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877081 Posts in 32846 Topics- by 24286 Members - Latest Member: himowa

May 18, 2013, 01:29:35 PM
TIGSource ForumsDeveloperFeedbackData Sanctuary v0.1 - Roguelike Shooter
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Author Topic: Data Sanctuary v0.1 - Roguelike Shooter  (Read 435 times)
AlexanderZero
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« on: June 17, 2012, 02:51:31 PM »

Hi all, I'm working on a game called Data Sanctuary. It's a roguelike arcade shooter with randomly generated levels. There is only one tileset in the game right now, but I'm planning to have many which will appear in sequential order and get more difficult. For now you simply progress down the dungeon as far as you can, and it gets more difficult the deeper you go. I'm not sure how deep you can go before it is impossible to survive, but I'm having a pretty hard time making it to level 3 (haven't done it yet haha). My current high score is 700k or so.


By the way, does anyone know how to resize images properly? This is only about half of it. If you right click on the image and go to the URL directly you can see the whole thing...

Images don't do the game justice, since my artwork isn't that great especially when it isn't moving. Check out the video instead!

http://www.youtube.com/watch?v=To9cBjwqlJM&list=UUfElVYOrdh7OHdn2E0J2gCw&index=1&feature=plcp

Of course there is a playable build which you can download here: http://www.mediafire.com/?zai9x7so685vcht

You need to be running Windows and have Java installed. I'm planning to add Mac and Linux support later but it's not ready yet. Here's a list of features that are upcoming in the future:

-Mac and Linux support
-Improved CPU and GFX performance
-A persistent high score list so you can track your achievements more easily
-Tons more levels and enemies
-Equippable weapons and possibly other equipment
-A saving and loading system to keep progress in a long game
-Music
-A gameplay driven storyline

For feedback there are a few things I'm looking for specifically (of course I like general feedback too!):
  • How well does the game run for you and what are your specs?
  • Have you encountered any bugs?
  • What do you think of the difficulty? Any one thing too powerful or too weak?
  • What are your high scores? XD

And of course anything else! If you have cool ideas for monsters say what they are too. Keep in mind that my engine can do basic physics as well.

Too see my devblog, go to alexdeveloper.wordpress.com.
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Rube
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« Reply #1 on: June 17, 2012, 06:02:16 PM »

You've made a really addictive game here! I had no problems playing at all, no bugs, I'm using Windows 7 64bit with an i5 and hd4890. There was no widescreen, but I'm guessing that's intentional so as not to give an advantage.

Gameplay felt good although I quickly learned that the best way to play was to take it very slowly and clear out a room before continuing. I think there are a couple of elements that send some conflicting visual data - I'd find myself running from XP gems as though they were bullets when things got hectic, and I don't like that the basic enemies leave behind clutter when they die. These kinds of games have trained me to think of everything that moves as being a hazard, and everything not moving being a pickup.

As for enemy ideas - how about an enemy that flashes between 2 colours, let's say green and red. When you hit it and it's green, it takes damage. Hit it when it's red and redirects your fire back at you.

My highscore was 441,620, on level 2. I'm gonna go play some more!
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AlexanderZero
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« Reply #2 on: June 18, 2012, 01:46:44 PM »

I might reduce the amount of stuff dropped by the basic enemies or remove it if it's too annoying. As for the multiplier orbs looking like bullets, I could try to fix that though I'm not sure how to alter the system so that it's as much fun to collect them. I certainly don't want the player to have to walk on top of them, and I want some type of loot collection. I could just make them be collected when you get sort of close, with a little animation indicating that you picked it up.

As for other changes, I'm thinking I need to decrease the health of those flame turrets that pop up everywhere. They're kind of annoying and really slow down the speed that the player can progress. I'm also gonna decrease the rate that the replicating enemies can spawn, because sometimes it spirals out of control a little too quickly.

Otherwise I'm getting ready to start working on another tileset. The first level (once it's more progression based) it gonna be like breaking into a fortress, but I don't have many ideas for that.
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