...never felt so good }:-D.
For ages I was piddling around with a way of displaying the "embryos" - these are enemies that are in the level, but haven't yet arrived on the Web. There can be hundreds of those at the start of a level, and I wanted to display them in a way that looked cool and which would let you "read" them just by seeing them as part of the environment, to see how many were left (and therefore how soon it was till the end of the level) and where they were about to land and such. I had this whole chunk of code which allowed you to rganize them to run on little tracks, and split off from those when they were going to land, and this had got more and more complex and still didn't look that great, they tended to merge and it just looked like a few lines off in the distance and the bit where they emerged and landed on the web wasn't that clear... I was never quite happy with it and it was something I'd been meaning to come back to.
So this morning I thought I'd make a new version (copy my entire source and begin from the copy) and as I'd have a fresh backup if it all went horribly wrong, set about attacking that code and ended up removing most of it. I've now got a new scheme where the mebryos move about in a kind of swarm at the bottom, and there are bright flashes when individuals detach from the swarm to begin a landing, and when they do they leave a nice trail coloured according to the enemy type, and it looks really cool, *and* is abundantly easy to "read" even in the thick of a level where I've got the level sequencing cranked up to 5x normal and a majillion things on the level at once. I was finding I can much more easily rinse the levels with the flowers because I could see where a flower was going to spawn and flit about so as not to kill it straight away but then come back and nurture it, allowing the normal enemies to just pile up and then setting up massive bull runs. It's amazing, it's still possible to play this accurately and strategically even when the level's almost whited-out from so much crap emploding (not that I'll have it that fast or overloaded in most of the levels that the player will see). But now there are so many cues that relate to gameplay events actually embedded in all the stuff that's going on that you *can* read it all and play sanely and prevail. I'm really happy about that. And it feels *so* different from Tempest; it very much has its own feel and identity, which is just what I wanted.
I still need to work more on the tutorial level - the bulling stuff is adequately explained by the tutorial but I could probably add a couple of intermediate sequences that would serve to more gently ease in the stuff about bullet repulsion. And what I'll probably do for the demo version of SG is allow you to play the tutorial level on a variety of different geometries and at different sequence speeds, since geometry and seq speed affect the difficulty. I want the demo player to have plenty to get their teeth into, and to have a good bit of replay value in having opportunities for the player to learn the strategies being taught and then apply them in order to thoroughly rinse each level of points. But still hopefully leave them wanting more enough to drop 400 points on the full version.
Bit like I did with GR++, really, where you could spend quite a long and happy time trying to get as much as you could on the 5-level demo which kept getting harder for as long as you could stay alive. I hate demos that are too short and insubstantial, and I want people to buy SG because they bloody love the demo and want more }:-D.
November 16 2006, 20:28:57 UTC 5 years ago
I hate to ask for an ETA
But i'm going to anyway!Given how long it takes games to make it through certification and the state of the game currently how long would you say approximately before we see SG?
I do love the extra possibilities and that we're not getting a quick port of Tempest, this is the sort of thinking that should be dominating XBLA, not these bloody retro titles all the time.
November 17 2006, 12:00:29 UTC 5 years ago
Re: I hate to ask for an ETA
Any time I see your avatar I think "I WANT an Horstachio plushie" :DNovember 17 2006, 12:13:01 UTC 5 years ago
Re: I hate to ask for an ETA
I would buy one of those! Then again I'm probably going to get the game. I'm having a few control issues with Gears so Viva Pinata might be the game for me :)November 17 2006, 12:48:31 UTC 5 years ago
Re: I hate to ask for an ETA
Anyway to answer the question I'm going to say "q1 2007". In terms of the main game, although there are only a couple of enemies in at the moment, the game engine, environment generator, and major aspects of game mechanic are all in and working. In a game like this (as in Geom Wars) it isn't about having a bajillion different types of enemy; it's about having ten or so that are versatile with parameters allowing them to level up as the game gets harder, and introducing them over the duration of the levels. So summoning up the rest of a good crew shouldn't take too long. The main other gameplay task remaining after that is to define a bonus round - I do like my chillout rounds every few levels.So I think I can be looking at having the gameplay complete no later than the end of January. Then you can probably consider February to be devoted to adding all the necessary peripheral UI and getting ready for cert, which I would imagine we'll aim for some time in March. At that point (provided nothing goes horribly wrong) it'll be down to how fast it goes through MS to eventually land on Live Arcade.
None of this is graven in stone but that's kinda my gut feeling at the moment.
November 17 2006, 13:04:33 UTC 5 years ago
Re: I hate to ask for an ETA
Cool, thanks for that.BTW I know someone else mentioned something about 400 points being cheap. Personally I would happily pay 800. I mean they're charging 400 points for Dig Dug and other old ports. And that billiards game costs 1200(!).
November 16 2006, 20:51:55 UTC 5 years ago
Svn is a wonderful thing! Life is better when you're always able to painlessly revert to a previous version.
November 16 2006, 21:20:21 UTC 5 years ago
Source control is a good thing, yes :) You should check a few alternatives before settling on one, though, they all suck in different ways. ;)
November 16 2006, 22:18:47 UTC 5 years ago
November 16 2006, 23:55:04 UTC 5 years ago
November 17 2006, 11:55:47 UTC 5 years ago
So there's no way we can say "and now we stop and we spend time to see that other thing" that it's already a "fooking hell I have to code this".
So far is still going all well with our method that after all is absolutely not bad at all considering we are only two people working.
I really don't want to spend weeks getting used to source controls when I already have many things in the to-do schedule.
And the first one that says "it's easy to use" I am going to SLAP him/her in the face, "easy" to me means "I can master it in two hours", if it takes already "I spent 3 days in the loo reading a manual and not understanding well wtf it means" then it's not easy at all.
In, out, out, in, commit, submit, remit, version up, version down .. ok I have a .. I have b .. I touch this in a .. I touch that in b .. I merge I SHOULD see a+b with all the modifications ..
.. .. .. ... ..
.. .. I am NOT seeing what I should see ..
/me thrashes the SVC in the bin
NEXT PLEASE !
November 17 2006, 00:04:36 UTC 5 years ago
November 17 2006, 00:09:01 UTC 5 years ago
November 16 2006, 22:19:20 UTC 5 years ago
November 16 2006, 23:56:04 UTC 5 years ago
November 17 2006, 06:35:39 UTC 5 years ago
Oh, oh yes...
"special, extra-insane levels at around the time people would be getting home mashed from nightclubs"Indeedy, I fear that if you forced people to play mega-head-explodey alllll the time, it would drive away all but the hardcore. B-b-b-but, you *have* to have some ultra-mega-aneurysm modes/levels available. Even some that are like "Oo'er, that's a bit much, huh?"
:D
November 17 2006, 18:19:43 UTC 5 years ago
Re: Oh, oh yes...
The only proper name for that is "Scanner Level", of course.http://imdb.com/title/tt0081455/
November 17 2006, 07:02:25 UTC 5 years ago
Not that I would ever see them of course.
November 17 2006, 12:02:53 UTC 5 years ago
They have quite a "hit" .. after ... after a club ;)
November 19 2006, 23:30:34 UTC 5 years ago
Combined with the original idea of the Out-clubbin' brain-melter, that's a lot more interesting than vanilla Easy-Normal-Hard :D
November 17 2006, 01:00:30 UTC 5 years ago
What do you think of the news that a handful of Atari classics are appearing on XBLA next year? I think Tempest was one of those mentioned... each are going to have an "evolved" version included in the package. Could this mean we might see T2K make an appearance?
November 17 2006, 02:10:02 UTC 5 years ago
November 18 2006, 12:36:05 UTC 5 years ago
November 17 2006, 11:59:01 UTC 5 years ago
Anyway, looks like today "too many" XBLA titles are starting to become "take an old school good thing, rewamp a bit the graphic and put it on".
And generally .. you end up in throwing away the rewamped graphic and play the original thing.
If they put T2K on without asking us I think we could have serious reasons to be quite gutted.
November 18 2006, 12:40:42 UTC 5 years ago
There was a bit of talk that some effort may be put into the enhanced Battlezone to include multiplayer and a few extras.
Though I'm not really sure if that will leave a game that would at all like the original. Hell, they might as well port the Activision / Pandemic version if that's the case...
November 17 2006, 18:34:35 UTC 5 years ago
This should appeal
Scarves made from 100% merino wool, with classic 2D videogames in the knitting. Thought of you soon as I saw it. Cheers!
http://www.b2d4.com/shop.php