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HopeDagger

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Christmas Morning!

I've got to be bluntly honest: the last 24 hours have been like one long Christmas morning. :D

Take a look at the Showcase entry for Membrane Massacre. Go. I dare you. Gah! Just shy of 300 downloads in 24 hours. I am utterly wow'd and humbled. Not too much feedback on GD.NET, but on IndieGamer.com, Allegro.cc, and TheGamingUniverse.com, I got some very good (and motivating!) feedback. (Gads, that's like 1 download every 5.1 minutes!)

Anyways, the general suggestions that I got were pretty consistant:

  • Control scheme needs an option to allow for absolute-control, rather than the current relative control. (ie. WSAD always moves you in THAT direction)
  • Not exciting enough. Cells just sort of sit around and aren't aggressive enough. True.
  • Graphics are ugly. Very true. :)
  • Too short. Again, oh so true.
  • Needs a way to gauge level destruction, to add an element of time and challenge. TRUE!
  • Needs a pause button!
  • Needs a menu system!
  • Needs volume control!
  • Mouse-wheel'ing should scroll through weapons!
  • More interesting enemies! (ie. resistance to weapon types)
  • More weapons!


The best part, I think, (for a developer) is that I agree with all of these. There's really a LOT of stuff that I can/should do to this game that would improve it a lot. And the best part is that I'm quite motivated to do so!

For a while now I've been a little depressed that my games have lacked a real level of polish to them, and I keep on telling myself that I'll really polish up "my next project". I've finally decided that, well, no more! I'll stick to Membrane Massacre, polish it up, and heck, maybe even see if I can take it to the shareware level. ;)

Naturally, this means a lot of work. And time. Mostly time. My code isn't the prettiest there is -- recall that I hacked this together in 15 days :P -- but I'm actually surprised at how easy it's been to add new features. I don't think expansion will be a problem, but I really really regret not doing ANY commenting. :(

In conclusion, this means that MM will be staying in the spotlight for a while longer. I'm not sure how long it will take me to do all of the polish I want to do, but it'll probably somewhere in the realm of a month or so. There's so many awesome additions I can't wait to add, so I don't foresee motivation drying up anytime soon. Especially not after the awesome reception I got from today's release!


Post-Mortem?

Oops, I've really been shirking on this. I'll be traveling home this weekend, where my non-dev PC is, so maybe I can focus on doing that. There's more than enough for me to ramble about. ;)


With that, I wish you all a good night, and I can't begin to thank all of you enough for taking the time to play Membrane Massacre. It really does mean tons to me. :)
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Good game, but there were some things missing, so I modded it.



I call it Membranes 22: Rise of New Soviet Staph Infection

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I actually dropped by your journal to mention the number of downloads MM has had on the showcase, but you've obviously noticed [smile].

Mutter mutter...Orc...mutter mutter...122 downloads in four weeks...mutter mutter...two of them were me and one was my mum...mutter mutter.

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Original post by EasilyConfused
Mutter mutter...Orc...mutter mutter...122 downloads in four weeks...mutter mutter...two of them were me and one was my mum...mutter mutter.


Advertising is definitely the key part. Aside from GD.NET, did you advertise elsewhere? Also, getting an IotD up seems to help a LOT as well. Just get the game out there, and they will come. :)

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Original post by HopeDagger
Quote:
Original post by EasilyConfused
Mutter mutter...Orc...mutter mutter...122 downloads in four weeks...mutter mutter...two of them were me and one was my mum...mutter mutter.


Advertising is definitely the key part. Aside from GD.NET, did you advertise elsewhere? Also, getting an IotD up seems to help a LOT as well. Just get the game out there, and they will come. :)


Nah. Was only joking really. I was happy to get the response I did for such a half-completed and short game.

By the way, I'm sure I'm not the only one eagerly awaiting the post mortem for MM. I'd be very interested to read about the pixel-based level destruction and the deforming ameoba.

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Congrats on the success of MM, I knew it would be a winner as soon as I saw the jiggly cells[wink]

I'm still aching to read a postmortem though, and the source code would be nice too....[grin]

P.S. I think I figured out how you did the jiggly cell physics, if Allegro works the way I think it does, but I guess I'll just have to wait and see...

BTW Mark, you have too much time on your hands....

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Original post by Sir Sapo

BTW Mark, you have too much time on your hands....


Well if someone would add stuff to Angels 22, then maybe there would be stuff to draw for it...

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Original post by Sir Sapo
P.S. I think I figured out how you did the jiggly cell physics, if Allegro works the way I think it does, but I guess I'll just have to wait and see...


I used Allegro's polygon3d_f() for the rendering, if that demystifies anything for you. I didn't use Allegro to compute any physics though, if that's what you were inferring. :)

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Ok, I think I figured it out, I wasn't quite sure if Allegro supported polygonal rendering or not.

I'm thinking you have some sort of circle-ish texture mapped polygon, and whenever the cell gets hit by a projectile, you "bump" the vertice closest to the projectiles impact, and that vertice then springs back into place, giving that jiggly look.

Thats just what I've come up with at least[grin]

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Original post by Sir Sapo
I'm thinking you have some sort of circle-ish texture mapped polygon, and whenever the cell gets hit by a projectile, you "bump" the vertice closest to the projectiles impact, and that vertice then springs back into place, giving that jiggly look.


Yep, that's pretty much it. Like I said, it's much simpler than most people thought. :P

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you want your feedback here or on the showcase page? i'll hit over there with a review and maybe i'll email you a report

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