Nearly There

posted in Fidelum Games
Published May 24, 2016
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I'm still working away on this. I think I've managed to improve my work ethic quite a bit, and as a result... I'm seeing results. :P

Check out this short gameplay video to see some new features, including the starts of a UI, some background graphics (from openGameArt.org), and some new enemy graphics.


I still have a few placeholders in there as you can see, but I have the graphics for them. Once I add the UI functionality and define the waves, the game will pretty much be done.

However, I've decided to add achievements as well. I figure the value they will add to the game will far outweigh the level of effort. Really, it will be as simple as adding another UI menu and tracking player stats.

A friend also pointed out that my crow has a black outline on the graphic, while my others don't. I'll have to either remove it from the crow, or add it to the other characters. What do you guys think?

Also, what do you think about the tall running guy? This animation was a bit of an experiment. Everything else uses plain spritesheets, while the new guy uses a combination of sprite sheets and bone-based animation. I might tweak his animation a bit, but I might just be nit-picking. I'd really appreciate some feedback from you guys on this one thing in particular.

That's pretty much it for now. Stay tuned to these journals, I'll be looking for playtesters pretty soon!

3 likes 7 comments

Comments

ferrous

I like the black outline, makes it easier to spot the crows. The tall guy animation seemed okay to me, though he was kind of fast!

May 25, 2016 03:44 PM
JEJoll

I like the black outline, makes it easier to spot the crows. The tall guy animation seemed okay to me, though he was kind of fast!

Thanks for the feedback. When you say the tall guy is too fast, you mean how fast he moves across the screen, or how fast the animation plays?

If you mean how fast he moves across the screen, I agree. At this point, the play area is fairly small. I might zoom the camera out so that the player can see enemies coming from farther away. That way, I think I'll be able to maintain his speed, while allowing the player more of a chance to kill him. However, I may still have to drop his speed a bit.

May 25, 2016 04:01 PM
AFS
AFS

I think it would be useful if every enemy gets the outline as well, that way the player can distinguish between the characters and the background.

And kind of unrelated, but I think your weapons need more "punch", like a little screen shake or something, and of course a sound. I think that's more important than adding achievents and things like that, because the shooting is the core of the game, and a shooter is no fun if the shooting is not satisfying, you know?

May 25, 2016 06:17 PM
JEJoll

I think it would be useful if every enemy gets the outline as well, that way the player can distinguish between the characters and the background.

And kind of unrelated, but I think your weapons need more "punch", like a little screen shake or something, and of course a sound. I think that's more important than adding achievents and things like that, because the shooting is the core of the game, and a shooter is no fun if the shooting is not satisfying, you know?

Thank you for the feedback. I think I will definitely add an outline to the enemies. Sounds will definitely be added, and I have some music lined up as well.

I think a screen shake might be a little disruptive, especially considering the high rate of fire of some of the weapons, but I plan on adding some particle effects for blood when an enemy gets hit, and a shell casing being ejected from the weapon as well. In your opinion, would that suffice to add 'punch' to the weapons?

May 25, 2016 06:54 PM
ferrous

Yeah, he makes across the screen very quickly. Though that could be kind of part of the 'oh shit!' nature of the bad guy, the animation seems fine.

Having the targets respond more to being shot might help. Having the zombies pause briefly, or get knocked back might give the impression of them taking damage. Or if you want to go really crazy, you could have a state where they lose a limb, instantiate an arm flying off, switch the sprite of the zombie to one without an arm, etc. Having kick on the weapons that moves the player backwards might help too, at least for the shotgun. Even just a pixel or two per trigger pull, might give an interesting feel. (Though you'd have to play with it for direction, like pointing up, what does that do? do you really want a duck animation? probably not)

I think you might want to play with your big guy health if you make him slower.

May 25, 2016 09:32 PM
AFS
AFS


(...) I plan on adding some particle effects for blood when an enemy gets hit, and a shell casing being ejected from the weapon as well. In your opinion, would that suffice to add 'punch' to the weapons?

That would be great! Bonus points if the zombies start losing limbs, explode or something.

May 25, 2016 11:18 PM
JEJoll

Or if you want to go really crazy, you could have a state where they lose a limb, instantiate an arm flying off, switch the sprite of the zombie to one without an arm, etc.

Bonus points if the zombies start losing limbs, explode or something.

You guys are killing me :D

Looks like I'm going to have to tweak my sprites now. Ah well. Anything that makes the game cooler.

I think you might want to play with your big guy health if you make him slower.

Yeah, all of the health is just kind of arbitrary right now. I'm going to have to play tune pretty much all of my values (health, levelling speed, weapon damage, jump height, cash drops, weapon/item cost, etc.)

May 25, 2016 11:54 PM
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