Sign in to follow this  
  • entries
    55
  • comments
    55
  • views
    24444

Work Is Never Done II

Sign in to follow this  

87 views

Here is another demo of Escape From Space-Prison Lambda! [grin]

I apologise for the placeholder art [headshake] but I thought it would be better to release something to get people's thoughts on the gameplay. At the moment there is just one level that repeats forever. It contains one of each type of enemy. At the moment they are all the same apart from colour. They are:
Blue = Police Cruiser (standard everything)
Grey = Police Van (slow, doesn't fire, always tries to capture, high HP)
Green = Army Fighter (fast, fires more often than cruiser)
Brown = Asteroid (slow, doesn't fire, doesn't capture, in the final game it won't stop either)
I would like to know what you think of the enemies are they too fast/too slow/fire too often/not often enough/too strong/too weak etc?

The enemy stats and image file names are loaded from a text file now so any changes to stats should be easy to do. This has been the major thing I have added today along with a (very quick) explosion animation.

Here is a list of things that I still need to do (more for myself because at the moment it feels like I'm just flitting about from one thing to the next):

Gameplay
1) Have enemies flash when hit and put in a bullet 'explosion'
2) Make asteroids never stop
3) Finish LevelEnd gamestate (i.e show the number of each enemy destoyed, the points per enemy and a total score (also hit% possibly)) (EDIT: And a 'press space/enter to continue' message)
4) Finish GameOver gamestate (offer the player to restart level for a points deduction or to quit and have some sort of prompt for initials)
5) Different bullet types (EDIT: including stronger and faster bullets), loaded from a file (also missiles possibly)
6) Give the different enemies different bullets (load this from the enemy file)
7) Different levels, loaded from a file
8) Boss

Image Improvements
1) All the screens: title screen, game over screen, high score screen (EDIT: And intro screens - at the moment is just says 1 and 2)
2) All the ships: cruiser, van, fighter, asteroid, player, boss
3) All the bullets: (should just need one and then recolour)
4) Ship and bullet explosions
5) Font
6) Introduction and Ending scenes

Sounds
1) Background music
2) Explosion
3) Bullet firing

It's also getting to the point where, like in Breakout, I feel like I'm just throwing code together to get whatever I'm doing to work. This is, again, probably because I didn't plan is as much detail as I should have (particularly in designing classes). But next time...next time it will be perfect...hopefully [rolleyes].

Thanks for reading.
Any comments on the demo would be much appreciated.
-AEdmonds
Sign in to follow this  


7 Comments


Recommended Comments

Weird it freezes player control when level is complete (oh, you press spacebar? You should put in a "Press Space to continue" text).

Cool that enemies grab you. I really like that idea and might steal it.

Intro screen is a little confusing, I guess you're going to put an intro sequence there?

Overall, it seems a little too easy. You should make some enemies faster and give them faster bullets.

Your To-do list looks pretty good, like you know where to go next. Keep up the good work.

Share this comment


Link to comment
Quote:
Original post by Prinz Eugn
Weird it freezes player control when level is complete (oh, you press spacebar? You should put in a "Press Space to continue" text).

Yeah, it's the little things like this I miss. Duly noted.

Quote:
Original post by Prinz Eugn
Cool that enemies grab you. I really like that idea and might steal it.

Thanks. Steal away.

Quote:
Original post by Prinz Eugn
Intro screen is a little confusing, I guess you're going to put an intro sequence there?

Yes, there will be an intro sequence here. Maybe I should have explained that in the journal entry.

Quote:
Original post by Prinz Eugn
Overall, it seems a little too easy. You should make some enemies faster and give them faster bullets.

Ah, faster bullets I hadn't thought of that. I was just going to have stronger bullets.

Quote:
Original post by Prinz Eugn
Your To-do list looks pretty good, like you know where to go next. Keep up the good work.

Thanks a lot for the input. [smile]

-AEdmonds

Share this comment


Link to comment
I agree with basically everything Prinz Eugn has said, especially the easiness part.

Lasers the enemies fire should be coloured differently than the ones you fire IMO. So it would be easier to notice "unfriendly" projectiles when you are firing like madman. This might be really useful latter on, when the number of enemies increases. I also found the lack of vertical movement to be somewhat... unusual. But I'm not sure whether that's a bad thing.


Share this comment


Link to comment
I thought this was pretty good for a start. Keep up the good work. My only big complaint so far was the fact I thought the game froze at first when I killed everyone, until I came back and read the comments and tried it out again. Good start, I look forward to your next demo. Take your time and polish it up and then drop a bomb of a release :)

Share this comment


Link to comment
Quote:
Original post by Gylis
I agree with basically everything Prinz Eugn has said, especially the easiness part.
Thanks for playing [smile]. (Note to self - the game is definitly too easy). I think this will be quite a hard thing to pin down because if I'm constantly playing it what I think is easy might be very hard and I might overcompensate.

Quote:
Original post by Gylis
Lasers the enemies fire should be coloured differently than the ones you fire IMO. So it would be easier to notice "unfriendly" projectiles when you are firing like madman. This might be really useful latter on, when the number of enemies increases.

Yeh, as well as different colours I could also to give them a 'tail' so it is easier to see if they are going down or up.

Quote:
Original post by Gylis I also found the lack of vertical movement to be somewhat... unusual. But I'm not sure whether that's a bad thing.

The only reason I can think to not have vertical movement is that I don't have proper ship-ship collisions (just a rough one for capturing). In the final release I was going to have it so that enemies move in further up the screen so that this wasn't noticable. (If you move to the far left when you start you can see the enemies move straight through the player)

Quote:
Original post by Besome Games
I thought this was pretty good for a start. Keep up the good work.
Thanks [smile]

Quote:
Original post by Besome Games
My only big complaint so far was the fact I thought the game froze at first when I killed everyone, until I came back and read the comments and tried it out again. Good start, I look forward to your next demo. Take your time and polish it up and then drop a bomb of a release :)
Yes, this 'freezing' will be solved by a simple prompt.

Thanks for the feedback you two, I really appreciate it.
-AEdmonds

Share this comment


Link to comment
Quote:
Original post by Gylis
I agree with basically everything Prinz Eugn has said, especially the easiness part.
Thanks for playing [smile]. (Note to self - the game is definitly too easy). I think this will be quite a hard thing to pin down because if I'm constantly playing it what I think is easy might be very hard and I might overcompensate.

Quote:
Original post by Gylis
Lasers the enemies fire should be coloured differently than the ones you fire IMO. So it would be easier to notice "unfriendly" projectiles when you are firing like madman. This might be really useful latter on, when the number of enemies increases.

Yeh, as well as different colours I could also to give them a 'tail' so it is easier to see if they are going down or up.

Quote:
Original post by Gylis I also found the lack of vertical movement to be somewhat... unusual. But I'm not sure whether that's a bad thing.

The only reason I can think to not have vertical movement is that I don't have proper ship-ship collisions (just a rough one for capturing). In the final release I was going to have it so that enemies move in further up the screen so that this wasn't noticable. (If you move to the far left when you start you can see the enemies move straight through the player)

Quote:
Original post by Besome Games
I thought this was pretty good for a start. Keep up the good work.
Thanks [smile]

Quote:
Original post by Besome Games
My only big complaint so far was the fact I thought the game froze at first when I killed everyone, until I came back and read the comments and tried it out again. Good start, I look forward to your next demo. Take your time and polish it up and then drop a bomb of a release :)
Yes, this 'freezing' will be solved by a simple prompt.

Thanks for the feedback you two, I really appreciate it.
-AEdmonds

Share this comment


Link to comment
Quote:
Original post by Gylis
I agree with basically everything Prinz Eugn has said, especially the easiness part.
Thanks for playing [smile]. (Note to self - the game is definitly too easy). I think this will be quite a hard thing to pin down because if I'm constantly playing it what I think is easy might be very hard and I might overcompensate.

Quote:
Original post by Gylis
Lasers the enemies fire should be coloured differently than the ones you fire IMO. So it would be easier to notice "unfriendly" projectiles when you are firing like madman. This might be really useful latter on, when the number of enemies increases.

Yeh, as well as different colours I could also to give them a 'tail' so it is easier to see if they are going down or up.

Quote:
Original post by Gylis I also found the lack of vertical movement to be somewhat... unusual. But I'm not sure whether that's a bad thing.

The only reason I can think to not have vertical movement is that I don't have proper ship-ship collisions (just a rough one for capturing). In the final release I was going to have it so that enemies move in further up the screen so that this wasn't noticable. (If you move to the far left when you start you can see the enemies move straight through the player)

Quote:
Original post by Besome Games
I thought this was pretty good for a start. Keep up the good work.
Thanks [smile]

Quote:
Original post by Besome Games
My only big complaint so far was the fact I thought the game froze at first when I killed everyone, until I came back and read the comments and tried it out again. Good start, I look forward to your next demo. Take your time and polish it up and then drop a bomb of a release :)
Yes, this 'freezing' will be solved by a simple prompt.

Thanks for the feedback you two, I really appreciate it.
-AEdmonds

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now