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997945 Posts in 39129 Topics- by 30533 Members - Latest Member: KellyStark

April 16, 2014, 11:20:30 PM
TIGSource ForumsFeedbackDevLogsStarshock, a retro-esque arcade shooter [STILL HAS A DEMO, BUT NEW ONE'S COMIN']
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Author Topic: Starshock, a retro-esque arcade shooter [STILL HAS A DEMO, BUT NEW ONE'S COMIN']  (Read 22938 times)
Superb Joe
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« Reply #135 on: March 12, 2013, 02:30:01 PM »

hello. i hope you arent using sfxr. further, 20x20 seems quite restrictive. namaste.
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Quarry
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« Reply #136 on: March 12, 2013, 09:05:55 PM »

Not using SFXR, 20x20 however is fairly big in game
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Superb Joe
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« Reply #137 on: March 13, 2013, 06:54:42 AM »

i mean restrictive from a level design standpoint. as a world renowned level designer i found that 40x30 tiles still impeded upon my creative desires, at times.
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Quarry
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« Reply #138 on: March 13, 2013, 11:03:49 AM »



Quick progress update with another 10-minute level by me (wont be in the game, just for demonstration)

The game itself: about 95% done, really small things left to add in and tiny bugs to fix

The levels: about 40% done, Stefan is working hard on those

The sound library: about 15% done, 6 ambient tracks and a couple of SFX

The level editor: finally complete, with very minor issues Ill address later today

The story: about 90% complete (Id guess right around that). Also, yes, there is a story told mostly through message terminals in the game

A problem present that might cause some delay is Stefan being busy with life things, but we hope to get the game to you all as soon as we can


@Superb Joe
It's working pretty well so far to be honest. I understand that 20x20 is a small space to work with but decisions have been made
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Quarry
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« Reply #139 on: March 17, 2013, 10:07:55 PM »



The demo is finally out! Check it out at IndieDB
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johnki
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« Reply #140 on: March 17, 2013, 11:15:59 PM »

Please tell me the level editor is coming with the game.

Also, some feedback based on the demo:

- Finally tried it on our Mac. Not sure if you still need Mac-specific feedback but it seems to run perfectly fine.

- The window is tiny.

- There seem to be sound effects for everything EXCEPT weapons.

- The shotgun (can't remember the name) doesn't feel like it's all that much more powerful than the free pistol. I think I counted and the pistol took 6 shots or something and the shotgun took 5.

- You really don't seem to get enough credits. I had 12 by the time I reached the second shop after spending them all at the first one. Wasn't enough for anything but ammo which I was full up on.

- I don't know if it's the corridors or what but enemy shots seem impossible to avoid.
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Quarry
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« Reply #141 on: March 17, 2013, 11:39:46 PM »

@johnki
1) Thanks
2) See config.ini, there are options in there
3) More music and monster sounds
4) Almost all the weapons are going to be balanced, both stat and price wise
5) Again, balancing issues. Thanks for the feedback on tihs one
6) Probably the corridors
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surt
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« Reply #142 on: March 18, 2013, 01:12:03 AM »

Werks nice for me at (980x540)x2 in fullscreen.
Needs cross-hair!
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Quarry
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« Reply #143 on: March 18, 2013, 01:16:47 AM »

Werks nice for me at (980x540)x2 in fullscreen.
Needs cross-hair!

Cross-hair was something I tried but wasn't too pleased with. I might add it anyways though
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DustyDrake
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« Reply #144 on: March 18, 2013, 01:54:25 AM »

Well...
I was excited for this, but it kinda disappoints.

The level design felt really poor. I was often cursing to myself saying "God damn it Quarry" because of either the fact that I cannot dodge anything, so it turns into either me sitting still and taking the shots that the bots shoot, or me backpedaling any time a bot so much as appears (Neither is fun) or because the breakable crates were place on top of tables we can't get onto!

Because of the fact that it feels nearly impossible to dodge any shots, when I got to the point with the modular walls, at 50ish health and like two armor points with a Cobra and an Eviscerator, I knew I was going to die, and I did. And there was nothing I could've done about it except run back to the shop and buy health kits oh wait it closed.
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Greg Game Man
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« Reply #145 on: March 18, 2013, 06:21:56 AM »

Good job for programming this yourself, and getting it done so fast - you've got a great work ethic, i like the color scheme and consistency of the art too.

things i didn't like:
- repetitive maze levels
- boring combat
- only holding 3 guns
- no plot/generic setting
- cant jump, crouch, swim, climb - just running

I think you dug yourself into a hole being inspired by Wolfenstein instead of Doom or Unreal.
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Quarry
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« Reply #146 on: March 18, 2013, 09:12:29 AM »

The aim of this demo which is more like a tech demo considering the lack of balance changes. All these feedback you are giving will be taken into consideration. I'd also be really glad if you could send feedback to [email protected] rather than this thread.

@Greg Sergeant
1) We just released 3 testing levels and we are working on more interesting levels (especially for the demo)
2) Could you elaborate further?
3) How much guns can you hold?
4) It's just 3 levels, we have 27 other levels left to release with a lot more background information and story elements
5) As you said it's more Wolf/Doom-1 than later Dooms or Unreals. The fact that it's 2D makes it not require swimming or jumping

@DustyDrake
Inability to dodge shots is something we are trying to resolve as it's been requested quite a few times

Which one of these options sound better?

-adding different reaction times and first shot times (first shot starts on cooldown) so the enemy comes after you, but doesnt immediately start shooting
-slowing down ALL enemy projectiles significantly
-increasing the damage a single enemy shot does to counter above
-increasing time between enemy attacks
-slowing down enemy movement speed
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Interrupt
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« Reply #147 on: March 18, 2013, 09:13:39 AM »

There's a great base here, but I'll parrot what's been said about the levels being too small for the gun combat that's in there. Even in Wolfenstein most hallways were at least three tiles wide to allow the player to move around some.

Maybe it's the level size that's too constrained - try doubling one of your levels from 20x20 to 40x40 and see how the combat feels when the rooms are turned into more open arenas.
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Quarry
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« Reply #148 on: March 18, 2013, 09:26:35 AM »

@Interrupt
I'm really concerned about this at the moment because we have around 20 levels with us. The only options I have are the ones I stated above. I could even scale the levels to allow more movement but that's something that'll break the whole scale of things

Also;
« Last Edit: March 18, 2013, 09:57:08 AM by Quarry » Logged

 
kurtkz
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« Reply #149 on: March 18, 2013, 10:12:50 AM »

Would it be possible to scale just the tiles themselves and not the level size? So, don't go from a 20x20 level to a 40x40, just increase the size of the rendered tiles?
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