What to do with my game design?
Hi All,
I am currently working on a new game idea, and I have a early demo I would like to show you all.
Any comments or ideas are welcome.
My Demo - Design Notes - Contains some background information about our initial concept.
My Demo - Prototype Demo
Also check out our other projects and works:
Our Games
Our studio films
Cheers,
Adam.
[Edited by - Dragonian2 on September 14, 2009 12:20:25 AM]
This is a fantastic concept for a game. I've always been a fan of snake type games as well as asteroids type games, but never had it even cross my mind to fuse them together into one fantastic game. If this game was a little more polished with maybe some features like walls, or bonus stages and the likes I will gladly pay money to play it.
In my honest opinion, I say go for it. It seems like a really good game and will probably fetch you some coin in the long run. On a side note I first thought the paper looked like $1 bills for some reason, so I zoomed in and seen that they were quite the opposite. I guess it must be the late night fatigue.
In my honest opinion, I say go for it. It seems like a really good game and will probably fetch you some coin in the long run. On a side note I first thought the paper looked like $1 bills for some reason, so I zoomed in and seen that they were quite the opposite. I guess it must be the late night fatigue.
*/ framerates pretty bad (have you just started with flash, if so dont worry about it)
*/ have autofire just by holding mousebutton down
*/ bullets move to slow
*/ I cant seem to kill the dragons by shooting the head, or killing all tail pieces
*/ do dragons respawn? It looks like they do, Ild prefer to have them come in waves thus u know you have to kill X dragons + then youre on the next level
Anyways it could turn into to something good, I like the paper motive idea
*/ have autofire just by holding mousebutton down
*/ bullets move to slow
*/ I cant seem to kill the dragons by shooting the head, or killing all tail pieces
*/ do dragons respawn? It looks like they do, Ild prefer to have them come in waves thus u know you have to kill X dragons + then youre on the next level
Anyways it could turn into to something good, I like the paper motive idea
Thanks for your fast replies.
I am not to worried about the frame rate yet, this demo was just a means to quickly see our idea in action, but I guess I should get it under control sooner rather than later.
Currently this demo has no real objective, if the dragons eat all the static paper pieces the game resets.
Note on dragon design, If a dragon eats a paper piece, it grows in size, if you hit them in the head they lose a tail, if you hit the tail, they lose the tail, if you hit them in any other segment they split into two new dragons which is a negative. Segments that you shoot off dragons become static paper pieces again and can be eaten by other dragons.
In terms of further progression, one idea was to create unmovable walls and obstacles, but will require some form of hit test based path finding for dragon behavior.
The character movement and weapon projectile are temp only, the idea is that players have a weak base weapon but can pick up(create) more powerful weapons similar to games like R-Type.
Thanks again for your positive feedback, and ill try to get the next version up between other projects.
Cheers,
Adam
I am not to worried about the frame rate yet, this demo was just a means to quickly see our idea in action, but I guess I should get it under control sooner rather than later.
Currently this demo has no real objective, if the dragons eat all the static paper pieces the game resets.
Note on dragon design, If a dragon eats a paper piece, it grows in size, if you hit them in the head they lose a tail, if you hit the tail, they lose the tail, if you hit them in any other segment they split into two new dragons which is a negative. Segments that you shoot off dragons become static paper pieces again and can be eaten by other dragons.
In terms of further progression, one idea was to create unmovable walls and obstacles, but will require some form of hit test based path finding for dragon behavior.
The character movement and weapon projectile are temp only, the idea is that players have a weak base weapon but can pick up(create) more powerful weapons similar to games like R-Type.
Thanks again for your positive feedback, and ill try to get the next version up between other projects.
Cheers,
Adam
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement