Dawn of the Red - Beta

Show us your completed creations made in Construct 2

Post » Mon Jan 30, 2012 4:16 am

Not a fan of anime? :)

What reminded me about it was the way the mobile tanks could 'hover' much like the way you move in your game. They released a game on ps1 http://www.youtube.com/watch?v=Nl3jbZ7JJ8I if you used a similar sound effect when the tank is sliding i think it could add a bit more atmosphere. (example around 3:15 if you want to get straight to it).

I'll give you a quick run through of why i suggested the levers based on my how my experience/fun changed in realtime while playing.

1st minute: really enjoying myself, strafing, being paticular with my shots to not overheat - always moving to not get ganged up on.

2nd minute: The experience of just moving away and shooting is not holding me as much - this might be because the shields i find are extremely forgiving, you can pretty much charge your way (through enemies) and get out of most situations fine (Then wait a sec for full shield again).

Its at this point im looking for another objective to hold me. The act of finding levers (or maybe a key instead?) is something that players should always run into by chance because to avoid death they are moving all the time anyway.

Then the strategy of 'choosing' when to descend becomes more important.

The way i see it, employing a strategy like this provides the major benefits of;

1. Allowing the player to control the rate of difficultly directly, instead of having to pass easy stages to get to the desired skill-to- difficulty-ratio. (I could probably stay on that first stage for around 10 mins - but i wouldnt be having fun until it was incredibly overwhelming.)

2. Giving players another strategy to play, build yourself slowly over time - or my personal fav, charge GUN-HO! ;)

3. Making the player feel like they are achieving more than they actually are. (reffering to picking up the lever/key by chance) - You can give the players the illusion of extra objectives. (this doesnt have to be explained in the tutorial either if when they pick up the key for the first time it says "now find the door").

(I should point out that im treating your game as I would any game that I played on kongregate - If i was determined to play your game for over an hour, I might discover new levels of enjoyment - but im really focusing on holding the player to get them to that point.)

Wow this is getting long, but just as a PS: Does the chrome bug affect movement when a key is press instead of the mouse? for instance if you used space bar for shooting?, its a comfortable enough position for the thumb and should be fine for long term play as long as it doesnt get to the point where you are rapidly tapping, but the overheating kind of prevents this.

Again, awesome game.GenkiGenga2012-01-30 04:22:30
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Post » Mon Jan 30, 2012 12:29 pm

@GenkiGenga

Again, thank you very much for analysing the strategy, after reading your second post I really like your ideas.

So, how about this:

The tutorial will explain the lift. It will be for authorised overseers only and you will be told to ignore it for the period of your training.

Then in-game, there will be buttons/pads/I don't know (advice anyone), and when you go over them, they trip, and you get message "ELEVATOR OVERRIDE 50%" for the first one and ELEVATOR OVERRIDE 100%. ELEVATOR ACTIVE" for the second one.

To supplement this, I implement a new scoring system in which the score rises FASTER depending on which floor you are on. Also I could add score for killing enemies. This will also help me as a kongregate statistic has to be an integer.

Oh, and shields can use energy. It makes sense, and you will think twice about running into enemies as a strategy (although, it is still there as an option ;).

This means I can also tone down the rate at which the level gets harder.

In regards to the spacebar being used as firing control, I find it very unnatural (and so would many players, I'm sure). We'll have to wait for Chrome to fix the bug... Hopefully, not long now!

Thanks for your help, I think these adjustments will really improve the game!

(P.S. I spent awhile looking for a hover sound, but since you never really stop, it caused a very irritating drone. I'd need more direction to a non-grating sound.)sqiddster2012-01-30 13:07:46
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Post » Mon Jan 30, 2012 1:08 pm

Wow, it sounds really good to be honest!

The whole "ELEVATOR OVERRIDE %" sounds awesome for building suspense :) way to incorporate it into the story! (possibly picking up keys/buttons/whatev from broken security drones?)

Every change youve suggested should make for a more intense experience. Thumbs up. I can understand with the sound - hmmm.. maybe a very low areoplane or jet sound in the background might do the trick, low enough that it doesnt compete with the music but is there if you listen hard (Or maybe it is best to leave it out i dunno).

And no worries for the feedback, lol - ill be calling for yours soon :)

Looking forward to testing again with the changes.

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Post » Mon Jan 30, 2012 2:07 pm

Thanks, I'll be adding all that right now ;)
Make sure you PM me when you release your game so I don't miss it.
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Post » Mon Jan 30, 2012 11:34 pm

Game updated! Should flow a lot better now.
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Post » Tue Jan 31, 2012 11:48 am

Will do!

With the new system its so much more fun - as soon as google fixes that bug this will be gold :)

great stuff.

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Post » Wed Feb 01, 2012 12:11 am

Game updated - added game tips at game over screen.
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Post » Thu Feb 02, 2012 6:37 pm

Good gameplay! Nice atmosphere. Music is good. Super idea with the cooling effect: your particles look realistic.

- The red laser should be more spectacular, also when projectiles hit the wall, I would add yellow color for burning to create that welding-sparks look.
- Enemies should be more detailed, it will be enough if you animate the red spheres to become red-boiling plasma filled with explosive energy to be released upon contact.

HUD: what happens if you put the HUD outside of the game-area? Does the framerate go down? mercy2012-02-02 18:38:53
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Post » Thu Feb 02, 2012 9:05 pm

@mercy
Thanks for trying it out!
Regarding the laser, how would you make it more spectacular? Also yellow particles are unfortunately a no-no. To complete the game's atmosphere, it is entirely monochromatic and any yellow particles would be out of place.
Regarding the enemies: I am not an artist. I am very, very bad at animating, and chose the game based off my abilities. I wouldn't really be able to pull of what you said.

Regarding the HUD: What do you mean? also you can press shift to hide the HUD (turn the layer to zero opacity).

EDIT: also, how long did you play? to get up to level 6 should be quite difficult...
Maybe I need to make it a bit harder to activate the lift?sqiddster2012-02-02 21:11:22
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