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878293 Posts in 32914 Topics- by 24329 Members - Latest Member: 8BitPimp

May 21, 2013, 01:48:10 PM
TIGSource ForumsDeveloperFeedbackMy First Space Shooter Game \(o_o)/ Need Feedback
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knightley
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« on: April 24, 2012, 07:56:39 AM »

Hi, I did a space game a short while ago.
And am planning to extend it quite a bit.
What I have in mind so far are:
- add some story (love wing commander series)
- add more weapon type (guided missile turret etc.)
- add some bigger escort ship.
- fire the artist (me) and get somebody awesome. :D

here the WIP of the game.
- "Strg" key: zoom
- mouse: shoot
- Click the pilots at the top left corner to launch your own fighters.

http://www.gamechaguan.com/prototype.html
« Last Edit: April 27, 2012, 08:43:12 PM by knightley » Logged
Sami
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« Reply #1 on: April 27, 2012, 08:38:48 AM »

Hey,

Very cool idea for a game. I really like the feature with the defending pilots and that there are different types of ships.
It would be cool if ships can explode and don't only get broken apart Wink
Yes, the design of the turret for example is a bit boring an why does it shot 2 lines with 1 barrel? The design of the small ships is good in my opinion.
It would also be cool if the defending station be a big battleship and that it actually moves.
In the end i can agree with your points and hope you work further on this game Smiley
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paulisere
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« Reply #2 on: April 27, 2012, 10:14:58 AM »

Cool game and a good start.

Weapons power ups would be good.  Even if it is different types of shot (you currently have double barrel, but you could have triple shot which spreads, single shot which is wider and more powerful, long laser, etc).

The art is not that bad, just some things could be touched up.

Is the thing we are defending some massive ship?  Any chance that you could be sent out on sorties?  You are currently a gun man, but you could be the gun man on a smaller, but still very large ship, and you could invade stuff.

I didn't properly read your post and so I didn't understand that you could send out your own fighters.  It would be good if the buttons to send the fighters were a bit more descriptive and if the take off points were a bit clearer.

Just ideas.  I like it tho, good going.

Paul
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knightley
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« Reply #3 on: April 27, 2012, 07:01:11 PM »

Thanks for the feedback.
@Sami: I will see what I can do about the explosion and make the big ship move.  Wink

@paulisere: You mean like sending a "Millennium Falcon" type fighter and let player take the gunner position? Hand Any Key That is pretty awesome!

I still have some problem though, not code related but more UI related.
I would love to hear what you guys think:

1. Say I make the carrier move, do i center the viewport on it? What do I do about fighters which are rather far away.

2. The same with the gunner on a small ship idea, do i just click the smaller ship to switch to its gunner position? (if we have a bunch of these ships on screen it is gonna be hard to shoot without accidentally hit and switch to the gunner position.)

3. In general, I am still trying to find a way to deal with the scales. Say I want to make the carrier real big, then the ships are to small to see/hit. If I make the ships big enough, the carrier is either too big or i show a portion of it or i scale the carrier down. (i am adding different zoom levels, seems like the only solution now.)
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paulisere
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« Reply #4 on: April 28, 2012, 01:11:00 AM »

I would say you have a "world co-ordinate system" and "view co-ordinate system".  All your objects exist in the world co-ordinate system, so all the movement, speeds sizes, etc, remain the same regardless of the ship you are flying.  You then have a view co-ordinate system.  You would have a view co-ordinate system for each different sized ship that you are flying in and these view systems contain the different scales that are to be applied.

I am not sure issue 3 would be a problem if you apply different scales using a view co-ordinate system.  This would mean that for being a gunner on a large ship, the other ships would be smaller (hard to hit) but appear to be moving slower (due to the scale), conversely, being a gunner on a small ship, the enemies would look bigger, but appear to move faster.  You could have different weapons on the large and small ships so that the large ships fire fast bullets and the small ships fire slower bullets.

Paul
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knightley
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« Reply #5 on: May 03, 2012, 08:07:04 AM »

yeah, have updated the game.
q/e: zoom
a,w,s,d: movement
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