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|-|1Pp13
15-03-2008, 02:43 PM
This is just a quick idea (Rapid Prototyping)

This is the single player side, its going to be a mianly multiplayer game if its any fun

You play as a little triangle ship shooting little squares at other triangles

At the moment theres 2 weapon, when you kill an enemy (theres 4 of them) it will drop a green orb, if your damaged the orb will heal you otherwise it'l level you up

side notes: left mouse to shoot, right mouse to speed up (release to let go)

Shape Attack.exe (http://www.gamedev.za.net/filecloset/data/files/387/Shape_Attack.exe)

Kensei
15-03-2008, 02:54 PM
I adore the effects when the squares hit the walls :D How do you do that?

It's a bit confusing having the triangle turning on its point, rather than in the centre.

Not quite sure about the moving with the mouse (I suppose I am too attached to the movement scheme in Monochrome)

Good first prototype :D

P.S. I utterly suck at it :P

|-|1Pp13
15-03-2008, 04:06 PM
I adore the effects when the squares hit the walls :D How do you do that?


Used GM's built in effect funcion to create a firework



It's a bit confusing having the triangle turning on its point, rather than in the centre.


Been fixed, sorry didn't notice it before =P



Not quite sure about the moving with the mouse (I suppose I am too attached to the movement scheme in Monochrome)


Im leaning to an all mouse game at the moment, so unless i can get the wiimote involved...hmmm

dislekcia
15-03-2008, 04:38 PM
Nice :) Feedback time:

The hitbox on the player seemed a little weird, sometimes I wouldn't be able to get close to blocks at all and kinda jiggle back and forth in place if I was heading towards a block.

I couldn't fire when I hit level 3 ;)

On the mouse movement, I like it. It might be a good idea to give players more momentum and less thrust so that you can set up a strafing run past an enemy, then stop thrusting and fire as you zoom by. At the moment you slow down too much to successfully pull this off.

Cool idea though, I really like the heal/upgrade you thing. That's a nice conceptual simplification that makes a big difference. Changes the whole feel of the fighting. I take it your health is your colour/alpha (seemed to fade when damaged)?

ProTip: Everyone likes hordes of missiles! Robotech style...

-D

|-|1Pp13
15-03-2008, 04:46 PM
The hitbox on the player seemed a little weird, sometimes I wouldn't be able to get close to blocks at all and kinda jiggle back and forth in place if I was heading towards a block.


It has to do with the collision mask im using, you see, when you get close to a wall and 'collide', when you do a 180 your ship isn't stuck in the wall. i couldn't find a way around this



I couldn't fire when I hit level 3 ;)


Next gun upgrade will be there ;)




On the mouse movement, I like it. It might be a good idea to give players more momentum and less thrust so that you can set up a strafing run past an enemy, then stop thrusting and fire as you zoom by. At the moment you slow down too much to successfully pull this off.

Cool idea though, I really like the heal/upgrade you thing. That's a nice conceptual simplification that makes a big difference. Changes the whole feel of the fighting. I take it your health is your colour/alpha (seemed to fade when damaged)
-D

Yup, health is your alpha. im thinking about an awsomeness meter (as your cursor) that'll show your ammo
i upgraded the speed (ship moved rather slow at first) and i forgot about the slow down,
thanks

Thaumaturge
18-03-2008, 06:12 PM
I rather like it - it's a good start. ^_^

I'm fond of the projectiles rebounding once from walls - it allows one to catch enemies with "ricochets" instead of heading directly at them. I do agree with dislekcia, however, that it would probably add a fair bit to adjust the craft's motion to allow for momentum-based strafing runs. ^_^

I also like the idea of the second-level weapon aiming to focus fire on the mouse cursor - that's a nice little touch.

I do have one suggestion: when health is dangerously low, have the craft flash or pulse its alpha level, to alert the player of their precarious state.

As to your collision mask, am I correct in thinking that, with the centre of rotation moved to a point closer to the craft's centre, the problem is largely resolved?

|-|1Pp13
18-03-2008, 09:31 PM
I do have one suggestion: when health is dangerously low, have the craft flash or pulse its alpha level, to alert the player of their precarious state.

As to your collision mask, am I correct in thinking that, with the centre of rotation moved to a point closer to the craft's centre, the problem is largely resolved?

good suggestion and yes it did :D

i will be releasing a beta soonish



I also like the idea of the second-level weapon aiming to focus fire on the mouse cursor - that's a nice little touch.


uhmmm...what was my other option?

01DT!m3r
19-03-2008, 06:08 PM
:) nice game hipppie! just one problem I dont like the collision with the wall and can you tone down the shooting a little.

|-|1Pp13
19-03-2008, 06:21 PM
:) nice game hipppie! just one problem I dont like the collision with the wall and can you tone down the shooting a little.

collision with wall has been fixed (see above)

nyet (no) on the shooting part im afraid :)

Thaumaturge
20-03-2008, 02:53 AM
good suggestion and yes it did

i will be releasing a beta soonish

My pleasure, and I'm glad to hear it on both counts. ^_^


uhmmm...what was my other option?

Other option? *looks uncertain of |-|1Pp13's meaning*

|-|1Pp13
21-03-2008, 07:24 PM
beta has been delayed...dam game doesn't want to cooperate :p

At the moment only the quick start button has code
it should:
if theres a server, join it
if there's no server it can join it must create one

Theres 3 maps and it randomly chooses one

Now the second player joins, i know he joins because it sends a message '<their name> has joined'
and he goes to the correct room

The other players dont do this, not sure whats wrong though -.-

The way ive done it is the player is created, and the other players are created as enemy objects with unique ID's

source code (.gmk) (http://www.gamedev.za.net/filecloset/data/files/410/SA_source_code.gmk)
(sorry theres no comments so it may be slightly confusing :p)

SkinkLizzard
21-03-2008, 07:28 PM
lol I was browsing file closet and saw an upload above my latest so came here and bingo :)
I'll download now and see if I can help. don't have experience but sometimes different views
in terms of logic can help.

|-|1Pp13
21-03-2008, 07:35 PM
lol I was browsing file closet and saw an upload above my latest so came here and bingo :)
I'll download now and see if I can help. don't have experience but sometimes different views
in terms of logic can help.

thanx ^^

Additional Info:
-->message id's
1-x coordinates
2-y coordinates
3-colour of player thats been created
4-assigning unique id to the player thats just been created

50-player name
51-just to promt the server to send what room its in
52-what room the servers in