So while the game still looks the same I've gone through a lot of thinking. A lot of code revisions and in the end I changed a lot. It's gone from a shmup to what I term an aerial beat em' up. I've also changed the name to something...a little less "serious" sounding. That's because you control a robot with different shots and melee attacks and specials in can do when it's meter is high enough. The HUD stuff isn't done yet but the basic attacks are.
So a basic recap:You're in control of a recycle bot who can convert raw materials into energy. This means that enemies when you weaken them enough can be absorbed into energy that you can either use for bullets, or burn to heal yourself.
So the gameplay revolves around going through levels and beating bosses and all that nice stuff. For those times you run out of energy and still have enemies to defeat you have a chain that you can whip in various ways. It's weaker than the bullets but can be more useful in certain situations...
The basic control scheme, kinda follows the old arcade Marvel vs Capcom scheme of weak/strong attacks and specials.
ControlsArrows - movement, double tap a direction to dash
A \ S - weak shot \ strong shot
A+S - special shot
Z \ X - weak melee \ strong melee
Z+X - special melee
A+Z - charge (recover HP with energy)
S+X - absorb (capture weak enemies and junk and convert to energy)
So another feature of beat em' ups is lots of weapons. As you can see, the melee attack is a chain that you can swing in different ways. At the end is the default weapon, a blade. I don't know exactly how I'll do it (whether you fly into a weapon or unlock them) but you'll be able to change the attached weapon at the edge of the chain and although the chain will act the same, depending on the attachment it's damage will change and the attachment will have it's on special attributes. I already have an easy system in place to make attachments so it should be pretty easy. Anyway, here are some pics of the different attacks
http://i47.tinypic.com/2je5xdc.jpg http://i50.tinypic.com/2a66sdg.jpg http://i49.tinypic.com/352n0bq.jpghttp://i47.tinypic.com/28tygi1.jpg http://i47.tinypic.com/qzq6xh.jpg http://i48.tinypic.com/11ghdft.jpgI hope in a week I can have some sort of actual demo. I really need some help balancing the bullet costs attack strength.
UPDATE #7 (6/21/10)Another demo!
Click DemoJar to run the demoUPDATE #6 (6/21/10)Click DemoJar to run the demo
I was wondering if some people could try out the short demo and see what they think of it. It's a very early demo with only a couple enemy types (I'll let you figure out what they do). The HUD is just text right now and there's a lot of balancing I have to do with EN costs, damage and stuff. The controls are what I mentioned above. Use the SPACE bar to reset your HP and EN to max and ENTER to go back to the title screen and reset the demo without closing/opening it again.
Also
ideas for enemies would be appreciated. As you can see, the description "aerial beat em'up" is more appropriate than simply shmup as many enemies won't simply fire weird bullet patterns in their attack.
My brother was giving me another idea to consider, instead of having bullets consume EN (energy) they simply consume your multiplier.
The idea is that you have a base multiplier of 1X that can go up to 4X. Using a special attack consumes 1 multiplier level and using bullets consumes variable ammounts (your weak shot less than your strong one). The only way to build up the multiplier is to hit enemies with your melee (small gains) or absorb them (large chunks of gain). It'll be shown as a meter. This way, getting close to enemies and killing them with your melee and weaker attacks, basically putting yourself at risk rewards you more than simply using a strong attack. This is just something I'm considering so tell me if you think it'd be better than the current system.
UPDATE #5 (6/11/10)MementoMoriDemo.rar
Click MementoMori.jar to runDEMO TIME! Well not really a "demo" so much as a controls demo and you get to see the intro in non crappy Youtube quality. This is really just to allow people to test out the controls and get a feel for them. At the moment it only has one enemy but there will be more soon!
UPDATE #4 (6/11/10)Just a video showing off the the different shot types. The first is the wide shot, then the sweep shot then the standard straight shot. At the moment they can be switched between using the number keys (1,2,3). As you know, generating bullets takes up energy. At the moment since each of these shots is created by generating a certain number of bullets, or by changing their path vectors, the cost is the same for all of them. For balance I might make the sweep and spread take up more energy to generate
UPDATE #3 (6/8/10)Rewrote a lot of the code once I added enemies for efficiency and I like how it turned out. Based on actual testing and some comments I decided the eating idea was a bit convoluted and I changed it dramatically. Now it works like this
Each enemy has a disableZone which is usually some small fraction of their max health (for the drones it's 25%). When an enemy enters this zone it stops functioning so it can't move or attack and it turns red. When it's at this point you simply click the eat button and all enemies on screen are absorbed or you can finish it off. Again, I need to figure out how to "reward" players for killing as opposed to eating. On the other hand, I've found simply holding down the fire button some times causes you to accidentally kill enemies so the fact that you have to somewhat manage your fire helps to make eating enemies not exactly trivial
UPDATE #2 (6/8/10)http://www.youtube.com/watch?v=q9cLemQ0_pYI added an enemy robot. I don't really know what to call it, so it's just a Drone for now. It basically charges at you when it sees you in it's field of vision (within a certain distance).
I haven't implemented it yet but you might notice after shooting it a while it says EAT OK. This is when it's health dips below a certain point and most enemies do this. When it happens you can either consume them for energy or keep shooting and completely destroy them. I figure I'll think of some reward for destroying to balance out not getting energy
Also I've got the flamethrower animation but it looks...off. I don't know why or how to really fix it
UPDATE #1 (6/8/10)YAY, it seems this thread did have the effect of making me work. I've made a lot of changes
Have done- Made the final character sprites. Going to start on enemies soon
- Finalized the style of background
- Implemented many of the characters moves like eating, flamethrower, recharging, shooting
To do- Implement some basic enemies and patterns. Make sure eating mechanic works.
- Work on the HUD interface. Right now it's just text and numbers
- Figure out Phys2D for when I get to bosses
First BuildBackgroundSo you're in control of a modified recycling bot in some near future where trash has gotten to the point that it flies around everywhere. Being a recycling bot you're able to eat anything that comes flying at you and use it as energy
GameplayI don't know if I want to make it a full game with levels or just make it a boss rush sort of thing. Anyway, gameplay will consist of:
- Eating trash, small enemy robots, things thrown at you and using it for energy
- Energy can be used to recover health, or power your flamethrower
- Energy/eating objects can be used to create different kinds of bullets