- changes to the guy on the right - changes to the combo display - changes to the bonus / score coins (unified them, just changing color now) - some other stuff I am sure... but it was a short week, mostly at gamecity!
- Made some progress with the different worlds, new levels and enemies added - There is now an enemy on the right hand side of the screen. it doesn't change anything mechanically, but it explains a bit of the mechanics visually. The guy that is there now is just a placeholder, should replace it soon. - juice (new particles, the key shooting) - new menus (win, edit screen)
- put the gun back in. it now has a charge that you have to wait to scroll up. z+x control - ' is quick reset while playing - there are new sounds in homeworld, and the beginnings of a new level (core)
The gun seems to add a ton in terms of making perfect runs possible, I think I like it. However it adds complexity, which I am not sure if I like. Interesting question.
ah cool! I am glad you are posting over here, I have been intrigued from your twitter. This is looking really good, and I am excited to hear what it sounds like.
some caveats: - requires 10.6 - you need to leave it next to its data folder - right now only the play menu is working properly, you can probably load the edit menu, but I don't think you can save you creations
Today I fixed up some ipad stuff, and got in a new coin pickup effect. It still needs more particles, but is looking way better.
sorry (to myself) about the lack of posts last week. I think I did a bunch, but here is what I can remember:
- working on the backgrounds - tuning the scoring system (it feels really balanced right now). There is no death, just a bonus multiplier that you can run out by either hitting an enemy or not hitting enough coins in sequence. It effectively adds urgency to the game without causing the game to feel frustrating. It also makes perfect runs possible. - reworking the note triggering (again!) - reworking the timing and sync mechanism. Now everything is pretty well decoupled from each other, and somehow it feels a bunch smoother. It used to be pulling timing from the audio thread, but triggering the sounds on the video thread. This was pretty rugged.
I played a bunch of shmups this weekend, and it is making me want to: - retune the explosion graphics - put a gun back in. There was a gun, but it had unlimited shooting, so it sorta felt like too much. I think if I add a cool down period, and make it linked in to the way the bonus multiplier worked, that might fix some of the issues.
Also this weekend, I got it working on mac. I don't know how many people would play a mac version if I posted it up here, but i am curious. I assume this board is 95% PC.
Also, are most of the posters in the dev blogs from the states and working on their games after they get off work? I feel like I am out of phase with everyone else.
both players submit their moves, and the turns play out simultaneously. you move by using your recoil.
I couldn't get the networking to work between ios 5 and ios 6 for some reason though. So I may put this on the shelf for a while (or just release it for 6).
- built out 2 new levels - added 2 new enemy types (bpm synchronized missile, bpm synchronized vertical sine wave) - levels loading from local storage, not just from the website, so we can distribute levels with the game. - started looking at a more robust svg loader (our current one only supports 4 corner polys, rects, circles and ellipses)
Also started messing around with a strange tentacle thing, but I suspect that is an entirely different game
Made your health also a fuel bar that ticks down as you fly. The enemies still push it down, but coins now power it up. I need to tune the difficulty a bit I think. I am also concerned that it will add too much complexity, but I am not sure
Also, a new audio pack, but the same graphics. Also more coder graphics.
Made a some design changes: - No longer need to get all of the coins to exit a loop, you can mark coins as key coins in the editor. This allows for more leeway in how you finish the levels, and allows the player to set their own difficulty to some extant. - took out the pause when you hit an enemy, and added in a health bar that ticks down. Also you get temporarily invincibility when hitting an enemy, so that is now a strategic decision to make.
Also started working on new graphics and music, for a more unified approach to the levels. Should post some screens soon.
This is the first time that I have tweaked design rather than just throwing out the whole game concept at the first sign of problems... or just leaving all the problems in. An interesting feeling...
Is it totally futile to post dev logs of a game without in progress downloads for people to play with? How many people could install an ipa on their phone if I posted it here?
This isn't really an unbiased recommendation, since it is my own game, but here are some promocodes for bad hotel: 6JLKFPYKJ9MX WRY9JA3TEREW TYELJW6L9F3F
if you like it, could you leave a review over on the itunes store?
The main character is a giant eyeball that floats through all these worlds, playing muisc
Since we will have different world packs, we are thinking of presenting them like 30s serials: Ocunaut in dream land Ocunaut in triangulous Ocunaut in garbage zone