Great job. I like how it gets hareder but it gets too hard. I recommend adding explosives in your future updates. It’s a really cool concept, keep it going. ;D
The Resurrection
The Second coming
The rebirth of a project because I don’t have any way to contribute to my group’s project
I’m bringing this game back. Though, I lost all the source, I assure you, this version will be better than ever.
I plan on adding all the same features as last time but now adding some fancy shaders and some better graphics!
Along with a custom gun workshop!
Can’t Wait!
- Jacob Pickens
BACK UP!
I seriously cannot stress this enough. Why not just put all of the source code on Git? It would be a lot easier for us to help you with some of the technical problems, plus you wouldn’t have to worry about losing the source code again in the future.
Also, I would work on some of the art assets if I were you. Not trying to be rude, just saying that they could use a little work.
- Jev
Thank god for decompilers… its gunna be all good!
Ideas?
I need a few ideas for the game just to get the best out of the current arcade mode. (Yes, I did decompile my code and I saved the source)
So, what can I add to make the game more juicy?
Please play the latest version before suggesting.
First off, I would actually suggest cleaning up your source code before continuing with the development of the game. No decompiler is perfect, and they usually tend to mess up certain aspects of your code.
Perhaps it would be good to add jumping, and as well an extra mob that has a height advantage of some sort, just to give the jumping a purpose.
Other than that, the art could be a little bit better, and the bullets need to be a bit bigger.
You could also implement WASD controls, since you seem to be using the mouse for aiming/shooting. It’s not very intuitive to make the user use the arrow keys as well as the mouse at the same time.
Also, needs more screenshake!
- Jev
After you clean up your code you could perhaps make player’s movement a little bit more natural by smoothing it out? The human eye is not used to stay-still/go-at-full-speed/stop-in-0-seconds thing. I think, even if it was barely noticeable, acceleration/deceleration of the player would somehow improve the overall experience. Btw, great job on this game any chance to make the gaming area bigger?
I know how to do tweening and will be adding that in shortly. Along with the jumping, I don’t know how to implement gravity without a physics engine. I don’t want to mess with them. Along with screenshake… I was planning on adding that in as well.
I did notice a few discrepancies in my conventions but I passed it off as a change in conventions whilst learning the aspects of game programming. Must’ve been the decompiler then.
Any other ideas?
Then learn. You aren’t going to get anywhere if you avoid the things you don’t know.
- Jev
Alrighty, I’ll see what its all about
Honestly its not terrible. Go Google around for a basic physics lesson, you’ll probably learn all you need within a few days and the equations are fairly simple to implement.
Good luck!
Also note that many times it’s both easier to do and better for gameplay to fake the physics, i.e. some games just keep the player moving downwards by some hardcoded arbitrary rate, and actually might not feel right with realistic gravity.
But yeah, even proper gravity is pretty easy to do. I’ll direct you to Gaffer on Games, he’s has good tuts (he is also now on the titanfall dev team it seems): http://gafferongames.com/game-physics/integration-basics/
I’m working on implementing basic tweening and the such. I have to go over my code to see where I have movement all handled at. This code… is terrible. I wrote it way back when I first was starting out. It terrifies me that I was that bad.
Don’t worry, it gets better.
By the way, I also feel like you should improve the GUI of the game at some point, perhaps make the viewport bigger, and make a few other small aesthetic changes.
It’s looking good so far, so keep it up!
- Jev
Honestly, I think I’m better off remaking everything. The decompiler screwed a lot of variables and such up and then my movement system is jank.
I’m actually just kind of excited to be doing something though.
World’s sexiest recoil in all of indie!
I’ve been ignoring my girlfriend, ignoring the fact that I’m hungry, and ignoring that fact that this was totally pointless and instead feverishly typing away making this amazing recoil.
Honestly, I could marry it. <3 <3 :-*
The game’s looking good, man!
I would probably work on the graphics a little bit, and I also think that there should be more Y-axis variation in the levels. There’s only one little plane to walk around on, and that’s it. I would probably do something about that if I were you.
Keep it up!
- Jev
Adding a y value would cause much complication in the way I have the game structured.
I do, however, plan on adding a multitude of game modes and many more enemies, guns, and even a gun workshop (Build your own weapons (Probably a sandbox mode or something of the sort)). Perhaps even co-op. So, the Y-axis will be completely forgotten.
Do you have any ideas on how I could add more Y-Axis variation into the game?