything. I like to deviate from my normal stuff and the scope of more complex meshes for what you've got currently seems like it wouldn't be that time consuming for me. I use Maya FYI. I don't mind tinkering an hour or so every week on it for you, free of charge Smiley. Keep it up.
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sean
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« Reply #26 on: May 03, 2012, 04:26:09 AM »

Meteor Storm Escape First Playable

Escape the Meteor Storm pounding your home City!
Jump into your futuristic hover bike and escape the cataclysm across country.
How far can you get?




Instructions (Read these First)

There is no tutorial in this build so these notes will have to do for now...

Its a meteor cataclysm so your craft is accelerating as much as it can.

Use Boost to go fast and fly into the air. Once airborne do stunts to get more boost. Use boost to go faster & do more stunts, etc. Refuelling stations are stationed regularly, they start off about 1km apart but get further and further apart as you go onwards. When boosting your craft is not using fuel, so you can use boost to go further and further between refuelling.

Avoid Meteors, Trees, etc. Crashing will deplete your shields. Shield pickups are spread randomly to replenish your shields.

<- & -> Left and Right Arrows Steer Your Craft.

Z - Speed Boost. Limited Supply, use wisely. Pushes you forwards and down towards the ground. Use it to gain speed. On release you will leap up into the air. Drive into a valley and up the other side, release on your way back up & out for maximum air/hangtime.

X - Spin/Stunt. Use this when you have lots of elevation. Once you are off the ground, press X then use all four arrow keys to spin your craft. Release to right yourself. Leave enough time to right yourself before you hit the ground.

We need YOUR feedback!

The game is clearly unfinished. This is one level of a multi mission multi vehicle version we plan to release on iOS and mac/pc.
Please give us your feedback and help us make it polished and better.

Follow the link to our First Playable v 0.5.1.
« Last Edit: May 03, 2012, 05:50:58 AM by sean » Logged

ScaryPotato
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« Reply #27 on: May 03, 2012, 06:14:20 PM »

Hey sean, this game has lots of potential from doing the little goofing around I did with the example!

Here is my take on it thus far:

-It would be nice if you could pull off stunts with the same kind of speed as the ship is flying at. They seem kind of slow and cumbersome at the moment.

-For whatever reason, I had a hard time keeping track of my shield and fuel, even though their location is right in your face. Maybe the bars blend in a little too well with the background or something.

-Definitely needs a transition to the start screen after you die. I know it`s a super early release of the game, but that would help simpletons like me realize that they`ve destroyed their ship!

-If you have no shields, I think it would be nicer if you could play until you smack into something...it`s tough to get the powerups.

That said, it`s a fun game at this stage, I keep going back to see if I can improve! Tongue


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sean
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« Reply #28 on: May 10, 2012, 04:26:05 AM »

We have posted another playable build in the Feedback Forum.
Go there and let us know what you think?

http://forums.tigsource.com/index.php?topic=25886.0

thanks
sean
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sean
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« Reply #29 on: May 15, 2012, 04:54:22 AM »

Since a lot of your time is spent experiencing near misses and making sure you're ship is avoiding obstacles by small margins, it would be nice to see critical information without having to look away from the ship. Just a thought.

Hi burton,

i've rearranged the HUD, whilst its not perfect it is an improvement. The numbers are clearer and the status bars are slightly more obvious.

http://blog.happylittlealiens.com/2012/05/meteor-storm-escape-new-hud-layout/

sean
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