Cannot wait to play!!!

Great to see this game on the hub!
Laughing out loud

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Cannot wait to play!!!

Very well made! I do recognize some of the graphics though Laughing out loud

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Cannot wait to play!!!

Hihi, yes the graphics are recognizable... Smiling

UfoPilot 1 was made way back in 1994 in Pascal, and consisted of just flying around in caves to reach a landing platform. I don't have the source or even a working executable, I remember there being no timer code at all...

UfoPilot 2 introduced the whole rescue theme, as well as the mouse based control scheme, and was completed in 2002. It has been mutating into a lot of different projects since then. The Hub version is basically the original 2002 version with some more effects and the addition of Time Attack mode, something that a friend wanted to try.

Multiplayer versions do exist, but they don't seem to be very much fun, probably due to the fact that you can fly as fast as you want, and the levels are generally too small and cramped for all out dogfighting.

AstroCreeps (full name UfoPilot : Astro-Creeps) is really a sequel to UfoPilot 2, a sort of "in-between" game.

I like some aspects of the gameplay in UP2, and have been thinking about making a sequel. A number of things in UP2 ended up coming together in a quite arbitrary manner, such as the way the upgrades work, as well as the flow between planets, end game boss, and I'm not really fully happy with those things.

I like what has happened with AstroCreeps, in that it is a more directly accessible game, the weapons are more self explanatory, etc. I wonder what might happen if some of those aspects are cross-bred with the whole UfoPilot "rescue dudes" gameplay.

I don't like the whole mission flow in UfoPilot 2, as it is slightly too slow, and I don't like the way that once the level is "clear" of enemies, there is a bit of going back and forth just to pick up the remaining dudes, depending on how your upgrades are setup.

If anyone has any input on how the "franchise" could be evolved I'd love to hear your ideas.

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Bug fix

I have fixed spawning of the "Boss" enemy, first seen in the level Caves Of Doom. Maybe no one has played this far and it escaped notice, but in any case it's fixed now Smiling

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Cannot wait to play!!!

I just cleared the first planet, although I'll be going back to get perfect on each level (I accidentally blew up some pilots on some missions). So far I don't really have a lot to complain about, it's a good solid game. I can complain like no one else though so here's some criticism.

1. It feels like it takes a while before you get into the real missions, the first few (5 or so) feel more like tutorials. It would maybe be better to get to the juicy action right away, with the option of doing a tutorial if you want to. The tutorial might be better as one long mission, with some narrative text to guide the player through all the basics of the game.

2. I wouldn't mind if you increased the target/cursor range slightly for each upgrade.

3. On the levels with lava in the terrain, the lava looks like things you want to go rescue on the minimap, which is kind of confusing. This might be intentional though, but I find it inappropriate.

4. Since the player's ship gets fully repaired every time you return a pilot to the mothership, it's quite easy to avoid getting killed. Maybe it should just repair the ship a little for each pilot rescued?

5. The powerups seem to stay between missions, even if you go back and redo old missions. So it's possible to hoard powerups for a particular mission if one wants to. Not sure if I like or dislike this though. Sticking out tongue Just thaught I'd mention it.

6. The user interface window to the left vanishes when you get close to any terrain, which seems a bit strange. I think it should just vanish (become transparent) when you are close to the window itself, in other words when you are hugging the left wall.

Again, I'm picky. Sticking out tongue I really like the game though! So don't dispair!

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Thanks for the feedback!

Wow, great to hear that someone is still playing this game!

Thanks very much for your feedback, my responses (updates are online):

1) There has always been a big problem with the difficulty of the game. Some gamers really like the basic control scheme and the somewhat tricky maneuvering that is required to play the game, and some just can't deal with it at all. I'm kind of at a loss about what to do about this.

2) I have adjusted the target ranges.

3) I have changed the colors of the prisons to blue in the minimap, and also everything now blinks to be more clear.

4) I forgot to change this Smiling

5) The idea is that the user interface elements vanish (become only edges) if anything is behind them, such as the player's ship or a powerup or an enemy. I am generally not a big fan of overlay guis (like UfoPilot 2 has), and think that a better solution would be to do something like StarCraft, where the play window is distinctly separate from the user interface. Oh well...

Just for fun (I got inspired by Halo) and changed it so the flying enemies will explode and then the wreckage will fall to the ground afterwards. Also homing missiles now show who fired them, to make it easier to track down the Sam site to destroy to get it off your tail.

Again, thanks for the feedback!

UfoPilot 3?
------------
I've been really keen on picking up the whole UfoPilot "franchise" again and making a new installment (i.e. UfoPilot 3), but I'm kind of at a loss concerning which way to go. Some of my ideas include:

-Changing the control scheme to be way more user friendly, but at the loss of being able to do cool flying tricks. This will basically change the feel of the entire game, so it might put some fans off.

-Switching the way the levels are made to be tile based, to allow for bigger maps and easier editing. This however may also change the feel too much, but it would be easier to add more dynamic maps with doors and switches and stuff.

-Integrated level editor so users can make their own maps. Ideally I would store all of this online so the community could submit maps for all to play (this pretty much requires a switch to tile based maps so the data sizes don't go overboard). This would also change the flow of the game to be more open ended, basically you could choose any planet to play at any time.

-Multiplayer support. This has been on and off for years, and sadly in the latest tests it seems like the game isn't very much fun when everyone has a ship as powerful as the one in UfoPilot 2. Basically it's mayhem, and the levels are nowhere near big enough. Perhaps with a different control scheme it might work...

If anyone has any ideas, please post them!

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Cannot wait to play!!!

I definitely think you should keep the gravityforce inspired controls, for me this is one of the basic premises for the UfoPilot series.

Why not make a more puzzle/navigation inspired single player game. What I mean with this is to focus more on the navigation of the ship through tricky places and not so much on fighting enemies.

Maybe add fuel so that you need to save on the throttle (maybe connected to score)...

This could also open up for just having a bunch of levels you can just play and then have online high scores.

just some ideas...

/hObbE

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Cannot wait to play!!!

I agree with hObbE, the controls are a distinguishing feature of the game.

I also think the single player part should be more puzzle oriented (although still retaining some action). For example, one of my favourite things is to quickly fly under(and past) mines when an enemy is chasing me and watching him get stuck in a world of hurt.

I'm not sure I would go wit ha fuel choice though, but it's an idea. I'm thinking that switching from having a hull to having a shield to represent health, and then each time a bullet is fired the batteries are depleted a little bit (I.E. The shield too). Since right now it's not too difficult to hover somewhere and just blast bullets in the general direction of off screen enemies.

1) I remember a lot of people having this problem in Pro Am Racing (NES) and Rock n Roll Racing (SNES). I think it's mainly a matter of getting used to the controls, and some people don't have the patience to learn a new control scheme.

Another good example that had this problem is the Homeworld franchise, personally I think it's one of the best series' ever, and I love the controls. But a lot of people I know who tried it got irritated about the controls and gave up on the game before getting to the good stuff. I thaught the tutorial for learning the controls in the homeworld series of games was great, it was fun and you learned quickly. My friends on the other hand wouldn't even consider doing a tutorial as it's "not part of the game and thus a waste of time". Sadly I believe this to be their loss.

To sum up, getting someone to want to learn the control scheme is a good idea. Make it fun, make it easy, and make sure people aren't afraid to try it. Eye-wink

2) Wohoo!

3) /Cheer

4) Well it's up to you what you want to do with it.

5) Hehe, I just noticed that last night when playing. So it wasn't a bug, it was a feature that I didn't notice. I think it works quite well though, the only problem is when you want to see the GUI and you can't because of enemies and stuff.

The flying enemies bit is great! Also the Sam site guidance line is a good idea.

////

I just played through the game today, and beat the big bad boss. I have to say I'm impressed with the size of the game and the levels, after the first few they get really good. Now that I read that it isn't tile based at all I'm even more impressed, it must have take ages to make all these levels.

I have a small problem though, the game seems to crash every time I finish the last level. Sad I'm assuming there's an ending that's supposed to appear and I can't see it because of the crash. The game state is saved though, so it says I have completed the finaly mission when I start the game again. I got an error message the second time too "Fatal Error: SetCooperativeLevel Fail", but that only happened once, the other times I just get the windows log crash error thingie.

I'll get back to you on my thaughts on UfoPilot 3.

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Cannot wait to play!!!

Alright, your feedback about the controls is helpful, because there are lots of different ways to go with this, and each one has its own can of worms Sticking out tongue

I have also been thinking along the lines of puzzles, i.e. a more dynamic and changeable world.

Your idea about health / shield being tied to the firing of bullets is interesting, but I'm assuming that there is some kind of automatic recharge (?) Won't the player be able to kill himself by simply firing?

4) Not sure here, I still think that the third planet is insanely hard (levels not made by me Smiling and you need all the help you can get.

The levels were all sort of painted by hand. The materials still tile of course, and the edges in the first and third worlds are algorithmically added (the grass for example), but yes it was a big pain. I was very inspired by Worms2 at the time.

The upside is of course the flexibility of being able to embed bitmap images into the level and have them become background or solid geometry automatically (the collision is all pixel based). The downsides are things like the time it takes to make a level, as well as complicated compression schemes for the file format, and a big chunk of memory at runtime to handle what is basically a big bitmap. Bigger levels are pretty much out of the question.

As mentioned I'm looking into techniques which will make the levels much easier to build. It will probably be primitive based in some way, but I have to do experiments before deciding on a definitive method. It all sort of depends on the direction of any possible follow up game.

Sorry to hear about your crash problems, I'll take a look at it. Indeed there is a tasty ending that I put a lot of time into, intended to be a reward for the players you actually made it to the end.

Looking forward to thoughts about UP3 Smiling

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Bugs fixed

I think I have fixed all the problems related to end of game. Please try it out Malice, you will have to complete the final mission yet again, but after that you should be able to see the finale after the regular end-of-planet sequence.

Again, thanks for playing!

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Cannot wait to play!!!

Just tried it out and now it's working! Boyah for end sequence goodness!

I wasn't thinking about an automatic recharge for the shield actually. I was pondering how to do this and I'm leaning towards either powerups that increase it (can be dropped by enemies perhaps?), places where you can recharge it.

The most natural place to recharge would be the mothership, but it would be possible to have recharging stations on some of the bigger levels. These can either have a fixed amount of power they can recharge before being depleted, or have an infinite amount, or build up power over time, either solution will work.

Powerups from enemies also seems like a reasonable idea, giving you a reason to kill them all, yet still have to be careful to not waste more power than you can gain.

And yes the player can kill himself by firing, that's partially the point. It takes away the blast first and think second type of play, forcing the player to use other tactics.

4) The cities were incredibly hard yes. Eye-wink

I was actually thinking of worms when I saw the grass. I read an article on making this type of gfx candy and also generating maps. It didn't do anything advanced for map generation though, just randomed out ellipses.

A tile based solution seems like a good way to go, I imagine it will take a lot of fiddling to get it right, but in the end it will be worth it.

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Ripoff?

Wow, an updated ripoff of the old Amiga game called Gravity Force?

http://www.youtube.com/watch?v=tPC4SIup2RY

Haven't read all documentations for UfoPilot 2 - if any credits are given to the original designer of this game. Hope you did.

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I don't know how much

I don't know how much Gravity Force has inspired johno on this one, as far as I know he was not an Amiga kind of guy back in the days (I myself went to the PC in '97).

Actually Gravity Force and UFO Pilot series are quite different, even though they feature gravity Smiling I guess we should credit the mass of earth for that one then Eye-wink

Anyway Gravity Force is a great game, though Gravity Force 2 made by a friend of mine from university (Jan Kronquist) is much better Smiling

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Sure I played Gravity Force! :)

I thought that game was ok, I did have an Amiga 500...

Actually the main inspiration for UfoPilot II was OIDS on the Atari ST ca 1987. OIDS had little guys running around that you had to rescue as well.

I don't remember if I credited those old games, but that seems a good a reason as any to update the credits, will do! Smiling

/johno
"you can't stop the change"

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Finally! I couldn't for the

Finally! I couldn't for the life of me remember where the heck I saw those little guys before. OIDS ruled! Laughing out loud
---------------
Solid Core Entertainment
Developer of Roadclub

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I think calling it a ripoff

I think calling it a ripoff is a bit harsh! Smiling
Gravity Force and Gravity Force 2 are great games, they got a lot of playtime on ye olde A500. Very cool that your friend wrote GF2 h0bbe!

But thrust/inertia type games have been around forever, and you could argue that Gravity Force and OIDS in turn are "ripoffs" of or borrows heavily from Thrust (inertia gameplay, 1986) and Choplifter (shoot stuff and rescue people, 1982). If you want to you could kind of trace the lineage back via Gravitar and Asteroids to the original SpaceWar! game in the 60ies, which was also a space game with inertia gameplay... Well you get the picture!

Guess I'm just saying that games have borrowed from other games since forever, and you're missing the bigger picture if you just say "It's a ripoff of game X!!!!111@". I'd call it an homage Smiling
But yeah having said that, crediting the original game is not a bad idea of course when you're borrowing the whole game design.

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Thanks for the support guys :)

I have updated the credits to reflect my sources of inspiration!

/johno
"you can't stop the change"

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@Washout: WORD! Man you know

@Washout: WORD! Man you know your gaming history... go figure since you have the nes as avatar Sticking out tongue

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hehe, video game archaeology

hehe, video game archaeology is fun Smiling

Oops, double post, didn't think the first one went through.

And yes, the NES has a big place in my heart Smiling That's what started my whole interest in games and computers after all.

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