Iteration 24

Hey! New release already out there!

I'm a bit busy tomorrow so I thought I'd push the release out a few hour sooner. There has been some improvements and my biggest curiosity is what you think about the multiplier?

It works like this:
When you kill an entire formation the multiplier is increased. Every point you score is multiplied by the current multiplier.

If you are hit, miss a power drop or let an enemy slip by the multiplier is reset.

I think it might be a bit harsh on the reset... but on the other hand playing a perfect game gives you big rewards... making lever perfection more important.

Enjoy!

users avatar

Scored almost 10 million at

Scored almost 10 million at the first try Eye-wink

At first I thought it'd be a bit too harsh to reset even on missing a single energy drop - but after getting multipliers of over 20 I understand why. It's simply too mighty in any other case.

And maybe it's already a bit too good... I mean, I'm not a good gamer, have slept 3 ½ hours the last few days totally, and even now i get 10 million - just wait until freelancer comes Eye-wink

Though, the basic idea is brilliant. Much funnier than making "easy" and "hard" modes; if you want the top scores it's much harder.

Last thought: why isn't the multiplier transferred to the next level? Would that make it too easy?

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"The time you enjoy wasting isn't wasted time"

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Perhaps the multiplier

Perhaps the multiplier should be something like in Guitar Hero, i.e. you need a number of hits/increases before the actual multiplier increases. So instead of having multipliers of 20 we'd have like 4 or 5, and that's the roof.

Erm... I feel I'm not explaining very well atm. I should sleep... except I'm having a big test in an hour. Gotta go study Sticking out tongue

______________________________________________
"The time you enjoy wasting isn't wasted time"

users avatar

Heh, just tried the latest

Heh, just tried the latest iteration. On my first try I reached a maximum multiplier of 31, and a final score of a little under 57000000... And I only made it to the level 6 boss... So yeah, the multiplier might be a bit too powerful Sticking out tongue

I like miniyou's idea (have the multiplier increase only every Nth formation). Also, your definition of "formation" is kind of confusing. Some "connected" enemies seem to count as one formation, while others count as four or five...

*edit*
Also, I haven't played the game for a while, so the UI layout was pretty new to me. I like it Smiling
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http://floatingpoint.net

users avatar

He he he, cool new

He he he, cool new highscores Smiling

I personally actually have no problem with people reaching very high scores in the game.

Come to think of it isn't is more fair towards less skilled players that they can earn at least some multipliers? With a scema were you need to kill say five formation to increase the multiplier you would really only reward extremely skilled players, and the noobs would really never get the sweet sweet reward of a multiplier?

Over a "long enoug play" it seems like the current schema is more fair?

However, it is actually not that trivial to compare the two methods since you earn scores while getting the multiplier so getting multiplier faster is of course better. Slowing down the multipliers as you describe could possibly give a more fair scoring... I will do some experiments...

Quite interesting...

In the current implementation every enemy that drops an energy pellet is regarded as a "formation". Maybe a bit missleading... since some "connected" enemies are actually several formations.

Glad you like the newish UI!

users avatar

One thing about the UI that

One thing about the UI that I forgot to mention; it's not obvious that the multiplier is...well, a multiplier. Traditionally multipliers are displayed as #x (for example 1x, 2x, etc) or x#, aren't they?

You do have a good point about the speed it increases though. I think. I'm sometimes (rarely, very rarely) wrong when I'm tired, and I'm kinda tired now. Experimenting is always good though Smiling

*edit*
I think I'm gonna add a disclaimer here... Experimenting is not always good. For example, experimenting with microwaves and metal can never end well. Don't do that.
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http://floatingpoint.net

users avatar

Feedback

Just tried the most recent iteration. I liked the multiplier, although I do agree with freelancer about the x# thing, it would help make things a bit clearer. I can still barely beat level 5 though, and level 6 just murders me the few times I've made it there.. =/

Anyhow, the GUI is looking great! I love what you did with the health and power bar, and moving the score and adding the ships as lives is a nice touch.

I was thinking that it would be nice to be able to set the volume for the music and sound effects, those enemy explosions kinda drown out the music. And I still think the bulled/shooty sound needs to be beefed up. More bass, like the explosions, but not so loud that it drowns out all other sounds. I'll leave that touch call up to you. Eye-wink

Oh, and if you need a voice actor for the briefings I suggest Jon St. John. It might be 50$ for 30 seconds of monologue, but it will be the best monologue of all time! Check it out: http://kotaku.com/5023699/duke-nukem-voice-actor-harasses-people-in-duke...

PS. Wheres the mother ship cinematic thingie between levels? I'm still waiting! DS.

users avatar

Yeah the "x" on the

Yeah the "x" on the multiplier is a must! And sure you like the bars, it was your idea Sticking out tongue

Thanx for the comments! Would be cool with some voice acting for the briefings and powers!

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/Flex

And sure you like the bars, it was your idea Sticking out tongue

Ah, sweet recognition! He he, just messing with ya, it may have been my suggestion but you made it look good.

I'm thinking of hiring Jon St. John for a 30 second clip to use as my answering machine message on my phones. "Dan's run out of bubblegum at the moment, and is out kicking ass!" Would kind of be worth 50$. Or what do you think?

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Totally worth 50 bucks!

Totally worth 50 bucks!

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So... what do you actually

So... what do you actually think of the menu in TWTPB? I'm mostly thinking of the Options and such.

This type of menu started out as somewhat of a hack, but I've grown to like it (especially that you can jump quite fast between the settings).

However, I've had some reports that it's not that easy to understand and not the standard game gui. I'm therefore thinking of redoing it. This is quite a time consuming task... so I'd like your oppinion... is it worth it or should I spend the time on other matters?

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My opinion

Well, you could make a little more flashy. Eye-wink

But mainly it would be nice if you had a clearer way of going up/down in the hierarchy. However, I'm not sure you should put a lot of work on this if other parts will be suffering. Depending on how hard a rewrite would be it might not be worth it. I don't mind that it's not standard though, it's nice to see something different.

Not sure if I can give any real suggestions, I would have to prototype a little to see how it would end up. But I'm thinking sort of flashy shiny effect on the active sub menu button, and maybe a fade effect for having things appear and disappear. This is eye candy though, I doubt it would make navigation that much better.. Like I said, I'll think about it. But it think some beautification and maybe some miner layout/structure changes would give a great result.

users avatar

I have no problem with the

I have no problem with the current menu, I kinda like it. I do agree though that it can be a bit disorienting to enter submenus. Maybe you should offset the buttons in a submenu slightly to the right?
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http://floatingpoint.net

users avatar

I never even thought about

I never even thought about the menu until you mentioned it, but I must agree about an x-offset for the submenu buttons Smiling

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"The time you enjoy wasting isn't wasted time"

users avatar

I've actually tried doing

I've actually tried doing some offsetting I did not like it at all, felt very wonky to not have things centered.

I probably need to do some prototypes and try different ideas out. Maybe just making it a bit more flashy and make the selected sub menu more obvious will be enough.

The menu is the first thing you see in the game... so it should probably be beautified Sticking out tongue

users avatar

Who's online There are

Who's online
There are currently 3 users and 10 guests online.
Online users

* miniyou
* hObbE
* miniyou

Anyway, any way of making it more clear which is root menu and submenu would be appreciated. Play around and release it so we can test Smiling

______________________________________________
"The time you enjoy wasting isn't wasted time"

users avatar

Having a bit of a split

Having a bit of a split personality today maybe Sticking out tongue

Yeah, I hope to get something together for the next release.

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