Return of the Crrlee (Beta 1.0)

Started by Akumayo, Tue 21/03/2006 19:26:14

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Akumayo

Update!!!

Four new levels, three new ships, and a whole new game interface are now available.  Please, tell me what you think of the new interface.  I look forward to many critics and comments on this release, because quite a bit has changed.

If you haven't tried out any beta's yet, start now.

(All new screenshots too  :D)

-Regards, Akumayo
"Power is not a means - it is an end."

Exorph

So I tried the game for a few minutes and I enjoyed it. It has this oldschool-feel to it with the 90* turns. ;)

However, I think it's in some desperate need for more variety. The few stages in the demo featuring time limits were nice change, but in the end most of the missions seemed to be the same thing over and over.
And that could have been less of a problem if the AI wasn't so easy to exploit. If you can, try to make up some different behaviours for the enemies.. like having them flying in circles around you or something. As it is now I found myself finishing pretty much every mission by getting close to one of those spawning things for the enemies, trying to get them to fly straight at me, then I'd just hammer Spacebar as I rapidly fly back and forth, killing every enemy spaceship as well as getting lots of hits on the spawing thing. And it pretty much never failed.

It would also be great to just have a retry option when you die so you don't have to select mission and level all over again.

Oh, and one major annoyance was that the faster enemy ships were way to hard to defeat with the ships that only shoot one bullet to the front since they have a tendency to fly sideways at you, and when they do, if you fire a bullet from the middle of your ship, it misses. Due to this I found myself disregarding those ships completely.

But I really think you have something cool going on. If you just add variety, the rest will work out fine.

Akumayo

Quote from: Exorph on Mon 29/05/2006 17:22:03
And that could have been less of a problem if the AI wasn't so easy to exploit. If you can, try to make up some different behaviours for the enemies..

Yes, the AI is in desperate need of work.Ã,  I am looking at options for improving it.

Quote from: Exorph on Mon 29/05/2006 17:22:03
Oh, and one major annoyance was that the faster enemy ships were way to hard to defeat with the ships that only shoot one bullet to the front since they have a tendency to fly sideways at you, and when they do, if you fire a bullet from the middle of your ship, it misses. Due to this I found myself disregarding those ships completely.

I've known that for a while, but you're the first person to point it out.Ã,  I've fixed this annoyance for the next release, and those single-firing ships are far more playable now that they can actually hit the enemy.

Thanks for the comments so far!

-Regards, Akumayo
"Power is not a means - it is an end."

Exorph

Oh, and I almost forgot, just one more thing.
Is it possible to do so the instead of only allowing one bullet per cannon to be allowed on screen  at the same time, you make it so that there's a set reload time for each cannon.

I think it would balance the game out a bit as it wouldn't be as easy to just fly close to the stations you're supposed to destroy in order to have your bullets dissappear more quickly and in turn making you fire more rapidly.
And it would also remove those annoying moments when you try to shoot an enemy ship coming at you when you realize one of the bullets you fired previously haven't dissappeared yet, meaning you can't fire.

It could also cause more variety as you could make each ship have a different reloading time and maybe also bullet speed.

Akumayo

#24
I hadn't thought of doing that, it's actually an interesting idea.Ã,  I may look into doing something like this in the next few releases.Ã,  Thanks for the idea.

EDIT:

Spent the last few hours working on putting that idea together.  And, as it turns out, it's not such a great one.  It creates too many other problems, such as, now the ships that relyed on constant shooting to destroy bases are completely useless, all the time-trial missions are too difficult to beat, and the ships that shoot two bullets in the front are like gods, because they're the only ones who can actually hurt the bases.  Aside from all that, it made the gameplay much more slow paced... thus reinforcing the simplicity of it.  I felt like I was playing asteroids.

Once again, I thank you for the idea, because scripting it was quite challenging.  I won't use it, but it was fun to try  :), even if the results weren't so great...

-Regards, Akumayo
"Power is not a means - it is an end."

Akumayo

Update.

The first full fledged beta is now availableÃ,  :D

The changelist in the first post should give you an idea of how much has been done.

I'm still looking for someone/someones who is/are interested in producing a few tracks for the game.Ã,  It only needs five, one for the menu screen and four for the various systems.Ã,  Credit will be given, of course.

Also, to whom it may concern, I'm leaving tommorrow, and won't have computer access again until June 16th.Ã,  So after tommorrow there won't be any replies until I get back.Ã,  I thought I'd share, so you all don't think I've died or something :).

Anyhow, the game is open for full fledged testing now, if anyone's interested.Ã,  Credit will be given to testers for their help.

Well, let the battle begin!

-Regards, Akumayo
"Power is not a means - it is an end."

A�rendyll (formerly Yurina)

This game looks nice so far. No I haven't played it yet, but still.

What I do have to say, I think the keyboard and mouse together work fine, but only if you can use one hand to move the ship (keyboard) and the other to aim and shoot (mouse). Wouldn't it be more convieniant if the left mouse button is used to fire?

It's just a suggestion. I'll donwload the game ASAP.

~Yurina
Yuna: Give me a Y!
Rikku: Give me an R!
Paine: Give me a break...
~Final Fantasy X-2

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