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TIGSource ForumsCommunityDevLogsStarshock, a retro-esque arcade shooter
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Author Topic: Starshock, a retro-esque arcade shooter  (Read 54801 times)
DrDerekDoctors
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« Reply #240 on: July 10, 2014, 02:18:31 AM »

Looks ace! Can't wait to see this come to fruition. Is it designed levels or procedural, btw? And is there some contextual story-telling in it, like the thematically similar Xenomorph?

http://en.wikipedia.org/wiki/Xenomorph_(video_game)
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« Reply #241 on: July 10, 2014, 02:34:12 AM »

The current game consists of three chapters with each chapter containing pre-made levels, there is a story to the game but it's not told directly to the player - but it is optional through reading terminals scattered around. Terminals contain notes by the people who lived (and maybe still lives) on the station, much like the Fallout games' terminals

I have been brainstorming with Stefan on adding more modes to the game such as a wave defence one, however that wasn't a possibility with the old engine as almost everything was hardcoded. The idea of procedurally generated levels, turning the game into some sort of roguelike in that specific sense (it still wouldn't be a roguelike by definition), was something I considered and tried - but the old engine limited me again. So, hopefully, the new engine will as I said give us more control over the levels and maybe let me do such extras in the future
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phi6
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« Reply #242 on: July 10, 2014, 02:37:10 AM »

A procedurally generated version of this would basically be a sci-fi Delver, which I would be very happy about - though understandable engine issues. Either way I'm enjoyig playing the demo so far!

Can't wait to see those new mobs implemented!
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DrDerekDoctors
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« Reply #243 on: July 10, 2014, 03:08:02 AM »

Ah, that's how I was hoping the story was told. Xenomorph did something similar in that you'd find 3.5" discs lying around and plugging them into a computer let you read them. Are you planning any puzzle content at all in terms of keys or combinations, etc?
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Quarry
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« Reply #244 on: July 10, 2014, 03:18:55 AM »

We had a tile that when stepped on flipped flippable walls, it was extremely simple but Stefan utilised it in a way that is beyond my understanding - making crazy contraptions that change the layout of the level completely with just one step!
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klicktock
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« Reply #245 on: July 29, 2014, 11:39:50 PM »

Great to see this project back again.  But - why an engine rewrite?
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Quarry
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« Reply #246 on: July 30, 2014, 04:16:34 AM »

I'm not the same programmer I was a year and a half ago, not even the greatest refactor would help that code, and get it to the state I want
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Quarry
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« Reply #247 on: October 05, 2014, 06:08:07 AM »



Just a heartbeat. Not dead, yet
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absolute8
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« Reply #248 on: October 08, 2014, 01:24:23 PM »

I'll just leave this here Smiley



Huge improvement! Kiss
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Mrmo Tarius
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« Reply #249 on: October 09, 2014, 07:47:09 AM »

Hey Smiley

I made a "library" of gibs and some particles and explosion thingies!

A small test of the new explosion particles:

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Seiseki
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« Reply #250 on: October 14, 2014, 07:04:03 PM »

The new sprites look amazing..
Really loving the depth you added, I almost thought you upped the resolution because they're so much more detailed!
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michelmohr
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« Reply #251 on: October 15, 2014, 05:48:17 AM »

I loved the initial artwork, and the new art even more.
Looking forward to this!
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danieru
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« Reply #252 on: January 29, 2015, 11:48:52 AM »

So engine rewrites are always dangerous. How did this one go?
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Quarry
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« Reply #253 on: January 29, 2015, 01:04:53 PM »

It's going pretty good, I'm just building itty bitty pieces and rewriting them completely if they don't fit at any point. I have the time so it's not so bad
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ENDESGA
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« Reply #254 on: February 12, 2015, 07:27:55 PM »

This game is looking so cool, I love it!
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Quarry
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« Reply #255 on: February 16, 2015, 05:09:19 PM »


Working with some shaders for post-processing effects. Taking damage, getting poisoned or picking up an invisibility kit will now have fancier effects than just a coloured gradient overlay

(You may have realised that I took the thread link from my signature, I'm planning on making an entirely new devlog thread for new progress)
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michelmohr
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« Reply #256 on: March 02, 2015, 08:13:56 AM »

Hope to see that new devlog pop up soon!
I really like this project.
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