Showed Brian a WIP demo of XAP last night, and he seemed to like it. We talked about the design a little and three main things came to light:
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The laser would be better if it fired and stopped where you actually targeted rather than a fixed length.
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Powerups. Brian really wants powerups in the game. I was umm-ing and ahh-ing over having powerups because they have a tendency to screw up balanced gameplay, but Charlotte chimed in as well and said she wanted powerups too. So Powerups there shall be.
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Big bosses. Brian wants end-of-level-gidrahs as well (and the moon on a stick). Once again Charlotte backed him up. Grudgingly it looks like I will be adding eolgs as well then.
The laser took all of 5 minutes to change. I also added an autofire; hold it down and it repeats every 10 ticks. You can still whack the mouse button over and over to get it to shoot faster but the real reason I put in the autofire is because I fear for my mouse’s longevity…
On powerups: I think that I will basically use the same powerups that were in XAP. In the original XAP, powerups beamed in randomly at the same time as an attack wave. This time however I think I will limit their availability somewhat; perhaps they will appear every 7,500 points or so. Extra lives and smartbombs also appeared as powerups instead of being automatically awarded when your score reached a certain threshold - currently every 10,000 points.
You can collect multiple powerups of the same type to stack them for even greater effect. When you die, you are stripped of one level of each powerup (to prevent ‘stranded-on-level-16-with-a-weedy-gun’ syndrome).
The powerups are:
[] Extra life
[] Extra smartbomb
[] Extra blob
[] Super shield - recharges itself slowly but discharges twice as fast. Collect more super shields for a faster recharge with corresponding faster discharge, up to level 3.
[] Rapid fire - every 8, 4, or 3 ticks instead of 10
[] Super laser - does 2, 3, or 4 points of damage instead of 1
[] Spinning orbs - they rotate around your ship twatting aliens. Collect up to 3 of these
[] Homing missiles - fire automatically when a blob is under attack. (Cheese and onion Union Jack tickler, aka Pack of 3 )
The bosses (eolgs) will appear at the end of every 4th level. I plan to have 32 levels in the game, so I’ll have to have 8 eolgs. After level 32, I won’t describe the attack waves in XML any more, you’ll just get 8 waves of 8 random gidrahs per level thereafter and a random eolg every four levels, until you die.
I have to consider these factors when adding features to the game:
- How long does the feature take to develop, and hence how much money does it take to develop it?
- How much more of an incentive does the feature have to purchase the full version of the game?
- Does this work out in turns of return on investment?
In the case of powerups, it makes the game more satisfying when you get a few good ones as you really get a feeling of invincibility (illusiory, of course, as it still only takes one bullet with your name on it). The player benefits are clear, and it might result in, say, an increase of 0.1% to the number of people registering the game, and that might result in another £1,500 profit on a (guesswork) registration rate of 1% on 100,000 downloads over the years at £15 for the full game. As the powerups are likely to take only a week to implement that will probably pay off so I’m pretty happy to be doing it. Of course I won’t know until it’s too late, but I’ve got to start somewhere.
The case for the eolgs is harder to pursue. Eolgs take, typically, about 2-3 days to design, animate, and program or so, being complex as they are. Therefore we’re looking at approximately one month to do the eolgs. Now if having eolgs every four levels is a registration incentive - “ooh, I must get to see the next one” etc. - then it’s got to be a pretty powerful one. Remember, Space Invaders, Galaxians, Pac Man, Defender, Scramble - none of them had bosses, but people got hooked playing them just the same, because they got into the “Zone” and became one with the machine. Man. Then of course there’s the fact that half the people who register the game may never see past level 16 anyway because they get bored or because they’re just too crap at playing it, in which case that’s a load of time and effort wasted because most people will never see these gidrahs anyway.
If eolgs only give me another 0.5% conversion rate then that’s £1,500 for one months’ work, and that’s no bloody good. Not to mention they’ll add a megabyte to the size of the download (actually not so bad as it’s the size of the demo that usually puts people off buying games). On the other hand if the combination of eolgs and powerups makes the game twice as compelling as it was without them - say, a fantastic 2% conversion rate - then it’ll mean £15k for 5 weeks’ work and that looks like a reasonably safe bet.
All based of course on whether I publish the game or someone else such as Dexterity or Garagegames publish it, in which case we get a far, far smaller cut. Dexterity offer 35% (so we’d only make £5k on it) and Garagegames offer 65% (so we’d only make £10k on it). On the other hand, Dexterity and Garagegames will probably give us ten times the downloads we otherwise might have. I’ll be looking into this at the end of February when hopefully XAP will be at ready to start a wider (read: public) test phase.
What I’d like to do now is ask for your opinions on eolgs:
- Do you consider them to be an important part of the game to break the flow up?
- Or do you just like getting sweaty palms and blasting ever more ferocious swarms of little gidrahs?
Answers to cprince@shavenpuppy.com please!
Cas