Day 8Today, I:-Added healthbars.
-Added visual aid for the spectrum including hue you are at.
-Made stat loading in plan to test the skill points plan.
-Took out the intersecting-lines cursor as it made Triplefox feel sick. Hopefully it's easier on you.
-Made the enemies hue remain static (for now. the plan is to make the enemy shift hues fast as the wave number increases in the main combat).
Tomorrow, I plan to:-Make graphical loading more efficient.
-Implement the stat system including the drops for the enemies
-Work on organizing the design some more. I want to write a design document.
I didn't get a chance to work on the enemy.
I feel like I'm in vertigo playing this. The scrolling of the background against the sprites looks like a special effect or animation; the cursor's size only adds to this, making it look like an element in the game world, not UI.
I've addressed this, maybe the demo below will be easier on you? I do hope you are able to play, so I will try and fix this.
@Theo: looks like it's gonna be ur most successful game
gratz!
We'll see, thanks for the vote of confidence.
I tried it a bit for a bit and it does have its good and bad.
the good:
-looks great. I like the old vertex/vectrex/whatevermajiggy vectrodrome look that it's got going on.
-colors are looking good, very vibrant and distinct (even for someone who is partially color-blind, like me!).
-controls are mostly smooth and intuitive(more on that in the bad).
the bad:
-the crosshair. I think this is what's contributing to the feeling of vertigo or "lost in space". It's hard to find a reference point as well since the screen isn't centered on anything particular but rather scrolls as the player nears an edge. It just feels disorienting (I don't know if my rationale is accurate, though. only a thought)
-the shifting. Not the speed, but rather the random seizing mode that accompanies the hue shift. I think this was an attempt at balancing, but it actually makes hue-shifting an extremely undesirable tactic because, as Chris Pavia said, the enemies don't remain static. So when you shift, you have to fight 2 semi-unpredictable (or dynamic and difficult) factors as opposed to just one.
I think if the goal is to make it more tactical and less "shoot everything in sight for high score!", then the current direction might be ok, because it makes the whole shifting thing a really difficult skill to master (but it's also difficult to learn). But if it's supposed to be like a crazy bullet hell arena shooter type thing, I would suggest removing the seizing part of hue-shift and focusing on adding more enemy types.
Still, more good than bad!
Thanks for the detailed feedback.
I've taken out the crosshair for now. Hopefully it settles those who are affected by sick feelings. I've also addressed the shifting; enemies no longer shift, for now. I've also added a visual aid so hopefully that will help as well.
Awesome, thanks!
I would suggest having the first wave of enemies not changes hues at all (although they should each be a different hue). This will make it much easier for new players to learn how to shift hues and kill enemies, and introduces a more perceptable difficulty progression (player feels a sense of accomplishment seeing things get progressively more complex in undrstandable ways). The next wave can then have a couple enemies that switch between 2 colors only, then progress from there.
The player hue shifting spectrum makes sense once you explained it, but I bet a lot of people won't make that connection. I would suggest putting some sort of indicator in the HUD or something of what the spectrum is and where they currently are within it. Currently all that information resides in the players head, which usually isn't good (it decays quickly, requires recall time, is subjective, and could just be wrong). The info should reside in the game world as well. when the info exists in the game world, it is objective, consistent and (hopefully) more easily understandable. Read The Design of Everyday Things for an in depth explanation of this.
Hope I don't sound like I'm complaining about everything too much, I can definitely see the potential!
That's a good point you bring up about the hue-shifting, and I was planning on introducing more progression between the rate of enemies shift. However, I was going to go about it in a different way - the enemies will shift between all colors, however, they will do it more slowly (From a scale of 0 to 1). I fear shifting between two colors would only make it harder. Also, I don't know if I can shift
only the hue between two colors without differences in saturation and/or value.
I've added a visual aid on the left of the HUD for the player. I also went ahead and added a health bar on top.
Screenshot:
Demo:
http://dl.dropbox.com/u/9942053/neon_strikers.zipNote that I've included an .ini file so that you can adjust the stats to your liking. This won't be permanent, and is for debug/testing situations. Here's a guide to what they mean (NOTE: The framerate is 60 FPS):
[MOVING]
movespeed: The speed in pixels per frame that you move at the zenith of your speed. It is your top speed.
acceleration: The speed in pixels per frame you accelerate
friction: The rate at which you decelerate in pixels per frame.
[COMBAT]
speedshiftval: The rate at which you shift hues while speed-shifting (RMB). Default 2. Note that this includes the value you increase every frame.
rateoffire: The number of frames between shots.
[SPAWN]
numtospawn: The number of test enemies to spawn. It is random whether they are squares or dashers.
You can press space at any time to reset the game.
Thanks for keeping an eye on this, readers.