HOME | DD

Published: 2007-09-12 15:19:28 +0000 UTC; Views: 1076; Favourites: 5; Downloads: 24
Redirect to original
Description
Allright, I promised to submit anything new, didn't I?Before I burst into endless blabbering about anything and nothing here are the controls:
Use the arrow keys.
Quite easy.
So, this is the prototype of a game that I might submit to a Game Design Competition (if I can meet the deadline - there are only 3 weeks left...).
Fine, now why am I submitting this?
Actually I was thinking about submitting this to the scraps, but I'd be really happy about some feedback!
The competitions theme is "ball physics"...right, the theme is a bit hidden in this prototype (I obviously won't have too good chances for receiving the "best use of the theme"-prize, but anyway). I've originally been toying around with a completely different idea which was 100% ball physics, but it turned out to be too hard to realize in Actionscript 2 (and I'm not familiar enough with AS 3 yet :/).
The current working title is "Asteroid Mining Company Pilot" (catchy, ain't it?).
I'm not too sure about the gameplay yet. The basic idea is that you fly this "Asteroids"-like spaceship (with the twist that it got some kinda physical behaviour). The goal would be to deliver chunks of minerals (depicted by the two circles that are attached to the ship in this prototype) from the deep inside of an asteroid to it's surface.
Now, the problem is that (as it should be a good game) there needs to be some replay value.
Just flying through a long tunnel over and over again get's pretty boring after a few times, doesn't it?
So, I think there need to be some obstacles...
I already thought about some types of obstacles, but they won't work if the ships flies as fast as it does at the moment. If I reduce it's speed it'll destroy the "holy shit I'm flying damn fast through a tunnel with really solid looking walls that might crush me anytime"-effect...meh.
So, what can I do?
Should I reduce the speed in favor of adding some obstacles?
Or are there any obstacles I could add without reducing the speed that wouldn't make the game unplayable hard?
Any ideas?
Obviously I need some good gameplay since the graphics will stay as minialist as they are now (since I'm not good at creating graphics, plus I kinda like the style). There will be some sorts of eye candy being added.
Another problem are sounds. A good game needs sounds, but I don't have any.
Does anyone know good sound resources that offer free to use sounds?
Edit: What would you prefer?
- one continuous, huge random generated level that get's harder and harder the further you come; this would easily allow to create a highscore (which is quite nice consindering the replay value)
or
- a bunch of smaller, handmade levels that increase in difficulty; this would maybe allow cleverer level design, but on the other hand once you've played a level you'll probably not play it again
Woah, I guess no one reads thus far...but because I learned it like this at school, here's a short summary: Do you have any ideas for obstacles/gameplay elements? Any comments on the prototype? I'd love to hear!
Related content
Comments: 29
SSJGoen [2007-10-19 23:20:51 +0000 UTC]
Very interesting. I thing that overall, it is a good concept, but I have a few suggestions.
1. Adding more objects would make it more challenging, the speed thing is a problem. You could add more objects, and not reduce the speed at all. I would suggest making the controls more responsive, but not so much to lose the whole momentum feeling.
2. Also, like everyone has been saying, it is a good idea to tweak the level design, in order to bring up the difficultly level. Maybe randomized levels with unique elements and objects specific to each level.
👍: 0 ⏩: 0
ShamelessNameless [2007-09-17 22:39:53 +0000 UTC]
Since the theme is ball physics, make balls that bounce off the ship and keep on bouncing into the walls (possibley back at you). This won't destroy the ship, but would slow you down, thus making it harder to reach your high score.
You can also make different balls with different physics.
👍: 0 ⏩: 0
triya [2007-09-14 13:30:41 +0000 UTC]
try adding breaks.... i move left and had to break pressed the down key and nothing happend and BOOM there gos the mouse!
👍: 0 ⏩: 1
Sebioff In reply to triya [2007-09-15 14:29:57 +0000 UTC]
You are totally right, it's a bit hard to maneuver at the moment
👍: 0 ⏩: 1
triya In reply to Sebioff [2007-09-17 14:46:53 +0000 UTC]
lol yh hehehe... by the ay it llooks like a mice!!!
make it a mice running through the walls and its finding its way out!!
that would be nice whahaha lol joke if you really want a mice xD
👍: 0 ⏩: 0
Phantasmagoria666 [2007-09-13 18:13:04 +0000 UTC]
That was a relaay awesome game.. I loved playing it.
anyway.. I guess I would prefer a continuous randomly-generated game. It's always nice to compete
👍: 0 ⏩: 1
Sebioff In reply to Phantasmagoria666 [2007-09-13 18:33:44 +0000 UTC]
Woah, and it even isn't a game yet
Yup, gonna go for the huge level...it'll have tactical, slow areas with different type of controls (you rotate the ship to move left/right) and obstacles and so on, and speed areas with the controls as in this prototypes where your reaction time is being tested.
👍: 0 ⏩: 1
kingtut98 [2007-09-13 18:08:09 +0000 UTC]
This seems to run reeeeally slowly on my computer (unless your fps is painfully low), so I can't really comment on the speed.
Still, maybe as a happy compromise in your speed/obstacles dilema, what about using the method that 'Toobin' (an old arcade game) does- let people speedup/slowdown the ship, but have lava or something come after them if their average speed gets too low. That way people could speed up in open bits, and slow down for obstacles, while making sure not to go too slow.
Games that just get harder and harder in one level are very fun.
👍: 0 ⏩: 1
Sebioff In reply to kingtut98 [2007-09-13 18:39:55 +0000 UTC]
It should run at 30 fps...did it just feel slow to you or was it actually stuttering?
What CPU do you have, if I may ask?
I'm trying to make it playable on older computers as well (since that's rated by the contest jury)
I'll think about the lava...right now I can't say whether it might fit into the final game or not; depends on the kinds of obstacles I gonna use.
👍: 0 ⏩: 1
kingtut98 In reply to Sebioff [2007-09-13 18:59:25 +0000 UTC]
It was shuddering- like I could see each frame.
No idea what CPU- but it might have been a temporary internet thing- it was lagging when I typed, too. I'll try it again later.
👍: 0 ⏩: 0
move-me-more [2007-09-13 11:27:21 +0000 UTC]
that... is... SOOOOOO COOL!! loveit. just needs a bit of color..
brilliant. simply put.. brilliant.
👍: 0 ⏩: 0
wonderwhy-ER [2007-09-13 08:33:03 +0000 UTC]
Well looks good... Tough not very interesting yet... I am working for same competition... And ehh... Work and studying is taking all my time Plus my game from outside is not that "ball physics" only from inside... Good luck anyways
Toy you and me
👍: 0 ⏩: 1
Sebioff In reply to wonderwhy-ER [2007-09-13 10:57:07 +0000 UTC]
Well, it's a tech-demo
Luckily I've got semester break over the whole 8 weeks, so I can spent a lot of time on this
Well, as you see, the "ball physics" part is also not really going to be the main theme of my game...anyway, as the older competitions showed, creative use of the theme is absolutely valid
I don't really hope to win anything (which doesn't mean I don't want to )...but I already learned quite a bit due to this project. The most important thing I learned: Physics for games don't need to be absolutely precise or reasonable...they just need to look and feel good.
And they need to be fast, since Flash isn't.
👍: 0 ⏩: 1
wonderwhy-ER In reply to Sebioff [2007-09-13 11:29:47 +0000 UTC]
Yeah i don't hope eather. And still a lot of things to do... And i am working + studying no time at all ;(
👍: 0 ⏩: 0
CiranWR [2007-09-13 00:11:26 +0000 UTC]
nice job, and the crash scene looks good too
thought i'd point out, if you fly straight in the center you don't have to maneuver to avoid the walls
👍: 0 ⏩: 1
CiranWR In reply to CiranWR [2007-09-13 00:13:45 +0000 UTC]
forgot to add, because of what i said in the last post I think that "a bunch of smaller, handmade levels that increase in difficulty" would be better, that way it wouldn't have that problem
👍: 0 ⏩: 1
Sebioff In reply to CiranWR [2007-09-13 10:40:47 +0000 UTC]
Oh, that problem wouldn't exist - I really just wanted to show off the controls/physics of the ship, the level design in this demo was just implemented within a few seconds to test how huge the maps can grow without slowing down the framerate (it's pretty unlimited, btw ^^).
👍: 0 ⏩: 0
furrydragon [2007-09-12 23:49:02 +0000 UTC]
I've never degigned a game and have no cleu as to how to do this, so I give a comment purely form a gamer's perspective.
I like the idea of the random, continuous level. Games like this are meant to be addictive, and when you've memorize the level, there's little addictive about it anymore. Eye candy would be good, so I hope to see more. Maybe some obstacles with the long tunnel, or maybe not...?
Or maybe you could have a smaller path that you get various points for following accurately. Maybe if you follow a line for a certain amount of time, you get a 'ower up' or even a new type of obstacle to be challenged with. Having different things to earn makes things more interesting and more playable.
And lastly,
Love the crash sequence. The richochet-ing of the parts is fun to watch, even though I know it's supposed to be a negative experience, I still enjoy it so kudos.
Just some two cents.
👍: 0 ⏩: 0
TheArmyofNone [2007-09-12 23:27:19 +0000 UTC]
Maybe add in turning control, if it's not too much of a hassle for your time limit, and make it more mazelike. Having to turn and deal with the weights on the end would be a load of fun. Or start the beginning of the tunnel with no ore, and collect the ore as you go, making the 'tail' longer.
👍: 0 ⏩: 0
Bladeswift [2007-09-12 20:33:22 +0000 UTC]
I have more fun just watching it crash and get demolished than anything else. >_<
Controls seem sluggish. It seems to delay a second or two before it responds to me hitting the arrow key. Not sure if that's intentional.
I prefer the huge, continuous map idea. Though as the game progressed maybe you could have the level design shift slightly, so it doesn't feel monotonous.
👍: 0 ⏩: 0
SkiDesignS [2007-09-12 18:30:43 +0000 UTC]
the sugestions from vehpus and HyaKkiDouR4n are great, i haven't thought of them myself, but, if they are feasible, they would turn this into a flash masterpiece! great job, keep up the amazing, ground breaking work
👍: 0 ⏩: 0
VehpuS [2007-09-12 15:48:13 +0000 UTC]
It feels like the inclusion of momentum in there should become a bigger part of it. If you allow freer turning and put in some sharp turns for the ship to do, I think it'll make the game much better. Hope this helps in some way
👍: 0 ⏩: 1
Sebioff In reply to VehpuS [2007-09-12 15:59:37 +0000 UTC]
I thought about that but was afraid it would make the game too complicated...
Actually I was too lazy to realize it
Gonna try it, thanks!
👍: 0 ⏩: 0
HyaKkiDouR4n [2007-09-12 15:37:46 +0000 UTC]
Wow, I just saw the ship doesn't blow up when it hits the wall lightly : it deforms!
That's pretty impressive.
👍: 0 ⏩: 0
HyaKkiDouR4n [2007-09-12 15:30:26 +0000 UTC]
I like how the ship blows up when you hit the wall.
Now to suggestions :
-The tunnel is too straight for now. I managed to get out without touching left or right once!
-The "ball chain" could get longer with time. That way the player would have to worry more and more about its inertia.
-About the obstacles, how about walls with "weak spots" you could destroy in order to get through?
This obstacle would be based on align-shoot reflex, so it is compatible with an high speed.
Good luck for finishing this, so we can move on to our common project
👍: 0 ⏩: 1
Sebioff In reply to HyaKkiDouR4n [2007-09-12 15:44:47 +0000 UTC]
Yeah, you can actually just fly through the tunnel without ever moving left or right - just wanted to show off the technique
Those two ideas fit quite nice to the current speed...awesome!
I guess I'll need some sort of time measurement as well for the replay value...
And the number of balls you can carry to the goal gives additional points...
Regarding your second comment: heh, yeah...that effect is of course totally not recognized with the current topspeed...I guess I'll have to make the ship less fragile so you can survive slight wall touches even on high speeds
Actually - you can even fly on with a slightly damaged ship! The more damaged the ship is the harder it is to control
👍: 0 ⏩: 1
HyaKkiDouR4n In reply to Sebioff [2007-09-12 15:55:48 +0000 UTC]
You definitilely have to calibrate your gameplay to show off the physics of the ship, because it is impressive.
Time mesurement, "max ball to the end", and more and more tricky tunnels should do it for replay value.
👍: 0 ⏩: 0