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#561 | |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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When a game is too hard at the start, then many players will give up fairly quickly and not return. Just because you are a PRO at playing these types of games, does not mean that the next 10 people are... and you have to cater for everyone after all ![]() If you take (for example) R-Type, the first level was fairly easy... the second one a bit harder, the third level was much more difficult, and then level 4 onwards were hardcore! It's a very good example of a game that has a good difficulty curve. |
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#562 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,794
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@TJLazer: Could you please try out without the external drive?
![]() @Dan Scott: I am with you on the initial difficulty. The first demo was a good bit too easy, and I wanted to have the other extreme with this demo, to find a middle ground. In the final game, the beginning of the game will be much easier. On your other points, that's some good feedback. I will have a look into that. ![]() Last edited by Tigerskunk; 12 March 2020 at 07:31. |
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#563 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,547
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Shamefully I never got a chance to play V1, so I definitely needed to give V2 a shot. My thoughts:
In general - really, really good, and I'm looking forward to how it turns out. So far as specific feedback goes, these are my thoughts:
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#564 | ||||||
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,794
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First off, thanks for testing this...
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This whole testing thing gave me a good idea about it. Was really worth it. |
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#565 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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On the topic of auto-fire, you could opt for a middle ground where the built-in auto fire is not quite as effective as furious button mashing. But then, that would please no one
![]() That said, the whole discussion has always been divisive. I've personally always seen auto fire as a "should be standard" feature (if only for people who have trouble/pain pushing buttons that rapidly for extended periods). But, if auto fire is standard the game should balance its difficulty around it. But like I said, it's divisive. Other people disagree... All part of the fun of game design I guess ![]() |
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#566 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,794
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#567 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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#568 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,547
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I gave Autofire some more thought. My two cents:
CONS:
PROS:
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#569 |
Puttymoon inhabitant
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#570 |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,616
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I think Steril707 did well regarding how to fire. It is not like in games where you have to push very fast to get out enough bullets. To me this is more fun and as other mention there could be something happen holding the button. Could be triggering a smart bomb, rocket after pickup, some kind of shield or loading a powershot like in R-Type. Advantage or not using joystick with autofire, that is a cheat. That is at least always how I felt.
Last edited by nikosidis; 12 March 2020 at 22:56. |
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#571 |
Registered User
Join Date: Nov 2015
Location: Vaasa, Finland
Posts: 525
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I just tried the V2 demo. Good to see a new high quality 50 FPS shooter for Amiga, there aren't so many of those.
![]() And I didn't try the first V1 demo, so this was my first time playing the game. About the difficulty, I managed to finish the stage on my fifth try. So I got 4 game overs, but after that it was quite easy to get to the end. But even after learning the stage there is still challenge: you have to concentrate all the time, otherwise you'll get hit. But I guess that's the whole point of a shmup. ![]() The end of level boss was challenging with the starting weapon. First I didn't know the strategy and tried to stay at the center of the screen, where you'll almost certainly die. But on the second try I stayed at the left side of the screen, and just kept on shooting blindly, while concentrating on dodging the bosses lasers. And this way I managed to beat it. However with the full power-ups the boss was very easy; the most powerful weapon destroyed it in a few seconds. Also the big robots and the cannon are tough to destroy with the starting weapon, but on the other hand with the power ups they become maybe too easy. Power-up systems that increase the damage of player's shots can be hard to balance. I think the best solution is to design the levels assuming that the player has at least some power ups, and then make sure that there are lot of power up pick-ups, especially near the restart points. --- Also about autofire and stuff...I noticed that the maximum amount of player shots on screen seems to be 2, and that there is a delay between them; after shooting the first bullet a certain amount of time has to pass before you can shoot the second bullet. And this I found out to be slightly annoying. For example when you're close to one of those big robots and try to shoot as fast as possible, the delay between the shots makes this hard to do. When firing at enemies from a long distance, the delay between the shots doesn't matter so much. But when you're close to a big enemy that takes many hits to kill, then I would like to be able to fire at a faster pace by hitting the button as fast as I can, to destroy it quicker. This would make those tricky situations like destroying the big cannon with the starting weapon a little bit easier. I can press the fire button about 5 or 6 times per second, and would like to get a shot with every button press. I know that the delay is there probably to counter autofire users, but I think it's too long. Right now the delay between shots seems to be about 12 frames. So maybe it should be set to something like 8 or 6 frames. This would still limit the effects of autofire, because the maximum fire rate that they would get would be about the same that someone could get with fast button bashing. And of course there would still be that "2 shots on screen at a time" player bullet limit, so autofire users still couldn't fill the screen with bullets. --- Also I noticed two bugs; the first one is that some tiles sometimes turn into a graphics mess like this: Those messy tiles appeared one by one when an enemy moved over them. So I guess this somehow happens during the "bitmap restore after blits" process. And also sometimes, when a bullet or something else moves over those messy tiles for the second time, they sometimes return to normal. And the second bug that I noticed was that sometimes when an enemy was destroyed, some other enemies also exploded at the same time. And I found a quite reliable way to replicate this bug; if you look at that screenshot, there is that red power-up. Wait until the power-up is about at the middle of the screen, and then kill yourself while shooting, so that some of your bullets are active when you die. And after this, when you're restored, a wave of 4 enemies appear. Shoot any of the upper 3 ones, and often the lowest enemy will also explode. And that enemy is the first one that appears on the screen after the restart. And sometimes I think this happens before the laser even hits anything. --- But overall, the game looks great, and technically it's on par with the best Amiga shmups. Very impressive work, especially considering that it's your first Amiga game, and you made all of it 100% by yourself, graphics and musics included. ![]() |
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#572 | ||||||||||
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,794
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Hey Master484, first off thanks for the detailed feedback..
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I will make the game a bit more easy though, especially at the start of the level. Quote:
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And with that it's very doable. Quote:
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[ Show youtube player ] This is the frequency with autofire activated. Faster than this, and it would be too much. But I guess I will go back to inbuilt autofire again, which I had in the first demo. It just keeps things a bit more easy to balance (sorry Nikosidis ![]() Quote:
I think it's something with the blitter line look up table that gets overwritten by some rogue blit or something. Not sure yet though. Quote:
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Has been a lot of work and time, but I think it starts looks really good. On a side note, I have seen the first sketch of the box art, and it looks amazing. Dude is super talented... |
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#573 |
Jackie Chan
Join Date: Mar 2012
Location: Ireland
Age: 46
Posts: 1,000
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Hell yeah. Physical version. How many copies will be manufactured? Any idea of price?
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#574 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,794
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Will be decided by a kickstarter, probably.
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#575 |
Jackie Chan
Join Date: Mar 2012
Location: Ireland
Age: 46
Posts: 1,000
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#576 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,547
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#577 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,794
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#578 |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,490
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Let's see what can be done, but I think it's possible
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#579 | |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,547
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Quote:
You do have 2MB of chipram to play with on CD32. If you can throw the entire game into a single executable, then you don't need to worry about loading again ![]() Seriously though, I'm behind you either way ![]() |
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#580 |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,490
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