Sprites Complete And Advice From Develop Conference
Posted on 14th Jul 2014 by Ryan
I showed They Are Everywhere off to some fellow indies whilst I was at Develop Conference and it proved quite valuable.
There were some issues regarding tutorials on using the controls which I figured would be a little issue I'll have to solve. Most Likely with an intro message for the first 5-10 seconds, displaying each buttons function and usage. Some players instantly noticed the joystick, others didn't and had a fumble with the screen which still works as a virtual joystick, just obscuring the viewport more.
Everyone enjoyed playing it, most got through Level 1 on their first try and a few agreed with me that the first level was a little too long, soo I'm going to halve the length of it. It feels too long and has done for a while to me. Hearing others opinions confirmed it, which is good!
I got lots of advice whilst inside the Expo about accessibility. Which has led me to deciding on adding a first -time set-up, possibly with on-screen dip-switches to retain the games visual theming.
I'm going to run with the level designs going from easier levels, upping in difficulty to each boss, then retreating back down the difficulty curve, effectively restarting a new batch of 5 levels, with different enemy patterns which will hopefully result in different play styles being suited in different levels across the game.
Again a few indies mentioned that you have to play quite defensively through the beginner stages, which makes me wander about auto-upgrading each ship through the game to provide more feedback on players progress. Mostly this will be through weapon enhancements to change the play style from defensive to aggressive over the course of the game. Enemies will need to be balanced accordingly, which will be fun!
I'm planning on ending the game with a boss rush, followed by the final boss for the finale. Nothing new there, but it should prove to make some epic conclusions to the game, hopefully!
- Tagged Under:
A New Boss Approaches!
Posted by Ryan on: 29th Jun 2014
Level 6 Complete! And Some Initial Accessibility Tests.
Had a good nights coding for once tonight. Added a new enemy type or two and completed (and tested for a while) the enemy generation for level 6. As it's just after a boss fight. It's not too tough but players need to keep tags on the number of enemies on screen to avoid being overwhelmed. Dodging is……
Posted by Ryan on: 26th Jun 2014
Soo, yeah. I was recently reminded about a certain website: Game accessibility guidelines which got me thinking about alternative control schemes...aand a lot more besides.Currently The game is playable with either touch of joystick controls but I've clearly negated the idea of using a keyboard or even……
Posted by Ryan on: 25th Jun 2014
Staging A Competition At Launch?
Just a thought that's buzzing round my head the moment. But I figured I'd best note it down here. As I'm intending on making this shoot-em-up fairly tough it would be pretty cool to award a prize of sorts to say... The first 10 players who beat the game. By providing a unique code at the end of the game……
Posted by Ryan on: 16th Jun 2014
Yeah! Spriting Is So Much Fun For Me Again!
Had a good run through some more sprites tonight, decided on some old childhood characters to use for easter-eggs and made a lovely spirally warp animation for anyone lucky enough to notice it whilst battling. Added a couple of animation frames for the 2nd bosses warping period. Pretty happy right now……
Posted by Ryan on: 15th Jun 2014
Picking Up From Where I Left Off
So, I've not had much opportunity for game development this year. Parenting has taken up pretty much all of my free time since October 2013 and even entering My Favourite Game jam Ludum Dare was unlikely to happen. Lovely though tiny Layla is :), I miss any semblance of free-time, really missed you :(Which……
Posted by Ryan on: 14th Jun 2014