Started by R.A.V.S.O, June 07, 2015, 12:48:20 am
Total Members Voted: 0
Quote from: Ryex on June 07, 2015, 01:10:25 amMay I suggest some game-play improvements?1) right now it appears that the walls just spawn randomly. meaning that your ONLY methods of controlling difficulty is the spawn speed and the wall thickness. while this seems fine on the surface you end up with the same problem early versions of tetris did. if instead you designed some spawn patterns and selected form the patterns randomly you would have a much greater control over the difficulty of the game. example if one of your a patterns spawns a wall and then another wall with a slight delay on the other side you have a difficult spawn pattern. but the difficulty of that pattern can be adjusted by changing the delay.
Quote from: Ryex on June 07, 2015, 01:10:25 am2) give your player a hint as to where and when a wall is going to spawn. if the outer wall pulsed slightly just before emitting a wall you give your player a chance to plan their movement to best break them. if the size/brightness of the pulse was linked to the thickness of the wall emitted even better. also with this feature you give yourself yet another knob to adjust difficulty by lengthening or shortening the delay between the pulse and the wall being emitted. this kind of behavior will be especially important if you link enemy spawns to the rhythm / mood of the music.
Quote from: Ryex on June 07, 2015, 01:10:25 amas for your bomb mechanic I'd suggest starting with zero and gaining them after a number of kills. that required number of kills should go up with either the number of bombs you already have or with the difficulty, your giving your player a git out of jail free card. they should start with one nor should they be flooded with them as the difficulty goes up and they start getting more and more kills because the spawn rate is higher. The game should have the same number of bombs available per second through all difficulty levels, perhaps even getting bombs more slowly as the difficulty goes up (yet another difficulty adjustment knob, find your balance). Heck with that concept in mind you might want to link getting bombs to the number of seconds they have been playing, perhaps in addition to the number of enemy kills.
Quote from: Ryex on June 07, 2015, 01:10:25 amit looks like you might have a nice game concept here. with some polish and some play testing you'll have a great game for your portfolio. Get it our to play testers ASAP. the feedback you get will be invaluable.
Quote from: R.A.V.S.O on June 07, 2015, 02:12:05 amHmm this IS sort of true, as of right now, the only form of control I have over the enemy spawns are their overall speed (handled by the timescale, I know it's risky but givesa good clean solution to difficulty scaling) the spawn rate, basically I can determine what are the odds for one of the spawners to spawn an enemy wall, and number of enemieson-screen, the condition for the spawners is, as long as there are 10 or less enemies on-screen use the RNG to determine if you can spawn or not, while it cannot be appreciated on the video due to the speed on which I destroy the enemies, the game is will only accept 10 (this value can be changed) enemies on-screenat any time, if the cap is reached, even if the spawner RNG rolled good spawn numbers, it would never spawn any more.as for patterns, I figured it would be slightly more thrilling if it was all random, to counter unfair patterns I was actually thinking of adding a 1 second delay on the spawn (which would be affected by the scale, meaning it would not make the game TOO easy on a higher difficulty) to give the player enough time to react accordingly,but all in all, I feel it would be best to try both methods and see which one yields better results.
Quote from: Ryex on June 13, 2015, 05:03:47 amCongrats you've moved to the Main Projects section. Do you want the Pool removed too?
Quote from: Ryex on June 13, 2015, 05:03:47 amI played the demo, it's actually pretty fun, you implemented the wall flash before the spawn too which is nice, personalty Think it need to last longer and have more of a delay before the walls actually spawn but I still lets you notice before the wall is there and moving which is good. The difficulty ramp up is a little off, right now the easy section lasts a lot longer than the harder sections and there is almost no warning before the Difficulty spike.
Quote from: Ryex on June 13, 2015, 05:03:47 amThe Met down difficulty is also exponentially harder than the previous the difficulty need to be spaced out and ramp smoother. perhaps if there was a small lull in the spawning between difficulty changes, perhaps with some text in the center of the screen for a second to let players know it would feel better to. right now it just dumps you into the higher difficulty while enemies form the previous difficulty are still on the screen.
Quote from: Ryex on June 13, 2015, 05:03:47 amTook me a bit to figure out the controls, you might want to go with something more standard like the space bar, enter key, or even alt/ctrl. At least give a hit as to what does what. still didn't figure out the bombs yet.
Quote from: Ryex on June 13, 2015, 05:03:47 amOnce I figures out the controls It actually plays pretty well. I think spawning multiple ways at once should be avoided though, even a small delay would feel more natural and allow me to develop a flow. one you let the player develop a flow you can purposefully write patterns that break the general flow to add difficulty.Thats' all my sage advise for now. Keep up the awesome work.