Glitched: A bit of stagnation
Hi all,
Sorry for the delay, as it has been an odd week outside of coding the game. I've been struggling to come up with the next game to work on after this one. And yes, I usually figure out what the next one month project is a week before the deadline so I can start planning my next few steps to take.
After much deliberation, I've decided upon adding two things into Glitched: One life, and time scores. And before we go further, this post will be a bit dry of screenshots so prepare yourselves.
After looking at other games that utilise twin stick controls such as Beat Hazard, where the beat of the song designates how frequently and powerful the bullet is. In games from the Touhou Project utilise a life system to give the player another chance, while the player hitbox is quite small. This plays into the tight bullet hell game that it is. For Glitched, I contemplated what removing a health system would do considering firing speed for the levels in which enemies exist in. Looking at currently, I came to a conclusion that the player might not need lives while progressing through a level or two. Are there faults with this idea? Certainly.
For one, I'm not giving the player a chance to do that whole map with multiple "safe fail" states, increasing the player generated stress. The player can reload the level and try again (I'm not that evil to say "you the player shalt never do this level again, fiend!"). In doing things this way, I hope the use of "only one life" can be made fair. The player model will, by launch, be redone so that the colliders will be fair to justify the player for not paying attention to where they are only shooting at. This will hopefully combined with the timing system so players could be encouraged to attempt the level faster.
On a side note
Friday next week is the release date for this game. Here's hoping nothing catches on fire.
Sorry for the delay, as it has been an odd week outside of coding the game. I've been struggling to come up with the next game to work on after this one. And yes, I usually figure out what the next one month project is a week before the deadline so I can start planning my next few steps to take.
After much deliberation, I've decided upon adding two things into Glitched: One life, and time scores. And before we go further, this post will be a bit dry of screenshots so prepare yourselves.
After looking at other games that utilise twin stick controls such as Beat Hazard, where the beat of the song designates how frequently and powerful the bullet is. In games from the Touhou Project utilise a life system to give the player another chance, while the player hitbox is quite small. This plays into the tight bullet hell game that it is. For Glitched, I contemplated what removing a health system would do considering firing speed for the levels in which enemies exist in. Looking at currently, I came to a conclusion that the player might not need lives while progressing through a level or two. Are there faults with this idea? Certainly.
For one, I'm not giving the player a chance to do that whole map with multiple "safe fail" states, increasing the player generated stress. The player can reload the level and try again (I'm not that evil to say "you the player shalt never do this level again, fiend!"). In doing things this way, I hope the use of "only one life" can be made fair. The player model will, by launch, be redone so that the colliders will be fair to justify the player for not paying attention to where they are only shooting at. This will hopefully combined with the timing system so players could be encouraged to attempt the level faster.
On a side note
Friday next week is the release date for this game. Here's hoping nothing catches on fire.
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