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TIGSource ForumsCommunityDevLogsSuper Gemini Bird [proc-gen + shmup]
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Author Topic: Super Gemini Bird [proc-gen + shmup]  (Read 6644 times)
alvarop
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« Reply #20 on: September 23, 2016, 07:48:16 AM »

I played the latest release and found it an amusing distraction. I'm less than pleased to report that I died probably 50 times- I'm not all that used to shmups that require you to move forward on your own  Big Laff

Is there / will there be a point to the differently-sized cube pickups?
(Also what does the purple pickup do)

The bird's short range and self-immolation on contact with literally everything makes for a difficult time, lmao

The only other point I can think to bring up would be, is the screen meant to shake persistently when you fire? The instant I noticed this my eyes wouldn't concentrate on anything else
Oh, performance, also. I made a game out of generating as many of the yellow ghosts as possible and then watching them all clog the framerate by sliding off the screen and exploding. :V

It could be great, I think
Things I'd focus on/think about would probably be that there's little by way of difficulty progression; more distinctive chunks could be added; dynamic terrain? like obstacles that move or require you to shoot them and then they'll start moving; and visual effects! I can't stress enough how viscerally satisfying it is when things in-game react very juicily to your actions.

Oh yeah, the game is broken af at the moment. It's depressing.
Also that build was a mess too. Thanks for the feedback.

There is no point to the different cube size. Only visual.
Range of birds is due to range powerup.
I have no idea what each colour of power up does exactly ATM xD, but they are supposed to : HP UP, increase range, increase speed, increase magnet power.

The screenshake is distracting. Noted. The yellow ghosts are not as performance heavy anymore in my current code.
The visuals are obviously nowhere where I want them to be. It still needs a lot of work for sure, Amp.

Regarding difficulty, I'm thinking about a rhythm system that would ressemble a musical one. Basically each chunk could have their own "difficulty" value, and each section could have a max value. Each chunk adds up to that value. When it's reached, we reset that value, but we increase the difficulty factor. We do this over and over until the whole level is generated.

Also, I had a friend tell me the game was too easy. So I made it too difficult now? Not sure. Hard to tell for me.


Oh, and the moving forward on your own was just a test because of something someone mentioned in the stream. The game will be an autoscroller (I think)!

Thanks for the feedback!
There's so many things that need to be worked on. It's overwhelming...
« Last Edit: September 23, 2016, 08:06:43 AM by alvarop » Logged

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alvarop
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« Reply #21 on: October 05, 2016, 09:04:24 PM »



You can shoot eggs and die now
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alvarop
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« Reply #22 on: October 09, 2016, 12:16:56 AM »

 
Did a small mockup for what I imagine the game looking like :I want to have clear skies as well as space settings.
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« Reply #23 on: October 19, 2016, 10:46:15 AM »

this game is awesome! also following
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alvarop
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« Reply #24 on: October 19, 2016, 02:35:13 PM »

https://www.youtube.com/watch?v=eWBiSBu5R3c&feature=youtu.be

Some gameplay

Nice new feature : weapons that stack. So you can have multiple weapons / effects at the same time. Tons of new items as well.
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alvarop
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« Reply #25 on: October 22, 2016, 10:31:11 AM »

Hey guys,

I've decided to design this game for mobile first, so I'm trying to come up with an interesting control scheme that will also allow for interesting gameplay.


I implemented an idea of it in the latest build, which I would be very appreciative if I could get some feedback on : https://drive.google.com/open?id=0By79FfszQd8wX1BWaXNjR3E4UzQ

Controls

UP / DOWN / SPACE
W  /  S   /   M
MAIN MENU IS PLACEHOLDER. JUST PRESS ENTER


Please let me know what you think. As you play it, imagine that you can tap on the upper part of the screen to move up, lower to move down and right side of the screen to shoot. Obviously this is still a rough implementation of the idea and the game hasn't been changed yet around it, but before I commit I need to get some feedback as it would require an overhaul of the whole level design / enemies, etc. Please refrain from giving feedback regarding content and all that stuff, as it's all just thrown together to make sure the systems work and nothing is balanced.

Thanks!
« Last Edit: October 22, 2016, 10:38:55 AM by alvarop » Logged

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KaiTheSpy
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« Reply #26 on: October 22, 2016, 12:09:51 PM »

It took a couple tries to get the hang of it but once I figured it out it was fun. I think that this can be a very cool control scheme once it's developed more/the game is balanced more.
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alvarop
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« Reply #27 on: October 23, 2016, 09:33:53 PM »

Experimenting with state transitions. Looks ugly at the moment, but it was a pain to implement so here it is.
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alvarop
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« Reply #28 on: October 24, 2016, 12:55:33 PM »



Added custom seeds feature to the game. Just tried it out with other players and we had fun competing. :D
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alvarop
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« Reply #29 on: November 01, 2016, 10:21:12 AM »

Weapon spread is now a thing


it can get pretty crazy, pretty fast.

specially if you get back weapon as well + spread (so 6 bullet streams) + laser powerup.  Mock Anger Mock Anger Mock Anger
« Last Edit: November 01, 2016, 10:26:35 AM by alvarop » Logged

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Devi Ever
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« Reply #30 on: November 02, 2016, 09:33:29 PM »


Did a small mockup for what I imagine the game looking like :I want to have clear skies as well as space settings.

I love everything about this.  Followed.

Is there a place to find the latest build of the game?
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alvarop
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« Reply #31 on: November 02, 2016, 09:41:10 PM »

yeah here they are : https://drive.google.com/open?id=0By79FfszQd8wT1BpT3BxWW1qZjQ

the most recent build is like 2 weeks old by now, there are a lot new features on the one coming out soon (some evil stuff that I didn't announce yet  Cool)
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alvarop
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« Reply #32 on: November 06, 2016, 07:39:09 PM »

New build available.
Please try it out and give me some feedback!
Added a lot of new content, fixed bugs, etc. There are a lot of issues left and some level chunks are too difficult I find. Will tweak for the next build.



Download here
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« Reply #33 on: November 06, 2016, 08:05:58 PM »

What are the controls?

Nevermind, I think I figured it out.  So it's kinda like downwell, gotta shoot to move backwards?
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alvarop
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« Reply #34 on: November 06, 2016, 08:34:31 PM »

What are the controls?

Nevermind, I think I figured it out.  So it's kinda like downwell, gotta shoot to move backwards?

yeah it's designed for mobile as well. I noticed the downwell ripoff after I ripped it off  Cry Cry Cry
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Devi Ever
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« Reply #35 on: November 06, 2016, 08:47:37 PM »

What are the controls?

Nevermind, I think I figured it out.  So it's kinda like downwell, gotta shoot to move backwards?

yeah it's designed for mobile as well. I noticed the downwell ripoff after I ripped it off  Cry Cry Cry

Ha ha.  That's cool.

Any chance of implementing a "traditional shmup" mode? 

I can appreciate the challenge you've created (like a violent flappy bird!) but also I'm psyched about the idea of a traditinoal shmup with procgen levels!
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alvarop
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« Reply #36 on: November 06, 2016, 08:49:19 PM »

What are the controls?

Nevermind, I think I figured it out.  So it's kinda like downwell, gotta shoot to move backwards?

yeah it's designed for mobile as well. I noticed the downwell ripoff after I ripped it off  Cry Cry Cry

Ha ha.  That's cool.

Any chance of implementing a "traditional shmup" mode? 

I can appreciate the challenge you've created (like a violent flappy bird!) but also I'm psyched about the idea of a traditinoal shmup with procgen levels!

Controls-wise you mean? Maybe! I just wanted to get a simple control scheme for mobile. I think it makes for a completely different game, so maybe, but would be completely separate for sure (PC exclusive mode?)
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« Reply #37 on: November 06, 2016, 08:50:45 PM »

Controls-wise you mean? Maybe! I just wanted to get a simple control scheme for mobile. I think it makes for a completely different game, so maybe, but would be completely separate for sure (PC exclusive mode?)

Yeah.  Once again, I understand it'd be a rework so no big deal.  Wink
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alvarop
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« Reply #38 on: November 06, 2016, 08:52:41 PM »

Controls-wise you mean? Maybe! I just wanted to get a simple control scheme for mobile. I think it makes for a completely different game, so maybe, but would be completely separate for sure (PC exclusive mode?)

Yeah.  Once again, I understand it'd be a rework so no big deal.  Wink

Old versions actually have that control scheme. Check the build folders if you wanna try and check for yourself. Maybe build 8-9? Even 10 might be a traditional shmup type game. I only recently changed it.

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alvarop
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« Reply #39 on: November 07, 2016, 11:50:10 AM »



All I wanted was a simple meteor shower.
And this happened.
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