Dave Neuman Posted June 29, 2006 Share Posted June 29, 2006 I made some changes/additions to my First attempt and would like to get some more feedback and or gameplay suggestions. Thanks, Dave ****GAME DESCRIPTION**** You are on patrol in the Gamma Sector of the Denebian Cluster. Your mission is to destroy the supply convoys of the Gorn Armada. The Enemy is not aware of your position until you begin your attack. The Enemy will drop plasma bombs which you must dodge. Activating your shields by pressing up on the joystick will deflect the plasma bombs, but your shields will overheat and cause a massive core breach after several hits. If you disengage you shields they will cool off very quickly and be ready to sustain another attack. The Enemy Supply Convoys always come in groups of three. When you destroy one of the group, the remaining ships in the group raise their shields (signified by a "S") and that group cannot be damaged again until another group draws your fire. You have a limited supply of fuel and if you exhaust it, you will lose core containment and your ship will explode. It is possible to replenish your fuel from fuel pods released by the Enemy Convoy as it breaks up. The enemy will try to disguise these fuel pods as bombs until the last moment when they turn color from bomb red to fuel pod green. Additionally, your ship includes advanced sensors which indicate when it detects a fuel pod. The display will indicate "Catch Fuel" when it is safe to collect fuel. The fuel remaining displays at the bottom of the screen and changes color from green to yellow to red as your fuel is depleted. A warning message "Fuel Level" and tone are activated if your fuel becomes critically low. When all the enemies in the convoy are defeated, two morphing Corelian Destroyers appear which you must eliminate before resuming your next patrol. The Destroyers must be hit several times before they will change size overheat and finally explode. The Destroyers do not have any fuel pods to drop, so eliminate them quickly. The left difficulty switch controls the size of your ship. A smaller ship makes avoiding Enemy plasma bombs somewhat easier and a larger ship makes avoiding the bombs harder. The right difficulty switch controls the bomb speed. The bombs fall at full speed on the more difficult setting. There are four variations available from the main menu: Option1 Standard Play Option2 Steerable Missiles Option3 No Shields Option4 Disappearing Enemies SpaceBattlesBeta3wwww.bin 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 30, 2006 Share Posted June 30, 2006 Nice game for a second attempt. I'd call this pretty much finished, but a few suggestions: instead of having enemy fire turn into fuel, why not have it be fuel once it starts falling? Also, have the Qix-like things in level 2 have fewer hit points because your missile fire doesn't go up very high in that level for some reason. It's a pretty cool Space-Invaders-type game, and I wouldn't call it a rip-off cuz of the fuel and levels added, which is what I wanted Space Invaders to have all this time. I've only tried option 1, and gotta try the rest. Great job Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted June 30, 2006 Author Share Posted June 30, 2006 Thanks for the feedback! The missiles in the second screen should go all the way to the top. I'm cycling the colors in the attached version so they show up a little better. SpaceBattlesBeta3x.bin Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted July 14, 2006 Author Share Posted July 14, 2006 Hi, Another update. Pressing Select (F1) during gameplay pauses game and changes options Pressing fire button resumes gameplay. Pressing Reset (F2) clears Score fire button starts game. When GameOver appears you can clear score and restart game, after a four second delay, by pressing fire button. You can continue your game after Game Over by pressing Select (F1) to get to title screen and then pressing fire button. Any feedback is welcome SpaceBattlesBeta3wwwww.bin Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted July 17, 2006 Author Share Posted July 17, 2006 Hi, Another update. Fuel consumption rate increases as you increase levels to ramp difficulty somewhat. Aligned graphics tables and changed the hit enemy shifting code to reduce graphics glitch when trailing flashing enemy moves off screen. SpaceBattlesBeta3y.bin Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted July 19, 2006 Author Share Posted July 19, 2006 Hi again, Since the game is called Space Battle, I changed the sprites to look more like space ships. Also color keyed the base to indicate if a bomb or a fuel pod is dropping. I guess I'm beating a dead horse, but having fun with it anyway. Anyone like the ships? Thanks, Dave SpaceBattlesBeta3y.bin Quote Link to comment Share on other sites More sharing options...
Gateway Posted July 19, 2006 Share Posted July 19, 2006 Just wanted to chime in and say this game is coming along nicely! I'm glad you have the player's ship change color, as previous to this I found it a bit frustrating chasing down the green fuel pods before they fall and disappeared, with all the other action going on trying to spot them and grab them in time was tough. I managed to get to level 4 before I died. I like the cool effect of the enemies on the even levels and their giant bombs. This appears to be done by masking part of the sprites behind the playfield? However you are doing it, it adds a unique twist to the game obstacles. Overall, this game is a nice twist on the Space Invaders/Galaxian -type shooters. Keep up the good work! Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted July 19, 2006 Author Share Posted July 19, 2006 Hi, Thanks! Would it help if I let the fuel pods soft land and then explode after a second or two. I got up to level 16 last night, but I've played it alot for testing. You can press F1 after the "Game Over" message appears and then press the fire button to continue from same level with the same score. The fuel starts running out pretty fast at level 15 and above. I reduce the available fuel by about 1 second per level. It starts around 65 seconds. I have a full sized galaxian arcade game which I play alot. So it was kinda fun coding a shooter as my first game. Dave Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted July 19, 2006 Share Posted July 19, 2006 The color coded ship works great! Having the pods sit on the ground may make it too easy. Hard to say without actually trying it. Just wanted to say that this game really brings back some good Atari memories. There is something about it that nails that classic Atari feeling. Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted July 20, 2006 Author Share Posted July 20, 2006 Hi, Your probably right about the pods. I'll give it a try tomorrow. I was 17 when we got our first 2600 as a family Christmas gift. Kinda Cool that it brings back some of those old memories for you too. Thanks for the compliment. Dave Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted July 20, 2006 Author Share Posted July 20, 2006 Hi, This version has the Fuel Pod soft land and wait until you pick it up or until the next enemy is killed. If you camp under it you can replenish all of you fuel but be careful or you might get caught and explode SpaceBattlesBeta3yy.bin Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted July 28, 2006 Author Share Posted July 28, 2006 Hi, Minor graphics update to ships. Fixed missile hitting bomb collision. Took out Fuel Pod Soft Landing ... seemed too easy. SpaceBattlesBeta3yyyy.bin Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted July 31, 2006 Author Share Posted July 31, 2006 Hi, Added a Lunar Lander type first screen. What do you think? SpaceBattlesBeta3yyyyy.bin Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted August 2, 2006 Author Share Posted August 2, 2006 Hi again, Touched up the title screen ... not enough bytes for my name anymore ...wah! I changed the landing pad so it moves in the "horizon bar" and stops moving when you get closer to it. If you miss the landing pad your landing is aborted and you get bounced back up to try again. Currently, there is no penalty for missing your landing. If you pause the game when you fire to resume, you must land again. Thanks for looking. Dave SpaceBattlesBeta3z.bin Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted August 19, 2006 Author Share Posted August 19, 2006 Hi, Minor update to the landing sequence ... using a missile to simulate exhaust gases. Press up on joystick to fire thruster during landing sequence. Added background color and sound to indicate a botched landing. Changed the scoring. Fixed a couple of graphics glitches. Made a manual. Thanks for looking. Dave Space_Battle.zip Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted August 20, 2006 Author Share Posted August 20, 2006 ... fixed a self inflicted sound bug in the catch fuel pod "tune".Space_Battle.zip Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted August 20, 2006 Share Posted August 20, 2006 ... fixed a self inflicted sound bug in the catch fuel pod "tune". I cant play any 2600 emu on this linux run computer... any screensots? Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted August 20, 2006 Share Posted August 20, 2006 Nice game. The visual effects on the even levels are neat. Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted August 20, 2006 Author Share Posted August 20, 2006 I cant play any 2600 emu on this linux run computer... any screensots? Sure ... here are a couple Title Screen ... Landing Sequence ... Battle Screen 1 ... Battle Screen 2 Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted August 20, 2006 Author Share Posted August 20, 2006 Nice game. The visual effects on the even levels are neat. Thanks! Your game Medieval Mayhem is very cool! Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted August 21, 2006 Share Posted August 21, 2006 Thanks I plan to have it done in a couple more months. Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted November 3, 2006 Author Share Posted November 3, 2006 Hi, I got some more feedback and made a few improvements! The enemies now move to the edge of the screen and "wrap around" to the other side. There is now a short pause after the last enemy is killed in each level for a smoother transition. The Landing Screen must be completed before each "Main Battle" level. The Landing Screen has a "Rogue Enemy" that must be avoided or you will be destroyed. The Landing Screen depletes fuel if you thrust and also depletes fuel if do not land on the landing pad. The Base cannot move after it has been hit. SpaceBattle.bin Any more feedback is appreciated. Thanks, Dave Quote Link to comment Share on other sites More sharing options...
Guest moonshot22 Posted November 3, 2006 Share Posted November 3, 2006 Hi, I got some more feedback and made a few improvements! The enemies now move to the edge of the screen and "wrap around" to the other side. There is now a short pause after the last enemy is killed in each level for a smoother transition. The Landing Screen must be completed before each "Main Battle" level. The Landing Screen has a "Rogue Enemy" that must be avoided or you will be destroyed. The Landing Screen depletes fuel if you thrust and also depletes fuel if do not land on the landing pad. The Base cannot move after it has been hit. SpaceBattle.bin Any more feedback is appreciated. Thanks, Dave Quote Link to comment Share on other sites More sharing options...
Guest moonshot22 Posted November 3, 2006 Share Posted November 3, 2006 (edited) Pretty good looking game so far! One suggestion might be to create a penalty for not collecting fuel pods. If 5 go uncollected perhaps a new more dangerous enemy appears. This new enemy could be a ship on the lower row that randomly projects a continuos beam for a few seconds during each pass. In doing so, to avoid it you would be hemmed in on one side of it until it disipated. As a counter measure to this, to avoid being hemmed in, you could use the shield to get past it. Another thing I would suggest is to make your shots move faster. To offset that you might ramp up the speed of the enemies. I prefer faster shots to lagging ones. The more frantic the better I say for a shot-em up game. The idea for the docking sequence is cool but isn't very challenging since it only moves from side to side. Rather than having the random enemy, maybe you could make a dock that moves all over the screen. It could move and then pauses for a bit. You would have to follow it and dock on it before it moved again. If you don't time it right, you might collide with it and be destroyed. The idea is that docking there refuels your ship for the next round. I don't know if any of these suggestions are helpful or feasible but I thought I would give it a shot. cheers---Ron Edited November 3, 2006 by moonshot22 Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted November 3, 2006 Author Share Posted November 3, 2006 Pretty good looking game so far! Thanks! One suggestion might be to create a penalty for not collecting fuel pods. If 5 go uncollected perhaps a new more dangerous enemy appears. This new enemy could be a ship on the lower row that randomly projects a continuos beam for a few seconds during each pass. In doing so, to avoid it you would be hemmed in on one side of it until it disipated. As a counter measure to this, to avoid being hemmed in, you could use the shield to get past it. Cool idea ... Another thing I would suggest is to make your shots move faster. To offset that you might ramp up the speed of the enemies. I prefer faster shots to lagging ones. The more frantic the better I say for a shot-em up game. Enemies speed ramps up now during each level with several different patterns for the levels. I have tried different speeds of shots ... hard to find the right balance. The idea for the docking sequence is cool but isn't very challenging since it only moves from side to side. Rather than having the random enemy, maybe you could make a dock that moves all over the screen. It could move and then pauses for a bit. You would have to follow it and dock on it before it moved again. If you don't time it right, you might collide with it and be destroyed. The idea is that docking there refuels your ship for the next round. That sounds a lot more fun than what I have! I don't know if any of these suggestions are helpful or feasible but I thought I would give it a shot. cheers---Ron This is very helpful feedback! ... Thanks Dave Quote Link to comment Share on other sites More sharing options...
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