6 thoughts on “Prototype number 1 Leave a comment

  1. I think it’s a great start, especially seeing as there’s some rudimentary physics in action here. If you could follow that physics touch, and make it involved with the gameplay, I’m sure you could come up with something innovative and fun.

    As an example, with controls made tighter and all of course, you could have it where objects fly around, trying to push you into the holes (we’ll assume we’re in outerspace) and these holes are black holes, and the flying objects are flying saucers with no weapons. Your job is to shoot them before they push you into the blackholes, or at least avoids the blackholes.

    Just an example, I’m sure you could come up with something much better.

  2. I should have linked to the other dev diaries so that people who don’t know what’s going on can catch up πŸ™‚

    I intend for the game to be a straight forward shoot em up, but there will be obstacles to avoid (eg the big grey enemies will actually be mines that explode on contact). I’ve also thought about making debris from exploding enemies physics based so that can push you (and the bad guys) around.

    The controls will be tweaked, the mouse ones are the worst IMO. There will also be a store that let’s you upgrade your jetpack, and that will improve the controls also.

    Thanks for the comments though πŸ™‚

  3. Looking good! I enjoyed playing through the levels (once I switched from mouse to keyboard πŸ™‚ and look forward very much to seeing more variety in the levels. It’s a great premise so far and, IMO, worth pursuing further development on!

  4. How very interesting… May I ask what technologies (language etc.) you are using? Is that Torque?

    You definately need to build more physics into the game. The actors in a game need to have character, even if the actors are just blobs. I bet you could have fun mixing in some sticky ones, Some with positive and some with negative magnetic fields. Could be neat. Maybe there are certain ground effects like updrafts… I only played a few levels into it, so my comments are just based upon the first 4 or so level. It is a very nice clean look as is πŸ™‚

  5. Jason – thanks πŸ™‚

    Brian – I used Blitz3D to create what you see at the moment. I hadn’t really considered implementing physics beyond all objects colliding and interacting with each other, but now you’re suggesting this I’m thinking it could be interesting. I’m a little wary of feature creep though as I don’t have much time to work on it anyway.

    BTW the levels you see at the moment are just for testing things. Once I have better enemies and a complete game system I will be creating a level editor so that I can create levels that are actually fun πŸ™‚

  6. Ah, I was just looking at their website. I saw the reference to it on your ExGen page. I’m learning Torque right now, but I like the results from Blitz. I’ll have so see if I can find some code samples on their site….

    And yes, test programs whether you call them prototypes are not are a good thing! How else can you get the ball rolling – so to speak…

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