Sense i5 released!

Iteration 5 was just released.

- The intro is back! Including the incredible 7-minute theme song by Sebastian Aav.
- 2-player split-screen same-computer multiplayer. Kill most enemies when all are dead to win. If someone dies, both fail.
- New weapon: Mass Driver. Press 3 to select it.
- Wave system implemented. Each wave consists of a few groups of enemies spawning with an increased max-simultaneous alive setting. there are 2 waves in this iteration.
- Simple score system and win/death handling.

I think that's it. Enjoy and please tell me what you think and what you would like to see next!

users avatar

Just a quickie post tonight,

Just a quickie post tonight, was just about to get to bed when I noticed that you've posted an update so I just had to postpone my sleep a bit and test it out!

Firstly, it worked! Not the same problem with starting as I4.

Sweet Game man! I really get the itches to work with my old Project Europa again after playing through the 2 waves.
I really like the new weapon, and the second as well, good way to use physics, could be cool with a power up that gives them longer range so that you really can bounce them projectiles into strategical areas, good thing with the enemy fire rebounding like that as well, you really need to work them weapons the right way or they'll turn against you!

The one problem I encountered is that the game seem to change speed a lot, I don't know if it's the rendering that gets a bit heavy from time to time but sometimes my character really moves in slow-mo.

Another thing I would like to see in I6 would be the old fashioned arrows control, still haven't gotten comfy with the AWSD controls, and then maybe an mouse speed option, at this point the mouse cursor moves way to slow for me, it's not a large problem at this stage though, and I guess it's a bit early to implement a Custom control system.

It's cool to finally get to play the game! I know we talked about it a couple of years ago when you were workin' on getting Roadclub done! Will be a blast to follow the development!

I'll play it through more in the days to come so I will probably be postin' more soon! Keep it up!

// Gridur

users avatar

Good ideas, i haven't really

Good ideas, i haven't really decided how to handle upgrades/powerups. theres a lot of possibilities!

i haven't noticed any slowdowns on my machines, are you playing on a fairly recent computer? that said i know there's a lot to do in the optimization department..

you mean you'd rather steer with the arrows exactly like WASD is used today? i could probably double map it for now, i think my input system supports that.

mouse sensitivity option noted!

oh yeah i had forgotten we talked about it. would be cool if you had time to help out with some art at some point. i'm struggling with deciding the graphical style still so i'm just going with the assets i have for now.

thanks for playing, i appreciate the comments!

---------------
Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)

users avatar

It's a great base to build

It's a great base to build from indeed! I will watch the progress with utmost interest!

I'm on a AMD 2500 Semperon, so it's not really recent, got a GeForce 6100 gfx core and 2gb of ram. I'm never really up to date when it comes to hardware, to bad economics at the moment hehe.

Thats exactly what I mean! I started using Keyboard back in the Doom days, and WASD wasn't really the default, and I got stuck in the arrow trap forever hehe

I would be happy to assist with the graphics at a later point! I just got a diagnosis that I'm bipolar, this can explain why my gfx works are a bit random, but I'm working on getting more control over that, I see the Cthulhu Breaker project as a challenge to get a project finished, but if that goes as planed I think I can be a asset to the future of Sense Smiling

// Gridur

users avatar

Great, you seem to be the

Great, you seem to be the only one Smiling

Okay maybe my crappy programming shows up on your machine then. I'll have to get to optimizing soon.

I'll throw in a arrows-option just for you in the next iteration Smiling I'm probably not going to add keymapping just yet. I started out with arrow keys too but when quake came i felt more comfortable placing my left hand on WASD and since then that has stuck.

Great. I read on wikipedia van Gogh was too so great art can come from it. You seem to be happy working on your game, it is great to create games for sure.

I think the graphical style will be a challenge for you though, I'm looking for a brighter more colorful sci-fi style than you usually do which seem to involve zombies, blood and skulls more often than not Smiling

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Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)

users avatar

Played a quick game and I

Played a quick game and I must say I like it more and more. The intro is kick ass and I miss the music ingame Sticking out tongue

I definitely like the added skill your style of steering requires. You just can't simply point the aim and move, but you must compensate for your movements all the time. Interesting!

The weapons are cool, though I have a hard time making out if/which is better. As it is now I just take the weapon I like the most in the given situation (possibly that's also your idea Sticking out tongue) I'd really like to have mouse scrolling for weapon switching.

I miss picking up weapons, ammo, health, armor, perks etc. Give me a reason to move around the level and not just camp in a corner Sticking out tongue

Will this be a score based game? Ie hunt for the top position on the leader board?

users avatar

re: hobbe

Thanks for playing, the intro should feel better now. It wasn't timed to the music and the graphics were all over the place on the dark screen before.

There should be music ingame? Although cutouts from the full menu song at this point.. and they don't seem to loop like i wanted yet.

I thought this was how crimsonland did it? Although i guess that didn't scroll much Smiling

That's the idea! None is best all the time, all is best in certain situations. Consider the colors of the enemies and the colors of the shots from your weapons and you'll soon figure it out Smiling

Scrolling for weapon switch should be a possibility yeah.

The player already has all the weapons and ammo he's gonna get in this game (except bombs). But there will be situations that will alter the weapons and how you unleash their power.

Did you know you can heal on the player spawns?

I haven't yet decided if i wanna go for drops (like crimsonland) or respawning powerups (like quake) and what kind of effects i want. I want to keep it simple so i'll be done this year hopefully during the summer.

The game will be score-based. The leaderboard is the priority feature for i6 in addition to your ideas/findings.

---------------
Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)

users avatar

quick test

I think you need to communicate in the game that you have 3 weapons from the start as well as how to switch amongst them.

Also, are there any pros/cons to each weapon in regards to specific enemies? This isn't clear to me right now.

The fact that the player spawns heal you also needs to be clearly labeled (perhaps the classic red cross?). I'm also worried that this is a bit too powerful a feature, in that they always heal you and also really quickly (no real downside / tradeoff).

The music came and went ingame in weird ways, perhaps some bug here?

Also, the game crashed on exit for me.

I also find myself not able to really handle the current control scheme, specifically aiming with the mouse. Perhaps it has something to do with the interpolation of both the player movement and the camera, but I think that I would like the option of firing in 8 directions using the arrow keys (i.e. not needing the mouse at all).

Keep up the good work!

/johno
"you can't stop the change"

users avatar

re: johno

I agree. I'm thinking of having hints with big simple images on how it works, either in a separate tutorial level or during your first game that you can check "don't show more of these hints" when you think you know it all.

It's very simple, shoot with the color the enemy you want to hit has for massive damage. I.e blue shots -> blue enemy = big hit. The hit animation changes size to show this actually. apparently that wasn't enough.

good idea with a cross on the healing spawns. i hadn't put any efforts into the graphics there yet.

i either thought your total health would increase with successive kills (which makes it take longer to heal) or slow down the healing process. also, there won't be any other ways to heal and you will need to hunt down enemies for high score so that should work itself out.

the music plays once on each wave and is then silent. yes its a bug, they should loop.

ok you're the first that has it crashing on you. do you have a w7 64 bit? i've noticed some weird behaviour on those.

interesting that you find the control scheme difficult. i find it very intuitive. it's no problem to add keyboard shooting for those wired that way though. Smiling

---------------
Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)

users avatar

re: crash on exit

I'm running XP x64.

/johno
"you can't stop the change"

users avatar

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