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Phishfood Pre-Alpha [New Dev Screens/Lvl 2]
#274697
06/28/09 04:43
06/28/09 04:43
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Phishfood Pre-Alpha [New Dev Screens/Lvl 2]
Hard day at work? Want to just sit down and relax, not to think very much, and still be entertained. We have a game for you.
We welcome you to try Phishfood!
Right now we are releasing a demo showing the basic features. The game is very simple and slightly addictive, but in a relaxing way. Just move your direction bubble around and your fish will follow. Run your fish into a smaller fish to eat it and grow, the bigger the fish the more you'll grow from it. Beware, if you bite off more than you can chew by running into or being attacked by a larger fish you lose!
Currently the demo shows a WIP of the first level, a simple coral, fairly shallow, and with slow fish, but still it is challanging.
Known Issues: No bounds yet for either the fish or the bubble. Perfecting movement speed needs to be done. Instant start makes the fish jerk around right away. Defaulted to a widescreen resolution. No Menu. Distortion effect makes fish look larger than they really are.
Added screen shot of second level development. Progress is going slow but it is progressing.
Last edited by lostclimate; 10/21/09 21:27.
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Re: Phishfood Pre-Alpha [Demo]
[Re: the_mehmaster]
#274727
06/28/09 08:48
06/28/09 08:48
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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Hi, nice little prototype! Though I thought first it is called "Phish Fiii" and not "Phish Food"... The game is indeed relaxing and I like it that other fishes can eat other fishes ^^ but here are my cons: - You need level boundaries. I was swimming somewhere to the top and then I got lost.
- You need indicators where other fishes are. Sometimes you are running through the level and you get lost.
- Lots of graphical glitches - but I know this is subject to change.
- I hope this is just raw prototyping.. the overall style looks very edgy, blurry and amateurish.
- I was a big fish and then a bigger fish eat me... because I touched him with my back at his belly. Change your collision routines.
- Add shadows and lightbeams to give the player a feeling how far away from ground he is.
- Add collision with level objects.
- Add sound effects.
- Add smooth scaling, speed dependent animation and event based animation (I want to see that the small fish is eaten by me)
- Don't let the player die when you hit a bigger fish. Let him shrink a bit.
- Add other sea creatures to interact with.
- Add a "packaging", meaning: menus and stuff
- Add more sea-like special effects. Or let it play in an aquarium!
- DO NOT spawn where the player is. I died once because a fish popped up right in front of me.
- Zoom out when you grow bigger
- Add items like radioactive barrles to change from fish to a jellyfish or so to eat other classes of sea creatures
I guess some of the cons are quite natural, don't take it personally. Just my notes. Keep on going... maybe have a look at "Fish on wheels" by Pappenheimer.
Last edited by HeelX; 06/28/09 08:51.
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Re: Phishfood Pre-Alpha [Demo]
[Re: HeelX]
#274731
06/28/09 09:06
06/28/09 09:06
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
OP
Expert
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OP
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
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Thanks for the comments so far, as for as that con list, most of that stuff is planned, like barriers, smoother animation, menus, special items/events and things like the fish popping up in front of you wont happen because you wont have access to the spawn point because of the barriers.
One of the issues I'm toying with is whether or not to add more fish, it'll lower the frame rate on old machines which really is more my target audience but make the game a little more fun.
I'll also have a look at fish on wheels, and trust me, I don't take it personal. Just a nice list for me to improve on.
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Re: Phishfood Pre-Alpha [Demo]
[Re: lostclimate]
#274734
06/28/09 09:10
06/28/09 09:10
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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One of the issues I'm toying with is whether or not to add more fish, it'll lower the frame rate on old machines which really is more my target audience but make the game a little more fun. How old are the machines supposed to be :-) I would say that there are maybe 12-24 fishes at the same time and you can't tell me that this would disable the game for older machines. Seriously. Maybe you should first try to remove or speed up the shaders - e.g. the lens effect is cool but essentially not needed.
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Re: Phishfood Pre-Alpha [Demo]
[Re: HeelX]
#274738
06/28/09 09:16
06/28/09 09:16
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
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Expert
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OP
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
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well, at the same time there are 12-24, and it runs great on real old machines, but im thinking like 50-60. as far as lens and shaders, they are automatically disabled if there isnt shader support, as well as will have options for being turned off for older machines that do support shaders, so thats not as much of an issue.
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Re: Phishfood Pre-Alpha [Demo]
[Re: Damocles_]
#274750
06/28/09 10:11
06/28/09 10:11
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
OP
Expert
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OP
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
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@cowabanga both of those are explained in the first post, there are no game boundaries yet, and the smaller fishes arent actually smaller, its like a car's side mirror, it has the effect of a convex lense, so the objects on screen are small than they really are. Im contemplating taking this effect out though, but there is something nice about having to be cautious with fish too close to your size
@damocles Thanks, it seems that my game is accomplishing the idea i wanted it too. I got inspiration from an article I read a long time ago saying that the most bought non-AAA games, were small casual games by 30 something moms, who play for 15min while keeping house during the day, and all of them were games played with 1 hand. Which fits perfectly here, a nice break to eat a sandwich in 1 hand or a bag of chips while playing the game in other.
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