Post by fued on Nov 2, 2021 0:52:39 GMT
Re-watched the first original series, mainly to get a better idea on the art direction and design style.
I will be using that research to create the game elements and later, do a pass on the background since I reverted to placeholders in order to easily debug the ordeal.
I also found a neat visitor´s alphabet which will aid in creating more truthfully and coherent symbols. I might even follow up its translation to english here and there.
Here is what it looks like:

I´m currently at ~ 4kb below the middle mark of resources available.
Here is a recap on what I currently have done:
.HUD system to account for radiation, powerups, door cards, bombs and rescued comrades.
.2 test screens
.Player with 2 type of motions.
.Shockgun
.Elevators (up to 6 per screen)
.Doors (as many as I please)
.2 type of explosions
.Generators (up to 3 per screen)
.Radiation field ( 3 as outputted from the above)
.Proper sound system to manage beeps and crashes priorities
The shockgun was a LOT of trouble to implement but it is working quite fine now.
Walking and shooting is not possible anymore, other than presenting even harder trouble to implement, it just didn´t add anything to the planned gameplay, apart from looking neat.
Using the shockgun slowly consumes radiation, so explosions on this game have to be somehow special, pleasurable.
I thought of 2 types, Japanese styled.
The first is a pre-explosion, a very quick sequence of small "ball" explosions. My reference was an arcade rail shooter, styled like Operation Wolf, called Mechanized Attack(1989):
en.wikipedia.org/wiki/Mechanized_Attack
It had to be from SNK uh? Those guys do the best FXs
Here is the arcade gameplay, my reference is the small sequence of explosions you see when destroying the first BOSSes ship parts:
youtu.be/kxmyYI2S25I?t=110
The second explosion is the standard big one. Here my reference is Capcom´s Black Tiger(1987):
en.wikipedia.org/wiki/Black_Tiger_(video_game)
Whenever you kill foe, it will fall back and turn into a big ball explosion, starting with a half ellipse and ending with smoke. Felt like a good idea since I can't flash contrast like, say, Metalslug kind of explosions.
Here is an arcade gameplay, look for those first two enemies death sequences, the second shows the effect in a more clear way:
youtu.be/N2PqVAo7NAc
What a text wall

So how is the game going? Here is a video showing the aforementioned features:
youtu.be/k8WPAHTJi-4
Ok, I´ve last said I had the game designed, idea wise, so here is what I´m targeting, in general.
I will get into the specifics as the game materializes.
I want an approximately at least 16 screens linear progression game. Like said before, the screens are organized as a one start one exit kind of maze, its branches are all dead ends containing some game elements.
The game is to be part action part strategic puzzle. The elements on screen are always the same(fixed), so where does the later fits?
See, the original game is quite straightforward, while a nice game, it has no replay ability (lastability) once you beat it, except for wrecking score.
In my case, I´m dropping standard score all together and I want a static but dynamic gameplay, where here I hope to develop lastability
That is where the strategic puzzle comes in place. Every screen might not give you possible access to all the branches, you have to strategically use your resources as you see fit.
For example, on first stage, you might wanna save a key for later and open up a door by blasting it. That trade will leave you with less radiation. Same could be done by going through a radiation field instead of opening a door to blast a generator... and so forth. So knowing what every element on screen gives you, is the first step into mastering the puzzles, the next stages will have certain requirements that will be affected by how you managed the stages before.
So let´s say you always play on a certain way/path...then you get into a stage that the action part is quite hard to pass, maybe if you did stuff differently on previous stages, it would end up easier? Sometimes yes, but maybe that change of paths made other parts harder even other previous ones. That is the main idea.
I will get into details about it as the game grows... and hopefully gets finished
Cheers!
I will be using that research to create the game elements and later, do a pass on the background since I reverted to placeholders in order to easily debug the ordeal.
I also found a neat visitor´s alphabet which will aid in creating more truthfully and coherent symbols. I might even follow up its translation to english here and there.
Here is what it looks like:

I´m currently at ~ 4kb below the middle mark of resources available.
Here is a recap on what I currently have done:
.HUD system to account for radiation, powerups, door cards, bombs and rescued comrades.
.2 test screens
.Player with 2 type of motions.
.Shockgun
.Elevators (up to 6 per screen)
.Doors (as many as I please)
.2 type of explosions
.Generators (up to 3 per screen)
.Radiation field ( 3 as outputted from the above)
.Proper sound system to manage beeps and crashes priorities
The shockgun was a LOT of trouble to implement but it is working quite fine now.
Walking and shooting is not possible anymore, other than presenting even harder trouble to implement, it just didn´t add anything to the planned gameplay, apart from looking neat.
Using the shockgun slowly consumes radiation, so explosions on this game have to be somehow special, pleasurable.
I thought of 2 types, Japanese styled.
The first is a pre-explosion, a very quick sequence of small "ball" explosions. My reference was an arcade rail shooter, styled like Operation Wolf, called Mechanized Attack(1989):
en.wikipedia.org/wiki/Mechanized_Attack
It had to be from SNK uh? Those guys do the best FXs

Here is the arcade gameplay, my reference is the small sequence of explosions you see when destroying the first BOSSes ship parts:
youtu.be/kxmyYI2S25I?t=110
The second explosion is the standard big one. Here my reference is Capcom´s Black Tiger(1987):
en.wikipedia.org/wiki/Black_Tiger_(video_game)
Whenever you kill foe, it will fall back and turn into a big ball explosion, starting with a half ellipse and ending with smoke. Felt like a good idea since I can't flash contrast like, say, Metalslug kind of explosions.
Here is an arcade gameplay, look for those first two enemies death sequences, the second shows the effect in a more clear way:
youtu.be/N2PqVAo7NAc
What a text wall



So how is the game going? Here is a video showing the aforementioned features:
youtu.be/k8WPAHTJi-4
Ok, I´ve last said I had the game designed, idea wise, so here is what I´m targeting, in general.
I will get into the specifics as the game materializes.
I want an approximately at least 16 screens linear progression game. Like said before, the screens are organized as a one start one exit kind of maze, its branches are all dead ends containing some game elements.
The game is to be part action part strategic puzzle. The elements on screen are always the same(fixed), so where does the later fits?
See, the original game is quite straightforward, while a nice game, it has no replay ability (lastability) once you beat it, except for wrecking score.
In my case, I´m dropping standard score all together and I want a static but dynamic gameplay, where here I hope to develop lastability

That is where the strategic puzzle comes in place. Every screen might not give you possible access to all the branches, you have to strategically use your resources as you see fit.
For example, on first stage, you might wanna save a key for later and open up a door by blasting it. That trade will leave you with less radiation. Same could be done by going through a radiation field instead of opening a door to blast a generator... and so forth. So knowing what every element on screen gives you, is the first step into mastering the puzzles, the next stages will have certain requirements that will be affected by how you managed the stages before.
So let´s say you always play on a certain way/path...then you get into a stage that the action part is quite hard to pass, maybe if you did stuff differently on previous stages, it would end up easier? Sometimes yes, but maybe that change of paths made other parts harder even other previous ones. That is the main idea.

I will get into details about it as the game grows... and hopefully gets finished

Cheers!