Adventure Game Studio

AGS Games => AGS Games in Production => Topic started by: Akumayo on Tue 21/03/2006 19:26:14

Title: Return of the Crrlee (Beta 1.0)
Post by: Akumayo on Tue 21/03/2006 19:26:14
"Good day pilot.Ã,  We need your skill now more than ever.Ã,  The Crrle have returned."

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Progress:

Graphics:Ã,  100%
Music:Ã,  0%Ã,  (If you're interested in helping out, PM me)
Sound:Ã,  100%
Story: 100%
Coding:Ã,  95%Ã,  (I'm sure there's at least 5% worth of bugs still to be fixed)

Overall Progress:Ã,  79%

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ChangeList for last updates:

*From Beta .085 to Beta 1.0
Ã,  -Three new levels
Ã,  -Three new ships (Class A & S) unlockable
Ã,  -Created menu screen
Ã,  -Fixed some errors with the forcefield positioning
Ã,  -Fixed some bugs that came about because of massive asteroids moving about
Ã,  -Added sound effects
Ã,  -Fixed a slew of typos (thanks to Colxfile)
Ã,  -Various other little bugs fixed

*From Beta .07 to Beta .085
Ã,  -Four new levels in the Incendium-Feuer system
Ã,  -Three new ships (Class B) unlockable
Ã,  -Added a forcefield around your ship to determine how many times you can be hit before being destroyed
Ã,  -All things in space now move about, making the levels far more dynamic and challenging
Ã,  -Added a status bar of sorts that tells how much power your forcefield has left, and how many seconds you have (if the level uses a timer)
Ã,  -Some scripting inconveniences dealt with

*From Beta .06 to Beta .07
Ã,  -Mouse and Arrow Key ship placement
Ã,  -Explosions upon ship destruction (via my Particle Engine)

*From Beta .02 to Beta .06:
Ã,  -Four new unlockable ships
Ã,  -Four new playable levels
Ã,  -Updated menu colors
Ã,  -Updated menu graphics
Ã,  -New Temporary menu with save/load
Ã,  -Giant asteroids

*From Beta-Beta to Beta .02:
Ã,  -Level and Ship select GUI's
Ã,  -Four playable levels [Mirk System]
Ã,  -Some scripting flaws corrected

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Screenshots:

(http://www.2dadventure.com/ags/menu_screenshot.PNG)

(http://www.2dadventure.com/ags/real_screenshot_one.PNG)

(http://www.2dadventure.com/ags/real_screenshot_two.PNG)

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Download:

Click the link below, then find the link "Reutrn_of_the_Crrlee..>", and click that to begin the download.
http://geocities.com/oyamuka/

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Please comment/make suggestions here.Ã,  Thank you for your time, and I hope you enjoy!

-Regards, Akumayo
Title: Re: Space Battles! (Version Beta-Alpha)
Post by: Nacho on Tue 21/03/2006 19:28:46
Will it be open source? I really like it...
Title: Re: Space Battles! (Version Beta-Alpha)
Post by: Akumayo on Tue 21/03/2006 19:31:31
Wow!  That was fast.  Thank you.  I may make it open source, after I'm finished with it.  I still have to build the story and the levels and whatnot.  This is just the skeleton with a few tendons.
Title: Re: Space Battles! (Version Beta-Alpha)
Post by: Sinister on Tue 21/03/2006 20:44:20
This looks very interesting. Making this open source after you are finished with it would be a great gift for people who want to study this type of game.

Also, if you are looking for inspiration or graphics for this retro space shooter.. i suggest you look for "Master of Orion", that game had plenty of little ships designs and would be a nice source for you.

Im sure you can google it.
Title: Re: Space Battles! (Version Beta-Alpha)
Post by: Akumayo on Tue 21/03/2006 23:30:59
Thank you for the suggestion.  I will look into it.
Title: Re: Space Battles! (Version Beta-Alpha)
Post by: Nacho on Wed 22/03/2006 07:11:23
Master of "Onion"! Sounds good!
Title: Re: Space Battles! (Version Beta-Alpha)
Post by: Akumayo on Wed 22/03/2006 20:19:41
o_O
Title: Re: Space Battles! (Version Beta .02 [Mirk System])
Post by: Akumayo on Sun 26/03/2006 04:48:29
Update.  Version Beta .02 now available.  Most notable feature is that the layout is now set, and has four playable levels in the Mirk System, each with its own unique objectives and playtype.  Shootemup, retreival, time trial, etc.  Let's see how good a pilot you really are...
Title: Re: Space Battles! (Version Beta .02 [Mirk System])
Post by: Akumayo on Sat 08/04/2006 05:30:03
Not another update just yet, just thought I'd drop a line to tell anyone watching this that I've completed the next four unlockable ships, and will now begin on the new system (The Trean System).  The new ships in the next update will be (once unlocked by completing the Mirk System):

The Tadpole:
  -Speed **
  -Bullets ***
The Dragonfly:
  -Speed ***
  -Bullets **
White Lightning:
  -Speed ****
  -Bullets *
The Taranchula:
  -Speed *
  -Bullets: ****

I'll post again when the update is complete.
Title: Re: Space Battles! (Version Beta .02 [Mirk System])
Post by: Akumayo on Sat 08/04/2006 20:42:52
Here it is!  The update!

Four new levels, four new ships, a whole new game.  The menus look better, the new levels are bigger, the new ships are faster and stronger, the only thing missing?

You.

Take the controls pilot, arrow keys to move, SpaceBar or 'F' to fire, and the mouse to choose your spawnpoint.  Sounds simple, but it really isn't.  I would be honored if you took the time to complete all eight levels.

Good luck pilot.
Title: Re: Space Battles! (Version Beta .06 [Trean System])
Post by: Colxfile on Sat 08/04/2006 23:31:29
I've given it a go and it looks really good so far. The background graphics are very nice (Especially the planet atmosphere one)

Just one thing that came to mind:

I found using the mouse to choose the restart point a bit troublesome. I found the movement much too sensitive: a small movement led to the screen charging to one of the corners. Also, if I'd been frantically trying to shoot don the ships that surrounded me (and subsequently failed) I'd have to move from having two hands on the keyboard, to one on the mouse. Having arrow-keys move the respawn-point would be much better imo.

Edit: I should add that I did get throught the eight levels. :)
Title: Re: Space Battles! (Version Beta .06 [Trean System])
Post by: Akumayo on Sat 08/04/2006 23:36:00
I hadn't thought about that being a problemÃ,  :-[

I, personally, enjoy using the mouse to control the spawn point, but it IS extreemly jumpy.Ã,  How about if I re-work it so that you can control the spawn point cursor with both the arrow keys AND the mouse?Ã,  Would that solve the problem well, do you think?Ã,  (BTW: do you prefer 'F' or SpaceBar to fire?)

Thank you very much for the comments!Ã,  I hope you are able to complete it.

EDIT:  Oh, I see you did complete it.  No complaints about the levels/ships then?
Title: Re: Space Battles! (Version Beta .06 [Trean System])
Post by: Colxfile on Sat 08/04/2006 23:51:53
Okay. It's just I just like to keep my hands on the keyboard if a game is keyboard driven.Ã,  Combined Arrows and Mouse moving the respawn point sounds fair to me :). I'm not sure if using the arrows would stop it being jumpy, but I imagine there's a way to at least slow it down.

Also, I much prefer spacebar for the fire key, myself. I think it's just what I'm used to. (I say this, my arcade game doesn't use the spacebar... :))

As for the levels... I think they were pitched about right difficulty wise. Initially, I got a little annoyed because my ship would explode in mid-air for no adequately explorer reason (It had collided with an invisible landing pad) but once I got the hang of it and got the hang of how to find them, it was much better. I admit though, I picked one ship that I liked and stuck to it. (I think it was the blood hawk, but upgraded to the Dragonfly.) Again, maybe other players would go for the other ships and stick with them, but I just chose the one ship and stayed with it. Maybe later levels could have a restricted choice of ships to force you to use a different one?

I'll have another run through later with the various ships to see how I go.
Title: Re: Space Battles! (Version Beta .06 [Trean System])
Post by: Akumayo on Sun 09/04/2006 00:00:56
That is so cool!  My favorite class D ship is the Blood Hawk, and my favorite class C ship is the Dragonfly!  I considered that perhaps these two ships are more powerful than the others, but when I had some of my friends from school play it, one liked Lightning/White Lightning, and the two others liked The Destroyer/Tadpole/The Taranchula.  I suppose it's just personal preference.  I like the idea of forcing one ship or another on the player... I may implement it... sometime... maybe as a mini-game of sorts....
I've also thought it would be cool to make it so that bonus ships/levels can be unlocked by completing every level in a system with every ship.  THAT would be very hard, especially in the later levels.

Anyway, I'll look into controlling spawnpoint with the keyboard.  Maybe it'll be ready by the next update (even if it IS still jumpy).

Thank you for taking time to play and comment, I appreciate it greatly.
Title: Re: Space Battles! (Version Beta .06 [Trean System])
Post by: Colxfile on Sun 09/04/2006 00:11:40
One last thought before I go to bed, is it worth thinking about randomising where the landing pads are? Or at least having more than one possible layout where the targets are located? Just an idea.

Incidentally, just played with the first ship. (The very slow one with bullets front and back) Got up to about mission 6 so far...
Title: Re: Space Battles! (Version Beta .06 [Trean System])
Post by: Akumayo on Sun 09/04/2006 00:19:21
I have a test level (where I run new ships before adding them) that uses a randomized layout.  I may (when I'm finished with the main game) make a mini-game, where you play on infinitely repeating randomized levels, trying to get a high score or something like that.  A good thought.

BTW:  I got key-based spawnpoint working.  It will be implemented in the next update.
Title: Re: Space Battles! (Version Beta .07 [Trean System])
Post by: Akumayo on Tue 16/05/2006 02:20:05
Beta .07 now available.  The main change is that I finished converting the way things get destroyed.  Rather than just being reduced to rubble, they now explode into flames, via my Particle Engine.

Also, I'd just like to say that this project isn't really dead, it's just dragging along very slowly, due to my working on other projects.  I sometimes touch it up though, and this release is a display of said touch ups.

So, tell me what you think of the newest style of blowing stuff up!

-Regards, Akumayo
Title: Re: Space Battles! (Version Beta .07 [Trean System])
Post by: jasonjkay on Wed 17/05/2006 11:16:08
This is absolutly amazing, I love space type game's. Also the explosions are cool.
Title: Re: Space Battles! (Version Beta .07 [Trean System])
Post by: Akumayo on Sat 20/05/2006 07:44:23
Thank you!
Title: Re: Space Battles! (Version Beta .07 [Trean System])
Post by: Akumayo on Wed 24/05/2006 22:54:46
Small thing here, in the lastest update, I might have accidentaly enabled the player to unlock two of the three upcoming Class B ships after all the levels have been completed.Ã,  Thus allowing them to play any of the 8 levels just beaten with one of the Class B super-ships...

But again, it was all an accident.

-Regards, Akumayo
Title: Re: Space Battles! (Version Beta 0.85 [Incendium-Feuer System])
Post by: Akumayo on Fri 26/05/2006 23:44:18
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
Title: Re: Space Battles! (Version Beta 0.85 [Incendium-Feuer System])
Post by: Exorph on Mon 29/05/2006 17:22:03
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.
Title: Re: Space Battles! (Version Beta 0.85 [Incendium-Feuer System])
Post by: Akumayo on Mon 29/05/2006 17:46:24
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
Title: Re: Space Battles! (Version Beta 0.85 [Incendium-Feuer System])
Post by: Exorph on Tue 30/05/2006 04:47:32
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.
Title: Re: Space Battles! (Version Beta 0.85 [Incendium-Feuer System])
Post by: Akumayo on Tue 30/05/2006 04:56:48
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
Title: Re: Return of the Crrlee (Beta 1.0)
Post by: Akumayo on Wed 31/05/2006 02:29:35
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
Title: Re: Return of the Crrlee (Beta 1.0)
Post by: A�rendyll (formerly Yurina) on Wed 31/05/2006 11:16:25
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