18 hours ago, slicer4ever said:
I've also made a change to the way overall scores are calculated, and now no longer round, but output the decimal results. @IYP pointed out that rounding caused issues where total scores would end up higher or lower than individual judge scores. So this will provide an accurate average of the scores now.
Interesting, and a useful-seeming addition--thank you for it. ![^_^ ^_^](https://uploads.gamedev.net/emoticons/medium.happy.webp)
Thank you @slicer4ever, @ArThor, and @Alpha_ProgDes for your reviews! They're really appreciated! ![^_^ ^_^](https://uploads.gamedev.net/emoticons/medium.happy.webp)
A few responses to some of the above reviews, if I may:
From Slicer's review:
Quote
... the projectiles feel slow ... It was also impossible to fight while the room was moving as the projectile's spawn location was quickly passed. strafing while firing also felt very weird, I'm really not sure how to describe it. I do feel that these are some aspects that could use a bit more polish.
Yeah, in retrospect I think that it would have been a good idea to add to a spawned projectile's velocity the velocities of both the shooter and, if applicable, the chunk on which the shooter stands. That would likely have made projectiles rather more predictable! In addition, as you say, it likely would have been a good idea to have sped them up a little!
Quote
Graphically the game looks decent enough, it's very tame though, and uninteresting to look at structures.
Definitely agreed; this likely comes to a large degree from my running short on time: level design happened in the last few hours of my participation. ![:/ :/](https://uploads.gamedev.net/emoticons/medium.unsure.webp)
Quote
Unfortunately either castle or alien invasion was suppose to be the 2nd theme, but really neither one is well done in my opinion, and it's not very clear what the 2nd theme is suppose to be.
I was afraid of that, indeed. I think that it would have come across rather more clearly had I not run short on time: I had plans for an introduction (both text and a mini-level), as well as in-level elements that I think would likely have conveyed the intended theme.
For any curious, the intended themes are as follows:
Alien Invasion--specifically, an invasion of otherworldly beings. I had wanted a textual introduction describing the invasion; a short scene taking place outside the tower, showing dead human soldiers; and unreachable platforms in the main level showing the aliens mustering for assault.
Chain Reaction--not in the sense of "actions causing further actions, producing a chain of such", but rather reinterpreted as "a reaction to or from chains". (Slicer interpreted this as intended, I believe; I note it here more for others!)
Quote
Overall I think the idea is really cool, and could be used to create a interesting labyrinth like shooter game. But the short level here only leaves me wanting more.
Auaargh, I had wanted so much more--more detailed levels, more exploration, a final boss fight, outro text describing what befell the protagonist after the conclusion, etc. >_<
Quote
However it is only a weeks work and I think it was fairly well done for what was provided.
Thank you--I appreciate that. ![^_^ ^_^](https://uploads.gamedev.net/emoticons/medium.happy.webp)
From ArThor's review:
Quote
I only collected a second weapon, number 3
Remember, the chained platforms are in pairs, and when freed from each other they fly apart; the second weapon should be found by going with one particular platform. ![;) ;)](https://uploads.gamedev.net/emoticons/medium.wink.webp)
More explicitly:
From the start of the level, jump to the neighbouring platform, cross the chain, break that chain, and jump to the next platform along (the one with the arch), as usual. Here, however, instead of crossing to the next platform again, break the chain from the platform on which you stand. You should fly off with the platform into the black distance--and eventually align with a small platform, just behind the archway. The missing weapon should be hovering over that small platform.
Quote
I managed to get to a room with a lot of enemies after getting some health back but nothing seemed to happen afterwards.
By your description, it seems that you did reach the "end", indeed--alas, as noted above, I didn't manage to properly finish the level; there's only an arena-battle (the enclosed room) to provide some sort of finale.