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TIGSource ForumsCommunityDevLogswww.QuantumPilot.me
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quantumpotato
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« on: March 16, 2016, 08:25:05 AM »





https://quantumproductions.itch.io/quantum-pilot




Clones kill you how you kill them.

« Last Edit: November 25, 2016, 12:19:53 PM by quantumpotato » Logged

quantumpotato
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« Reply #1 on: March 16, 2016, 04:12:48 PM »

Clones are in!

I played around with clones recording only the actions between when you last killed a clone and when you killed them. The result was fun, but a little chaotic and sometimes they looked silly. So I've gone to where each wave you fight a copy of all of your previous efforts all at once. I got over 20 clones earlier.. felt on fire!

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quantumpotato
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« Reply #2 on: March 17, 2016, 01:17:10 PM »

Gamepad support is amazing! Plugged in a PS4 controller and it works.

Need to figure out some better smoothing code though.. the stick is offset a bit so I round to +- 1.0 if it's over 0.9!

Code:
if (pads) {
var gp = pads[0];
if (!gp) {
return;
}
var x = gp.axes[0];
x = (x > 0.2 || x < -0.2) ? x : 0;
    var y = gp.axes[1];
    y = (y > 0.2 || y < -0.2) ? y : 0;

    if (x > 0.9) {
    x = 1.0;
    } else if (x < -0.9) {
    x = -1.0;
    }

    if (y > 0.9) {
    y = 1.0;
    } else if (y < -0.9) {
    y = -1.0;
    }

    var f = gp.buttons[0].pressed;

this.game.parseGamepadInput(x, y, f);
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quantumpotato
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« Reply #3 on: March 21, 2016, 06:10:02 PM »

Clones draw a line showing where they will be
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quantumpotato
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« Reply #4 on: March 21, 2016, 06:11:17 PM »

Playable demo in my signature.
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quantumpotato
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« Reply #5 on: March 26, 2016, 07:41:24 PM »

New weapons.
Juiced the scorebar & your ship -- score bar animates when you get a kill. Your pilot has a smaller version of itself inside animating as you fire.

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quantumpotato
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« Reply #6 on: March 27, 2016, 05:40:47 PM »

Shipped it. Added a literal Deadline to kill the player if they stall too long, and a Title screen and Instructions.
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quantumpotato
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« Reply #7 on: April 03, 2016, 05:36:03 PM »

Beautiful fail of attempting a sin-wave weapon:







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quantumpotato
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« Reply #8 on: April 06, 2016, 06:10:27 PM »

I've been striving for fluid arcade movement and I feel I finally got it.

When you finish a level, you & the clones stay where they were.

Same when you lose, you keep your same position so there is no interruption of flow to get back into the game.

It transforms the game from memorization into much more interesting bullet patterns to deal with. I hope you enjoy! Updated at

http://quantumpilot.me (redirects to itch)
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quantumpotato
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« Reply #9 on: April 13, 2016, 06:42:04 PM »

The game works, people love playing it.

But there's so much more to be made. New weapons, 2P co-op, integrating 2P versus, options, music..
dialed back to 10% Smiley
« Last Edit: October 10, 2016, 12:39:58 PM by quantumpotato » Logged

quantumpotato
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« Reply #10 on: October 10, 2016, 12:40:42 PM »

The game works, people love playing it.

But there's so much more to be made. New weapons, 2P co-op, integrating 2P versus, options, music..
dialed back to 10% Smiley

6 weapons are now in.
Coop is in. Music is in.
2P versus mode is in - very experimental





New Developments:

* Removed the weapon name between levels, it was distracting.
* Added Path Carver mode where you can freeze enemy ships & bullets by holding still. I considered re-implementing the iOS version where you drew a path then paused at the end of the path. But that was too much planning & not enough emphasis action dodging, so went with something more akin to Superhot's time only moves when you move" instead.
Time moves if you stay still and shoot.
The deadline slows but never stops when you freeze.
* 2P Competitive mode is not instant kill. When you hit an enemy (or a clone), the deadline between your two sides moves in their direction. It goes further & faster the more total & consecutive hits you score, respectively.
* Secret mode modified somewhat to keep the challenge level from cycling down significantly - now stays within a high difficult range
* Clones now rotate to aim at you.. staying still is never safe anymore. Makes for more exciting and intricate patterns to dodge. I like how you can get in a good rhythm moving through safely, then make a mistake on your movements and instead of instantly being killed, you have a much more difficult bullet spray to dodge. This is dynamic loss & recovery of stability.



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quantumpotato
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« Reply #11 on: November 25, 2016, 12:19:14 PM »

A few adjustments. I missed the old gameplay so now clones shoot straight and then aim at you only when the deadline crosses them.

Removed the transition deplay between rounds, it was meant as a breather but the game plays better without.
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