I think most people will expect a casual game to run in a window, while more serious (typically fullscreen) games often have some kind of a windowed launcher that lets you pick the video mode before the actual game starts.
Auto-detecting/deciding a video mode and going directly into fullscreen is slightly "risky"... Someone might have a 1920x1200 desktop but they prefer running games in 1280x768 because they run way faster that way; or if you always use the same resolution (like 1024x768) it may look really bad on a widescreen monitor, and so on. Only the user can know what works best for them.
New Geometry wars clone showcase - updated to 0.3
These are all my opinions.
- Good job on the grid physics.
- Great graphics, although the grid often obscures the more important things, such as, oh, the crosshair. [wink]
- The player moves too quickly, and the enemies too slowly.
- It's too easy to destroy the gravity wells.
- No Geometry Wars clone is ever complete without gamepad support. Keyboard and mouse simply do not suit this type of game at all.
- Good job on the grid physics.
- Great graphics, although the grid often obscures the more important things, such as, oh, the crosshair. [wink]
- The player moves too quickly, and the enemies too slowly.
- It's too easy to destroy the gravity wells.
- No Geometry Wars clone is ever complete without gamepad support. Keyboard and mouse simply do not suit this type of game at all.
The game was way too easy. All I had to do was sit in the center of the screen and circle my mouse around my ship so it shoots in all directions. No enemy came even close to killing me. I haven't played Geometry WArs but I think this game looks too busy. It's kinda hard to see the enemies from under all those explosions. Make the explosions smaller and have some of the enemies be much harder to kill (more endurance) so that staying on center won't be an option.
It is pretty easy. I don't understand some of the frame rates people are getting here. I've got only got an nVidia Quadro NVS 285 which should be extremely slow compared to a 7800GT yet I average around 150FPS.
Quote:Original post by tstrimp
It is pretty easy. I don't understand some of the frame rates people are getting here. I've got only got an nVidia Quadro NVS 285 which should be extremely slow compared to a 7800GT yet I average around 150FPS.
Quadro's are much better however than Geforce's when it comes to drawing lines. That could be why it is running better for you, the author could elaborate one way or the other.
Thanks for the insight everyone.
Getting the difficulty right is one of the hardest things in a game IMHO.
It's very easy to get a game that's too hard or too easy, it's getting the balance right that's difficult.
I do agree that the game get's too busy and i'll make the explosions less dominant (although I like the eye candy).
About frame rates - I consider anything above 70 FPS high, and I guess Quadro's really have some advantage over other cards in drawing lines.
The Graphics in the game are made of simple manipulated sprites/lines, no fancy 3d stuff here. I guess that's why the FPS is generally very high on all the computers I've tested it on.
Anyway, I guess my next goals are gamepad support, changable resolutions, balancing and more original enemies.
Getting the difficulty right is one of the hardest things in a game IMHO.
It's very easy to get a game that's too hard or too easy, it's getting the balance right that's difficult.
I do agree that the game get's too busy and i'll make the explosions less dominant (although I like the eye candy).
About frame rates - I consider anything above 70 FPS high, and I guess Quadro's really have some advantage over other cards in drawing lines.
The Graphics in the game are made of simple manipulated sprites/lines, no fancy 3d stuff here. I guess that's why the FPS is generally very high on all the computers I've tested it on.
Anyway, I guess my next goals are gamepad support, changable resolutions, balancing and more original enemies.
Hi ehudros,
I was working on a Geometry Wars clone some time ago, but I dropped it in pretty much unfinished state. The code is such a mess, that I never plan to resume it (but it was all about learning experience, so it served it's purpose). Though I'm thinking about doing something similar, but with more planning and much better and extensible design (also, I'm thinking about doing it in C#+MDX/XNA instead of C++ + OpenGL).
Sample screenshot:
Here is a link to download
I was working on a Geometry Wars clone some time ago, but I dropped it in pretty much unfinished state. The code is such a mess, that I never plan to resume it (but it was all about learning experience, so it served it's purpose). Though I'm thinking about doing something similar, but with more planning and much better and extensible design (also, I'm thinking about doing it in C#+MDX/XNA instead of C++ + OpenGL).
Sample screenshot:
Here is a link to download
Hi misi,
It actaully looks like very decent work so far. Have you used some of
mark incitti's code? the grid code looks familier...
Are you planning on putting more work into it? I think it's got potential :)
It actaully looks like very decent work so far. Have you used some of
mark incitti's code? the grid code looks familier...
Are you planning on putting more work into it? I think it's got potential :)
Quote:Original post by ehudros
Secondly, there is no PC version of the game available, so I don't believe i will affect their sales in any way (no one buys an xbox just for geometry wars).
i did
ehudros,
Yes, the code for the grid is a C++ "translation" of Incitti's original Dark Basic code. I was pretty much just playing with this code, adding few things like the ship, bullets and particle explosion, not really planning on making it a full game, but at the I did. However, it pretty much lacks any design, so it would be easier to just start from scratch. It's been about 6 months since I've been working on this game, and during this time I learned a lot of new things about Design patterns and STL/Boost that I could (and should) use in the future. I was also experimenting with agent based behavior (flocking behavior, predator behavior) that I would like to incorporate into the project. (See my flocking demo). I would also like to make it significantly different from GW, thus avoiding possible copyright issues.
Yes, the code for the grid is a C++ "translation" of Incitti's original Dark Basic code. I was pretty much just playing with this code, adding few things like the ship, bullets and particle explosion, not really planning on making it a full game, but at the I did. However, it pretty much lacks any design, so it would be easier to just start from scratch. It's been about 6 months since I've been working on this game, and during this time I learned a lot of new things about Design patterns and STL/Boost that I could (and should) use in the future. I was also experimenting with agent based behavior (flocking behavior, predator behavior) that I would like to incorporate into the project. (See my flocking demo). I would also like to make it significantly different from GW, thus avoiding possible copyright issues.
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