@ TS42
Than you very much! Not sure to understand what you mean by splitting tasks, do you mean that I've hacked the initial game idea of several "games" and only taken one, or the way I slice features and try to integrate them?
But if you're alone, I guess going for simplicity is really the only realistic way, at least for me... Don't get yourself discouraged! Something I've found out, if you loose interest and get frustrated, do something inside the project that is not a priority but gets you exited. You are at least going toward somewhere, and you might get your mojo back while doing so
Keep yourself excited about the project. if you aren't, and can't get excited about seeing it moving toward completion, maybe it's the wrong project. Again, only my point of view, for what it's worth
@ Xonatron
Yep, I guess I can't really convey the goal of this project because it's really taking shape with each iteration. But I can tell you what it's not going toward, and that's classic SHMUPS, and bullet hell especially. Not that I found anything wrong about this genre, it just doesn't appeal that much to me. So I'll have to make a game about ships fighting in space that fits another nomenclature :D
ANYWAY.
A NEW BUILD IS READY!
Let's call it the
KINETIC build!
Get it
on gamejolt as usual!
Can't believe I've already earned 10 cents thanks to the site, I guess it makes me a
PROFESSIONAL, isn't it???
To sum up the goal of this update: it's about the feeling of weight and density of objects, shall I say, the simple kinetic joy of manipulating virtual objects (I read books sometimes). everything can collide with everything, and asteroids are now a threat you must deal with by pushing them. They're now indestructible. The "engine" I wrote to manage collisions is far from perfect, but tries to gives a feeling of coherence. Bullets impact pushes stuff away, it's your way to control objects. Well, colliding in asteroids also moves them a bit... But you will get heavily damaged and kicked back, don't try this at home kids! At least the shield proves useful to negates those collision's damages.
Ships also bumps into each others, opening a lot of possibilities in the future. Asteroids comes from anywhere but the bottom of the screen. Funky collisions of asteroids coming from opposite directions might turn some places into steel grinder. Pay attention!
I remade some graphic stuff, bullets especially are now way BIGGER. I guess I play to much nuclear throne? But recent experimentations with backgrounds proves my previous bullets hard to read on non-black background. So I made them bigger and more contrasted. Shield was remade too. Double minigun pirate ship was also redesigned with bigger miniguns. HUD HP and Energy were also remade bigger, more contrasted.
Alternative weapons are back, you now have a spaceship SHOTGUN. short range, high recoil, huge damages and a huge knock back, it's one shot material, try it!
I almost forgot,
GAMEPAD IS SUPPORTED. Not perfect, but it's still a W.I.P. You might get weird slow movements while the left stick is released, I'm working on fixing that. For now, if your pad is plugged, it's the default control, keyboard won't respond. But why would you want to play with the keyboard
anyway? :p I'll implement a toggle option when a MENU will be planed...
The CONTROLS:Keyboard:
WASD(ZQSD also works) to move
Arrows to shoot in 8 directions
left ctrl to fire the shotgun
SPACE to activate the shield
R to restart
Gamepad:
Right stick : move
Left stick : shoot and aim
Left Trigger : shield
Right Trigger : shotgun
Start to restart
As usual, feel free to kick me on the head with anything you want, I love it.
It's a huge change of gameplay, I'm eager to know what you think of it!
Skaz