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Re: Sargeant Rampage, 2d top down shootem up
[Re: miez]
#383230
09/17/11 15:37
09/17/11 15:37
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
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Not bad, but I find it a bit too rstricting to have only shooting directions. Why not implementing a free 360 aiming? Would give the player more mobility, and I would prefer a bit slower paced gameplay... they are not running anymore, they are flying literally. A bit more strategy... yeah, i kept finding myself looking for him to shoot freely when i first started watching. seems more natural. looks fast paced tho. i like it.
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Re: Sargeant Rampage, 2d top down shootem up
[Re: miez]
#383232
09/17/11 15:53
09/17/11 15:53
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
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Posts: 1,660
North America
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Not bad, but I find it a bit too rstricting to have only shooting directions. Why not implementing a free 360 aiming? Would give the player more mobility, and I would prefer a bit slower paced gameplay... I have to advise against all of these ideas. If he does this, it will turn the game into just another bland shooter. Part of the fun is the fast gameplay and the slightly restrictive controls!
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Re: Sargeant Rampage, 2d top down shootem up
[Re: Redeemer]
#383267
09/18/11 12:22
09/18/11 12:22
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Joined: Nov 2005
Posts: 112
miez
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Posts: 112
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I have to advise against all of these ideas. If he does this, it will turn the game into just another bland shooter.
Part of the fun is the fast gameplay and the slightly restrictive controls! laugh I am sure you are right in your own way. My suggestions are only my tasted related preference (or something like that...) But I did this things for my old Topdownshooter (not gamestudio) and it worked very good. I would find it rather demotivating to die within seconds, but maybe it is because I am getting too old and the slower things are starting to appeal me... Something that I realize very often lately, when I play old SNES Games.
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Re: Sargeant Rampage, 2d top down shootem up
[Re: miez]
#383283
09/18/11 17:01
09/18/11 17:01
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Joined: Apr 2002
Posts: 1,246 ny
jumpman
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hey everyone, thanks for taking a look! @miez I'm going to slow down the enemy soldiers more, i dont want them to be flying around at that speed all the time. I will however introduce an enemy that would be moving at that speed to mix things up. As far as strategy is concerned, I was looking for a bit more arcadey feel to the game, not too much thinking would be required. If the game would be slowed down, I would need to introduce some A* pathfinding for the enemies, and that would take alot of time to implement. @superku thank you! I'll be speeding up the player camera! @3run thank you! I agree about the sprites. I thought that I could just rotate the sprite like DigDug on the NES, but it just seems weird. Ill add more sprite directions. @lostclimate, @redeemer hmm, a predicament . Should I add mouse support for 360 shooting? Im thinking maybe making it 8 angles of shooting. It keeps it simple for me
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Re: Sargeant Rampage, 2d top down shootem up
[Re: darkinferno]
#383355
09/19/11 14:47
09/19/11 14:47
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Yeah, keep it as is. It'd bring all sorts of problems if you had only 4 directions and the player could only shoot in the direction they are moving (which I'd assumed from a cursory glance at the comments above), but as is with the ability to strafe and run backwards while shooting in one direction, 4 directions are plenty (although 8 would also make sense).
I have no doubt you'll design the levels to accommodate any control restrictions, as well.
Jibb
Formerly known as JulzMighty. I made KarBOOM!
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