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Posted Wed Aug 10, 2005 2:28 PM
Posted Fri Aug 12, 2005 12:54 AM
Posted Fri Aug 12, 2005 2:51 AM
You know what, I see a lot of TEMPEST in this gameplay. And some Centipede. It also reminds me of the breakout section in the Tron arcade game.
The problem I see in the gameplay right now is you wind up cutting a channel directly above yourself and just make sure you hit the fuel guy and that's it.
I don't think the fuel meter adds anything to the game. I think it would be better to just do it like a straight shooter where you avoid getting hit.
But there needs to be a way after the ooze paints itself all the way down the sides to cut away at it.
Either that or you should introduce scrollable pockets (i.e. bubbles) in the ooze so that the screen can open up enough for the player to get in and cut away at it.
I do think the game needs powerups or something else to jazz it up. The fuel guy is sort of like the spider in Centipede.
I think there should be some way to clear a wave and some different sort of wave inbetween, like just going against another sprite or two.
I think you should take out the title screen and add some more features once you decide what will work.
Posted Tue Aug 16, 2005 6:02 PM
Posted Wed Aug 17, 2005 9:13 AM
A problem I see here is you need a smartbomb or other hail-mary feature, otherwise it's going to be too difficult in the higher waves.
Defender has smart bombs. Tempest has superzappers. Atlantis has the little guy you can hit that clears the screens (which is key in the upper waves).
Without these I can see too often scenarios where the ooze is too far gone and the player is just not going to be able to dig himself out of his problem.
How about having the ooze get spawned by something at the top of the screen like a mothership or boss monster that you can pick away at in order to end the wave? If you kill the boss, the ooze dies instantly.
Or maybe within the ooze there is a "brain" or a "heart" that is floating around and if you kill it, it kills the ooze.
Having things inside the ooze would give you a good conflict of interest. If you blow up the ooze, whatever of interest inside the ooze goes away with it. If you go inside the ooze then you aren't controlling the ooze which could make matters worse. Competing objectives are key to making a 'zoner' game.
Or make it so you can float in the ooze for a certain length of time (the ooze being acidic). When you are inside the ooze, you can't shoot, just pick up stuff. The fuel meter becomes a shield meter. Or maybe if you shoot inside the ooze it spits out a Breakout like missile that bounces around and does something interesting.
If the shooting scheme evolves more into a Vanguard scheme then it could get more Robotron-like. The ooze acting like columns of enemies surrounding you.
If the ultimate goal is to fly to exit the screen like in Midway Tron or Berzerk, then it would help the gameplay.
Hopefully all this provides some inspiration.
Edited by potatohead, Sat Aug 20, 2005 11:52 AM.
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