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Carnage ! (updated 24/7)

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Hi ! I've been working on a game for some time now, i just finished converting the code to direct3d, and i got a fully playable demo with 2 levels ready ! its a 2d action packed gun game in the style of geometry wars. This game was inspired by the old smash tv game. I'm looking for feedback on the game play, as well as suggestions about what to do in the next levels. I'm still looking for 1 or more 2D artists to help me with the game ! If your interested, your task would be to create new enemies, backgrounds, bullets, explosions... Contact me by PM, by reply or by e-mail/msn at louislavallee9@hotmail.com for more information CURRENT FEATURES : -Movement and shooting directions are independent -8 Levels, including tips and progress feedback specially designed for each level -3 Unique Guns (Plasma, laser, bazooka) -8 Unique enemies (Turret, Fly, Baby Spider, Triceratops, Eye, Electron, Proton, and Sun) -1 Boss (Mother spider) -3 Different power ups (Heart, Shield, Super Shield) -Replays playing in the back of menu -Ability to save and load replays from your games -Packed with sample replays available in 'Watch Replay' Menu -Support for keyboard, mouse and XBOX 360 Controller -Highly energetic music -Fast paced action packed addictive game play CONTROLS : If you have an XBOX 360 controller plugged in, the game will use it as the default controller. Left joystick controls movement and right joystick controls gun. If you don't have a 360 controller, mouse and keyboard will be the default controls. Use WASD to move and mouse to aim gun. It is also possible to change the control scheme in the Controls menu. REQUIREMENTS : DX9 and .Net Framework 2.0 LINK : Download Total Carnage (updated 20/3) ! ScreenShots Alien Fleshy Robotic Triceratops ! (added 14/2) Incoming Triceratops ! (Added 14/2) Action shot from Classic Carnage ! (updated 17/1) Free Image Hosting at www.ImageShack.us Fighting the Giant Spider Boss ! (updated 17/1) Free Image Hosting at www.ImageShack.us Atomic Carnage ! (updated 17/1) Free Image Hosting at www.ImageShack.us Blood Test ! (added 17/1) Free Image Hosting at www.ImageShack.us I got some questions I'd like your feedback on : -Found it fun ? -How is the difficulty ? Too hard or just right ? -Any cool mechanics ideas to suggest me? Current TODO List : -score system -Add more maps, with different physics systems/enemies/power ups/? Enjoy the game and please leave some feedback ! [Edited by - RamboPowPow on July 24, 2008 6:12:40 PM]

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Great game, here's my review:

-Found it fun ?
Yes, quite addictive, I'd like to see how long I can last. 8/10

-How is the difficulty ?
Classic is just the right difficulty I think, but Atomic is very hard. I can't last more than a minute on Atomic. 6/10

-In game score, special weapons, high scores, replay management(Save/Load), customizable controls, help screen, credits, difficulty levels ?
The only of those things that I think are necessary are the help screen, credits, score and customizable controls. The help screen to help new players who didn't read your post, the credits so that people will know that you made it , otherwise people might try to pass it off as theirs, a score so you can compete with your friends and customizable controls for people who don't like WSAD aiming.


-Mouse support for aiming the gun ?
I believe that shooters should use mouse support, however you have done a great job with the keyboard and I think you should leave it.

-Bigger sized levels ?
Progressable levels where, when you kill enough, a door opens and you go into another room with harder monsters and the room is specialized for the monster type would be a good idea, but apart from that, I don't see a point in bigger levels unless there was a boss.

-Any cool mechanics ideas to suggest me ?
No, sorry.


Overall I enjoyed it and I look forward to the full game. 7.5/10

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thanks for playing and for your feedback !

i might do the progressive levels as you described them. That's actually how my first inspiration, smash tv, worked.

about what to put in menus, I'm thinking about doing as you suggested, except for the help. The only thing the player needs to know is the controls, so he will know the controls from the help screen.

I'm also considering adding an harder difficulty level, because i can beat both levels, and I'd like a challenge that you cant complete, only get farther. Maybe this difficulty level would be unlocked after completing the game. That difficulty would also be a good justification for a score. Right now, i'm thinking of a score that you can't see in game, but announced to you as you complete a level or die. That way, you get the best of both world, a non disruptive feature. Since i will already have a menu to say that your dead/ completed level and got x points, i can add a Save as Menu replay button on that screen, that allows the player to save the replay. I think i won't allow the user to save more then one replay. That removes the need for load functionality.

Also, atomic level should be unlocked, because from you and 2 friends whom i showed it to, it's going to freak anyone who's not totally attuned to the controls and pacing of the game. Sadly though, i have found an exploit to easily beat atomic and will need to find a fix :-( Just for the record, if you made it to the mortal kombat music, you're half way though. Atomic level is a quick gimmick level I've made in one day after being inspired by my electro magnetism class. It only lasts 200 seconds, but you get to kill 10 000 enemies in that time.

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Hello again !

This new version contains :
-Changed the startup replay for a replay of Classic Carnage. This replay finishes the Classic Carnage mode, so if you think it's too hard, or want to see tactics to finish it, you can watch the replay.
-One new boss (Giant Spider)
-One new weapon (Rocket Launcher works vs Giant Spider)
-Credit Menu
-Customizable controls (still no mouse)
-Added a different menu when pressing escape during play (pause menu) so you can now resume your game, customize control, or exit your current game
-2 new Levels :
-Spider Carnage : you vs the Giant Spider (Hard)
-Double Spider Carnage : you vs 2 Giant Spiders (Almost impossible)
-Visual feedback when enemies or hero takes damage (red flashing)
-Tweaked movement so that when hero goes from not moving to moving, his speed will increase gradually, this allows for better precision when trying to dodge tight packs of bullets
-Tweaked Plasma Gun (first gun in classic) by reducing it's damage by half, so that when you get to laser gun, you feel that your really getting a better gun
-Tweaked the "flies" (libellules in french, what are they in english?) by doubling their hp
-Tweaked Classic Carnage so that you get laser gun slightly sooner (about 40 seconds after 2nd song starts, compared to 80 seconds in other version), to compensate for Plasma nerf and flies buff.

I'd appreciate any feedback, even negative. Negative feedback may not be so fun to receive, but it's the best way for me to know what you think has to change, and is important for me. Good feedback is appreciated too :-)

[Edited by - RamboPowPow on January 26, 2008 11:27:37 PM]

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I'm downloading it now, but you might get a little bet response if you upload some screenshots. They don't have to be pretty or anything, just something to show what they're downloading.

-edit-
I'd check it out, but you've locked the screen resolution to (I assume) 4:3 settings and I can only see a portion of the screen (I'm using widescreen.) So, my feedback would be to add a way for users to select a resolution or detect what type of screen they're using and react accordingly.

More technical related, but I'd recommend switching image file formats to a compressed one (such as png) rather than using bmp files. It'll make your download smaller and the people downloading it happier.

[Edited by - Programmer16 on January 13, 2008 2:46:28 AM]

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What happens when a wide screen is set to 1024x768? do you get a super stretched image? or you get black borders? or as i think you said it cuts the height? does it mean you couldn't see the "Quit Game" menu ?

I'll try and find some place to upload screen shots as that's a good idea.

About the download size, I'll keep it in mind and do it someday.

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-Found it fun ?

Wow. I've never played geometry wars, but from what I've seen, this game is just as fun. I think the speed was just right and the learning curve wasn't too steep. I'm actually going to go back to the game after I write this review. One gameplay mechanic that I might update is the monster attacks. I've seen some games that allow players to be invincible for a short while after getting hit. You could try that or add recoil to the monsters attacks. Overall, it was very enjoyable to play.

-How is the difficulty ? Too hard or just right ?
I cannot comment on the atomic difficulty or the double spider, but the classic difficulty was easy enough to be enjoyable and difficult enough to provide challenge. I might make a few minor tweaks, but don't overdue it. As I mentioned before, the game is fun.

-In game score, special weapons, high scores, replay management(Save/Load), customizable controls, help screen, credits, difficulty levels
I like the aforementioned ideas and in regards to interface, I would add an audio interface as well. For example, when your player is low on health or incurs damage, I suggest that you play a sound effect in order to notify the player of danger. As you mentioned, points would be a valuable addition to the game as long as they are not distracting. And as for a customizable interface, I think it is vital to any program. When eBay modified their interface to allow customization, I was hooked all over again.

-Mouse support for aiming the gun
I think mouse input would be valuable for beginners like me, but the learning curve is not too steep as is.

-Bigger sized levels
I'm a big fan of RPGs, so if you create a story behind the game or an ending, it would be more appealing than it already is. On the other hand, the current size of the levels makes everything easier to absorb and more intense.

-Any cool mechanics ideas to suggest me?
See my response to the first question.


Edit: Found a little bug. If the player lasts for a few minutes in atomic mode, it is possible to defeat all of the enemies, and the player is left in an empty arena.

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Thanks for the comments !

About invincibility on hit :
I've thought about it, but have decided not to implement it because it reduces interactiveness of the most hectic situations. I want to reward the player who can get hit by only one bullet rather than by 5 of them when a lot of bullets are coming his way.

About Recoil :
-The sun already has recoil physics. He's invincible, but you can push him away.
-The turrets and classic eyes are not candidates for recoil (obviously)
-I've tried recoil on flies before, but it just feels awkward, since they die so fast anyways.
-I've tried it on the hero too, and i felt it removed some feeling of control, I found it wasn't fun to get pushed around. That being said, i might add recoil on hero when he gets hit by the spider's neck. That would be cool. And fun.
-I might add recoil to charged enemies in atomic mode, as they already feel very reactive to environment, and i think it would feel good. I'll try it and see how it feels.

That being said though, i need to find a way to make it more obvious that your getting hit. I was thinking about bleeding. You can never go wrong by adding more blood :)

I might also add a sound when your low in hp, but i want to be very careful about not adding too many sounds. i want the player to enjoy the music.


About the atomic mode, I'm currently re balancing in a much more interesting way. There are a couple of issues i don't like with the current version of atomic.
-It only lasts about 3 minutes
-The challenge doesn't scale up
-It's not varied. 1 gun and one type of enemy spawning at a fixed rate.
-There's a cheese. You can beat it simply by staying in the middle and quickly shooting in a circle.

So i've decided to modify it a bit.
-Duration will increase
-Challenge will scale up (spawn speed increases over time)
-Turrets will be added
-Heart power ups added
-Super Shield power up added (like classic shield, but with a wider radius and composed of 15 rather then 5 circles, meaning no bullet or enemy can make it inside the circle)
-Charged enemies that attract and repulse each other will spawn at a slower rate
-Charged enemies minimum and maximum size increased (so that they don't get confused for bullets)
-Charged enemies HP buffed and proportional to their size

I'm currently play testing it, and i like it much more than the old version. It highlights the charged enemies physics more, because when there was so many of them, it was hard to appreciate their behaviors. It also slowed down slower computers (like mine !) when there was too many of them alive at the same time.

The challenge level is also much better now, because it starts easier than old version, but ends much harder.

Oh, and about the little bug, well i didn't implement level ending in any of the modes yet. So if you make it past any other modes, the same thing will happen.


I will post the game again when i have completed the atomic re balancing. If it takes a while, blame it on the damn Double spider ! i can't beat it ! i must beat it !

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Hello !

This new version has a couple of interesting new things :
-Atomic mode rebalanced (like i said in previous post) - much more fun
-New ennemy (baby spider) : the giant spider spawns them
-New Blood generation graphics and system
-New Atomic ennemies graphics
-New enemy bullet graphics
-Use of alpha blend for decaying ennemies/blood
-New sound effect

The highlight in term of fun in this version is the Atomic mode. It is now much more balanced and the difficulty scales up well.

My personal favorite of this version is the Double spider carnage. I am still very far from being able to complete it, but the addition of the baby spiders make the encounter a lot more stressful. It is incredibly hard, but if you try it about 10 times, after getting some mastery of the other modes, this becomes a lot of fun. If anyone manages to beat it, you are my hero.

This is the first time i make art for the game, so I'd like some comment on it. I made the baby spider art, blood art, atomic art (modified from the classic carnage eye) and the new enemy bullet graphics.

What do you think about the new blood system ? too much of it ? Or do you think it adds to the coolness factor ? Want MORE of it ?

I have updated the screen shots from the first post.

***EDIT :
I am currently looking for help with art. I have done some art with in this update but i do not have enough free time to do too much of it. i will be posting in the help wanted forum soon

***EDIT #2 :
Yay ! I've beaten Double Spider !

[Edited by - RamboPowPow on January 26, 2008 11:21:00 PM]

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New update !

Check the first post for the download link !

New version contains :
-Mouse aiming (goto controls menu to select it)
-Intro menus (to explain some subtleties about the level)
-Death menus (to know how well you've done)
-New level (Hard classic mode. REALLY HARD !)

The mouse control should make things A LOT easier for beginners. As for me, I realized that playing with the mouse was quite hard. But everyone I've asked said it's much easier than playing with the keyboard. The problem is that I've spent so much time playing with the keyboard that i didn't realize how hard the game really is. The next iteration will probably focus on either making an easier level, or on creating the first 'large' level. Probably both at once.

I'd really like to have feedback on the mouse control in particular ! Has it made it easier for you ? More enjoyable ? Less enjoyable ?

If your new to the game, i suggest spending time in classic/atomic mode before trying spider carnage. I do not expect many people will be able to get through Double spider carnage or Hard Classic Carnage, because they are very hard. If you manage to do it, GOOD JOB !

I'm still looking for 1 or more 2D artists to help me with the game ! If your interested, your task would be to create new enemies, backgrounds, bullets, explosions...

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Sounds and looks interesting! I wanted to give it a try and give my feedback, but I couldn't get the game to run. I have DirectX 9.0c and Microsoft .Net Framework 2.0, and 3.0, and 3.5, with approppriate SP updates.

When running, I only get a gray window on the desktop and an error dialog, that gives this result:


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
Error in the application.
-2146232832 (Unknown)
at Microsoft.DirectX.Direct3D.Device..ctor(Int32 adapter, DeviceType deviceType, IntPtr renderWindowHandle, CreateFlags behaviorFlags, PresentParameters presentationParameters)
at JeuNet.Mod_Direct3D.InitDevice(Control Ctl, PresentParameters pp)
at JeuNet.Mod_Direct3D.InitializeDirectX(Control Ctl, Int32 intScreenWidth, Int32 intScreenHeight, Boolean bWindowed, Int32 bitsPerPixel)
at JeuNet.frmGame.frmGame_Activated(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnActivated(EventArgs e)
at System.Windows.Forms.Form.set_Active(Boolean value)
at System.Windows.Forms.Form.WmActivate(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Project1
Assembly Version: 0.0.0.0
Win32 Version: 0.0.0.0
CodeBase: file:///C:/Documents%20and%20Settings/Jani/Omat%20tiedostot/TotalCarnageX/Project1.exe
----------------------------------------
JeuNet
Assembly Version: 1.0.2945.30938
Win32 Version: 1.0.2945.30938
CodeBase: file:///C:/Documents%20and%20Settings/Jani/Omat%20tiedostot/TotalCarnageX/JeuNet.DLL
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Microsoft.DirectX.DirectDraw
Assembly Version: 1.0.900.0
Win32 Version: 5.3.0000000.900 built by: DIRECTX
CodeBase: file:///C:/Documents%20and%20Settings/Jani/Omat%20tiedostot/TotalCarnageX/Microsoft.DirectX.DirectDraw.DLL
----------------------------------------
Microsoft.DirectX
Assembly Version: 1.0.900.0
Win32 Version: 5.3.0000000.900 built by: DIRECTX
CodeBase: file:///C:/Documents%20and%20Settings/Jani/Omat%20tiedostot/TotalCarnageX/Microsoft.DirectX.DLL
----------------------------------------
Microsoft.DirectX.Direct3D
Assembly Version: 1.0.900.0
Win32 Version: 5.3.0000000.900 built by: DIRECTX
CodeBase: file:///C:/Documents%20and%20Settings/Jani/Omat%20tiedostot/TotalCarnageX/Microsoft.DirectX.Direct3D.DLL
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
Bass.Net
Assembly Version: 2.3.1.8
Win32 Version: 2.3.1.8
CodeBase: file:///C:/Documents%20and%20Settings/Jani/Omat%20tiedostot/TotalCarnageX/Bass.Net.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.




I have a Fujitsu Siemens Amilo L6825 laptop with 512 MB memory, Intel Celeron 2.80GHz CPU, and Intel 82845G Graphics Controller.

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I think i know what the problem is. I guess your video card doesn't support hardware vertex processing. I took my DX initialization code from the web and the way the hardware vertex processing failure was trapped and then redirected to software processing did not work. So i just removed the software processing code, thinking that no one with a good enough machine to play wouldn't have that capability. But from your system specs, i think your machine could handle the game at a smooth 60 FPS, yet not support hardware vertex processing... I'll post a message when i will have updated the download link for a version that supports it. Sorry about that !

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I updated the download link to support software vertex processing... i m pretty sure that was the problem.

Also, this version has a very minor graphical improvement. You will now see the baby spiders pop from the ground when they spawn in hard classic mode.

I forgot to specify it, but since the last version, the game is now compatible with x64 computers (it used to crash on x64).

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Yup! Works now! And frame update is good and fast. I found the game extremely hard, but I might not be the target audience :D All in all, pretty solid. Oh, the texts sometimes "rolled" or something, hard to explain...

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extremely hard even while using mouse for gun aiming? that option is available in the controls menu. I'm surprised about the rolling text thing, as i cannot figure out what that means. Also, you shouldn't attempt hard classic and double spider until you've played many many hours o_O

Did rolling text mean slow update when there is text?

the way i currently render the text is extremely slow, and is the only optimization i plan on doing to the game. when the menu is over the game replay, i have found that the game runs about 3 times slower than if i removed the text from the menu buttons... i guess directx font object is too convenient to be fast... i probably can find a way to cache the text and reuse it at each frames rather than redrawing it each time. It's something i plan to do but it's not a priority.

I get the feedback that the game is too hard a lot. I'll try to incorporate some easier levels :-)

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Ran nicely for me, and was fun. I didn't like the WASD + Arrow Keys controls, but I changed it to WASD + Mouse and was a happy camper. All the different game modes kept me satisfied difficulty-wise. I would have liked to be able to shoot in any direction, especially since I was using the mouse. That gun sure does spread a lot. :D

I really liked the animation of the spider's neck attack. Quite amusing. I agree that it moving the player would be fun. At first, I didn't know that it was doing any damage to me. (Until I died, that is. [wink])

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Wow pretty nice game! Its fun but very challenging. I wasn't able to survive more than 1:30 in any mode!

Found it fun?
Yup, but the difficulty was a tad too high for me =). I couldn't fully enjoy it as my speakers were muted but it's great. It doesn't have the same "feel" than Geometry Wars though. You should try Geometry Wars (if you haven't got a 360 nearby, try "Grid Wars" which is a free, nearly pixel-perfect clone. It could however be hard to find off the internet as they had legal issues with Bizarre Creations (creators of Geometry Wars)).

How is the difficulty ? Too hard or just right ?
Oops I just answered that one. I found the game hard but I only played once in each mode so I can't tell you to lower the difficulty.

Bigger sized levels
Wouldn't add much, but rooms could be nice. After some time in a room no more enemies spawn and, when you've killed those that remain, you can go to the next room where a bunch of blood-thirsty foes await you.

You should make the explosions faster, they don't feel realistic/dynamic currently.

Funny this game's called "Total Carnage", not so long ago I did a game that was pretty much the same style which I had called Maximum Karnage 2.6. It was much less complete than your game but featured leveling-up and bullet-time/slow-motion. Here's a screenshot :
Free Image Hosting at www.ImageShack.us

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Glad that you liked it :-)

Trillian : Yes I've played Grid wars and liked that, but i know it doesn't feel exactly the same as my game, but theres some resemblances. I guess the title I got is not original though :( i found out a while ago theres an arcade game called Total Carnage that came out for the arcade years ago. I'm still sad about it because i thought Total Carnage was the perfect name for the game. What's especially funny about it is that it had the same control scheme as my game, and was the follow up to smash tv, which is my true inspiration for this game.

Oh, and Maximum Carnage already exists too :( it's an old SNES SpiderMan game.

When i said it's in the style of geometry wars, i was trying to compare it to something a bit more of up to date than the 15-20 years old smash tv!

It's funny because i too thought about implementing bullet time in the game, but decided to slow down the enemy bullets instead as i thought it allowed me to go crazier with the challenge level while also not implementing an unnecessary layer of complexity

I followed your advice to speed up the explosion animations. It does look a bit more visceral which i like. On the downside, the screen is less filled with the nice plasma gun explosions. I'm not sure which i like better, but I'll leave it with the faster explosions for a month and rethink that decision after. The one thing i think helped the most in making the explosions better was to speed up (5 times faster) the display of the first 3 frames, because it used to take about 1 fourth of a second before you could notice the explosion forming itself. Now it takes 3/60 th of a second. The remaining frames are barely sped up though (switch image every 4 frames instead of 5 (at 60 FPS))

Anyways, you will get to see that in my next release which should be included in about 2-3 weeks and will feature a new enemy, that will hopefully force the player to move some more. It's going to be a bull with an invincible head that will charge the player, but need to slowdown/stop to rotate. The player will need to dodge him and attack him in the flanks.





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yeah I'm looking to partner up with one or more artists to improve the look and work on more content...

About the sounds, i don't want sounds related to the bullets, theres so many flying around that it would be sooooooo annoying.

I'm considering having sound effects when hero gets hurt.

I'm always looking for cool ideas when it comes to guns/power ups/enemies.

One thing I'm currently thinking about that would be kind of goofy, but nice if i can find a way to implement it well, would be a 'pacman powerup', which would turn the hero into pacman for a limited time, and allow him to eat bullets to regain health. It's a little crazy, but I'm looking for a way to implement it that would make sense and not be goofy like actually transforming the hero into pacman.

When it comes to guns, i don't have much idea what i could use that would be different from what i currently have, and at the same time play well and not be gimmicky.

There's the laser gun which most of you have probably not seen yet. The gun is very cool because it fires a focused beam that goes through enemies, damaging them as it passes through them. The gun is extremely powerful.

Talking about the laser gun, it's the main reason i didn't implement free mouse aiming (implemented 8 directions mouse aiming instead). The laser gun is extremely powerful, even with 8 directions aiming. It almost one hit kills anything. When i give it to the hero, i can ramp the spawn speed to about 3 times faster :-)

But with mouse aiming, the player could simply stand in the middle and fire in circles to win. I need to figure out a solution to this and there is no easy way out. Either i scale down the laser strength and allow free aiming, which means keyboard aiming will need to be removed (power will not compare), or i keep fixed aiming and have a less than optimal mouse experience that allows the keyboard control to be competitive too. Hard decision.

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Hello !

I've got another little update for you all to show some of the (small) progress I'm making.


First, I'd like to advertise that I'm looking for one or more artist to help me produce the graphics for the game. Programming the AI's, and the programming work that's left to implement bigger sized levels in itself is going to take me a long time, so if i cannot find help for the graphics, the project will not be able to advance at a satisfying pace. I would be extremely grateful if someone would want to hop in the project and help me :-) you could either PM me or reach me through email/msn at louislavallee9@hotmail.com


LINK :
Download Total Carnage (updated 18/2) !

So what's new in this version ?
-New music at the start of each level (except double spider carnage) made by Chimera Music Group (new collaborators who will handle a large chunk of the in game music)
-New enemy (Alien Triceratops). This enemy as the most advanced AI from all the enemies currently in the game.
-New Level (or not, it's just an unbalanced/boring level to showcase the triceratops, but the triceratops itself is pretty cool)
-Faster bullet travel speed/explosion. May seem like little but it helps the gameplay.
-Turret barrel is now perfectly directed toward hero, rather than the old 8 way direction.
-Turret now shoots bigger, different bullets.
-Nice replay packed in the .rar.

Some of you may have tried earlier iterations and thought that the game was really hard/too hard. I've packed a replay of 'Hard Classic Carnage' that shows how nice the game can become once your proficient at it. That replay shows me playing Hard Classic Carnage and dieing at 46%. I just can't beat that level though :-(, even though any other level is a piece of cake. If you want to watch this replay, you will have to start the game and watch it right away, as the replay will be erased as soon as you play a game. You can extract the files from the .rar again so that Replay.xml is overridden if you want to watch it after having played.

I've been having a lot of trouble, and spending a lot of time drawing the alien triceratops, but i think i managed to do an (almost) satisfying job. I hope to be able to touch up it's animation so that it looks a bit better, but it's not so bad.

FEEDBACK :
-Triceratops : I personally have mixed feelings about him. I think he got a nice 'cool factor', but the way he grabs and throws the player kind of disrupts the experience for me. Currently, my plan is to use him sparsely in levels as a way to keep the player moving and add a little 'fear factor'. I also have mixed feelings about his looks. I think the head looks really cool, but the body is so-so. I'd like to get any feedback, good and/or bad, about the triceratops.

-Bigger sized levels : I'm looking for a way to implement bigger sized levels with environments hazards, but i don't want complicated puzzles. I also want to keep the pace extremely high, and force the player to keep moving. I don't want to force scroll the screen. I don't know how to design levels that best achieve all those criteria, but I'd definitely like any suggestions you guys could give me.
I'm also open to any other feedback and/or suggestions you have about the game.

CURRENT TODO :
-Add death animation for the triceratops
-make the turret bullets come from the guns end rather than from the center
-Try to make a cool physic effect where the triceratops crashes into the walls rather than running over it.
-allow the triceratops to do damage (currently out only to allow me to test him better)
-add congratulation menu once you complete a level
-Work on new enemy (Giant Alien Fleshy Robotic Snake Boss)
-Do something to improve mouse aiming
-Support Alt Tabbing
-Create bigger/different levels

[Edited by - RamboPowPow on February 18, 2008 7:27:07 PM]

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Little update (download links in the post are up to date)

Modifications :
-Some music change
-Cleaned up some files that weren't used
-Added death animation for triceratops (pretty neat i think)
-Fixed Triceratops AI so that when one is hurting the player, the others wait
-Fixed Triceratops so that when he is incoming (spinning heads), he is invincible
-Fixed turret so that bullet comes out where you would expect it to
-Modified turret bullet (again) so that it uses colors that won't make you think it's a killable enemy in Atomic Carnage
-Added bounce on walls effect when the triceratops throws the player

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Another little update !

The download link in the main post has been updated !

Update Content :
-Game now comes with some sample replays. They can be viewed from the new 'Watch Replay' Menu. Packed replays include a replay beating each of the levels, except for Hard Classic Carnage, which I am not yet able to beat. I however packed a replay that goes 45% deep in it.
-Level selection is now a sub menu of the 'Play !' menu.
-Smaller replay files
-When a level is completed, you will now be greeted to a congratulation screen, and brought back to the main menu with your replay playing in background
-Reduced replay file sizes by a factor of 10

-TODO :
-Ask the player if he wants to save his replay once he completes/dies on a level. Then ask him for the file name
-Allow the player to upload/download replays directly from the game on a master server so that everyone can share their replays.
-Reduce replay file sizes by a factor of about 3, making the biggest replay (currently about 60K) down to 20K, allowing for quick access to online replays.
-Improve replay selection interface
-Add more ennemies/integrate triceratops in levels

-TIP : If you want to save your own replay after a particularly great game, until i implement the feature in game, you can exit the game and copy 'Replay.xml' from your TotalCarnage folder to the 'Replays' folder. You can then rename the file in the 'Replays' folder to your liking. IF YOU DO SO, MAKE SURE THAT YOU DO NOT REMOVE 'Replay.xml' FROM YOUR TotalCarnage FOLDER, OR ELSE THE GAME WILL BE CORRUPTED AND NOT WORK ANYMORE.

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New update !

Get the download link in my first post !


I'm still looking for 1 or more 2D artists to help me with the game ! If your interested, your task would be to create new enemies, backgrounds, bullets, explosions... Contact me by PM, by reply or by e-mail/msn at louislavallee9@hotmail.com for more information


UPDATE CONTENT :
-Integrated triceratops in Classic and Atomic Carnage
-Added 'Easy Classic Carnage' and 'Easy Atomic Carnage' to the levels (much easier than before)
-Player can now save replay after death or level success and later access it through 'Watch Replay' option
-Classic and Atomic (normal) are now harder due to triceratops
-Improved blood animation (will now fly in the direction of the bullet that caused it)
-New HP Bar
-Spider boss antennae, neck and head now pushes the player away on contact
-Sun hitting shield will now bounce correctly
-Support for more then 10 saved replays (can now scroll to reach other replays)
-Triceratops now deals damage when swinging the hero on it's pick
-Fixed moments where no music would be heard after a song ends and before another starts (music will now loop)

NOTES
Please note that replays will NOT be backwards compatible. I do not plan to make them backward compatible either. In fact, I've even added a version number in them that will allow me to not display incompatible replays in the Watch Replay menu.

KNOWN BUGS
There is a little problem with the way the hero bounces on the spider neck. It is mostly right, but in some cases it will be a bit weird. It will be fixed in the next version

FEEDBACK
Especially for those who try this for the first time, how were the easy levels? Too easy, just right or too hard?

Any other feedback would be appreciated too !

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