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Udderdude
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« Reply #45 on: April 28, 2012, 08:18:31 AM » |
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Finally done!
After making all of those brain destroying puzzle games, it was nice to go back to what got me into gamedev in the first place; shooting things in the face and watching them go boom and/or splat. The project probably went on a bit longer than I anticipated though. Mostly because of the decision to make two seperate games using the same code base at the same time. It was still an interesting decision to make. I don't think I'd do something like that again, though.
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« Last Edit: April 28, 2012, 08:29:51 AM by Udderdude »
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Udderdude
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« Reply #46 on: June 15, 2012, 09:28:08 AM » |
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« Last Edit: June 15, 2012, 10:31:57 AM by Udderdude »
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st33d
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« Reply #47 on: June 15, 2012, 01:16:38 PM » |
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I started as a purger and I didn't see the point in all the different weapons, I could get by with chaingun just fine. I also could never figure out where the hell I was when a new level started, I had to do a little wiggle to make out my position.
Other than that it was pretty engaging what with all the different mobs. I liked the different tactics required to take them down, whereas I'm usually of the opinion that it's all about traps and mobs are there for flavour.
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Udderdude
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« Reply #48 on: June 15, 2012, 02:06:09 PM » |
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I started as a purger and I didn't see the point in all the different weapons, I could get by with chaingun just fine. In the later levels, the chaingun won't be nearly as effective as the enemies become much more numerous and the levels more constrained. I also could never figure out where the hell I was when a new level started, I had to do a little wiggle to make out my position. That's strange, I added that large green circle around the player for the sole reason that it would make it easier to tell where you are. Maybe it doesn't stand out enough? D: Other than that it was pretty engaging what with all the different mobs. I liked the different tactics required to take them down, whereas I'm usually of the opinion that it's all about traps and mobs are there for flavour.
Thanks, I put a lot of work into the enemy variety. You're right that the focus isn't on environmental traps/obstacles.
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st33d
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« Reply #49 on: June 15, 2012, 04:05:43 PM » |
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That's strange, I added that large green circle around the player for the sole reason that it would make it easier to tell where you are. Maybe it doesn't stand out enough? D:
People can't see static stuff. At work we had trouble with people understanding when a level ended. So I put a gigantic LEVEL CLEAR on the screen. This prompted an argument along the lines of, "ARE YOU FUCKING BLIND!?" In the end we settled for making it flash and also having a short bit of speech saying LEVEL CLEAR. This is why iPhones have all of those funny transitions. It controls the eye of the person looking at the screen.
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Udderdude
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« Reply #50 on: June 17, 2012, 10:13:55 AM » |
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« Last Edit: June 28, 2012, 09:29:23 AM by Udderdude »
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Udderdude
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« Reply #51 on: June 19, 2012, 08:37:45 AM » |
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Decided to add some new gameplay elements as well. Purger has a new Ultra Sphere, that when collected, raises your firing rate and lowers your ammo useage for 12 seconds. Use it when it counts! :p
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C.A. Sinner
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« Reply #53 on: June 19, 2012, 02:05:32 PM » |
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Fun game! I like how Purger mode still retains a sort of puzzley feel with the different enemy behaviors and the switches and stuff. Reminds me of what I liked about the original Doom. HOWEVER:Decided to go back and do some art improvements on this game.
Tbh I think the HUD needs work as well. There are a lot of small white numbers and grey symbols on it that I can't be bothered to decipher while trying to mow down monsters. It's especially hard to see what weapon you have equipped at a glance. One idea would be using icons (maybe in conjunction with the text?). The ammo icon should be a bunch of bullets or a pistol mag or something else immediately identifiable as ammo. Also I'd put the HUD at the top of the screen instead of the bottom but that may just be personal preference. 
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Udderdude
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« Reply #54 on: June 19, 2012, 05:49:06 PM » |
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Fun game! I like how Purger mode still retains a sort of puzzley feel with the different enemy behaviors and the switches and stuff. Reminds me of what I liked about the original Doom. Thanks. I definitely had Doom in mind when designing the game and enemies, especially the Doom 2 enemies which really started to have unique abilities/attributes to them and their attacks. Tbh I think the HUD needs work as well. There are a lot of small white numbers and grey symbols on it that I can't be bothered to decipher while trying to mow down monsters. It's especially hard to see what weapon you have equipped at a glance. One idea would be using icons (maybe in conjunction with the text?). The ammo icon should be a bunch of bullets or a pistol mag or something else immediately identifiable as ammo. Also I'd put the HUD at the top of the screen instead of the bottom but that may just be personal preference.  Yeah, icons for each weapon would be cool. A better ammo icon might help too ..
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Udderdude
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« Reply #55 on: June 20, 2012, 09:53:42 AM » |
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So, obviously adding icons to the interface for your current weapon won't fit in the current interface layout. One thing I was considering is making the game 4:3 aspect ratio, with the right side area of the screen containing the interface info. This would allow for much more space, and give room for other info as well.
I'm also considering drawing different sprites for the player holding each weapon, so it doesn't look like each weapon you hold is a pistol.
Also also considering giving the player an explosive rocket-launcher like weapon, that replaces the pistol's weapon slot. The pistol would then not be selectable and would only be auto-selected if you run out of ammo.
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Udderdude
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« Reply #56 on: June 21, 2012, 11:33:47 AM » |
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Got the new player sprites using the different weapons in. It definitely feels more like you're using the weapon you've got equipped.
The rocket launcher idea didn't work out. Conditions are too cramped and it was really difficult to find a place to use it that didn't result in you blowing yourself up. I guess that's what was cool about the Doom rocket launcher also, but Doom had variable levels of splash damage, and health kits. Purger doesn't. haha
I may keep it in there as one weapon that you only get one shot with per level, but it does tons of damage. Equivalent of a Boom Crate exploding.
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Udderdude
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« Reply #57 on: June 21, 2012, 06:00:47 PM » |
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Couldn't resist adding another enemy to Purger. Necros have no attack of their own, but will resurrect corpses and bone piles (scattered around near them) into ghosts. Before, I didn't really want to add a resurrect type monster because I felt it'd be too similar to the Doom 2 arch-vile, but I think what I've added is a bit different, as it has no attack of it's own, makes ghosts instead of resurrecting them to their previous incarnation, and is fairly weak otherwise. Ghosts also don't leave behind corpse for an endless death/resurrect cycle like you run into with arch-viles. Because there's now an enemy that creates ghosts, and because it never really made sense, freaks now explode in slithers instead of ghosts when they die.  
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« Last Edit: June 22, 2012, 12:39:34 PM by Udderdude »
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Udderdude
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« Reply #58 on: June 23, 2012, 09:34:26 AM » |
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Made a new promo video. After I uploaded, it, Youtube displayed "We detected that your video may have bad lighting. Would you like us to fix that?" .. lol. http://youtu.be/Fbvtkgg2r_M
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Udderdude
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« Reply #59 on: June 24, 2012, 09:13:09 AM » |
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Some more crap I'm thinking of adding. Any thoughts on these?
- Level Editor - Would take some work - Arena Mode - Single room combat simulator with increasing waves of incoming enemies. May contain some randomness.
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