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October 20, 2019, 12:42:54 PM

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TIGSource ForumsCommunityDevLogsChoky Suppression! - Minimalistic, fast-phased First person shooter
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Author Topic: Choky Suppression! - Minimalistic, fast-phased First person shooter  (Read 154 times)
hijong park
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« on: October 09, 2019, 06:14:36 AM »





It's a First person shooter I just happened to make while working on the other project.(Night of the little birds)

This game is inspired by the 80s and early 90s first person shooters including Battlezone, Encounter!(and its spiritual successor Backlash), Spectre, Midimaze (Faceball 2000), and Spectre.

These games are technically 2D Top-down shooter with first person perspective, Where the levels are made of flat grounds and You can't look or aim up and down.

People may call them outdated today, But I have a strange fetish to those primitive Flat-ground fitst person shooters.

Since I don't have to care looking up or down, The controls are very simple so as to the gameplay, and I always like that simple aspect.

The concept of this game is a simple but very frantic shooter, like 'Encounter!' for atari 8-bit.

All the controls you need is WASD and mouse and enemies die in one hit. However, they are also very fast and smart that you can't just strafe around to avoid them.

Using the maze walls and radars to avoid enemies' fire and moving quickly is a key to survive.
« Last Edit: October 09, 2019, 06:47:41 AM by hijong park » Logged
Daid
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« Reply #1 on: October 09, 2019, 06:24:59 AM »

Why is all the text "glowing"? It draws my attention, but there is nothing really to see. Shields are full, score isn't important during play...
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hijong park
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« Reply #2 on: October 09, 2019, 06:47:06 AM »

This game is in development so nothing is balanced at this moment. That's why the game doesn't give any scores and health bonuses are too abundant.

The glowing texts are the inspirations of williams electronics arcade games:







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ThemsAllTook
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« Reply #3 on: October 09, 2019, 08:34:51 AM »

This looks great! I love the font choices. My one complaint would be that the doors don't really read like doors to my eyes - it took me a bit to figure out why sections of the walls seemed to be shifting around in the video.

Even without sound effects in, the game feel seems pretty good, but that's a big missing component... I usually try to at least have some placeholder audio by this point in a game's development cycle. I think even a very basic soundscape would add quite a lot of life to this.
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hijong park
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« Reply #4 on: October 09, 2019, 07:32:38 PM »

This looks great! I love the font choices. My one complaint would be that the doors don't really read like doors to my eyes - it took me a bit to figure out why sections of the walls seemed to be shifting around in the video.

Even without sound effects in, the game feel seems pretty good, but that's a big missing component... I usually try to at least have some placeholder audio by this point in a game's development cycle. I think even a very basic soundscape would add quite a lot of life to this.

You are right, I'll start adding sounds as this point. I took several days to make the basic gameplay first.
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