greywolf, on Apr 8 2007, 01:42 AM, said:
Well, sorry for not getting back to you sooner, but work+life makes issues if you know what I mean.
Don't worry. I'm not in a hurry. Add some curry, to make it less blurry.
But.. Whoa, man, you're a real mind reader!
In fact, the level editor has been inside the game for a while now, albeit not mentioned in the readme since the game is still beta. It
is mentioned, however, when you complete the game at the moment
greywolf, on Apr 8 2007, 01:42 AM, said:
Right now (I've only gotten to level 4, so correct me if it's different later on), I've only seen one kind of ship (besides the walking form), one kind of gun (albeit with one rapid-fire upgrade), and have the same set of objectives every time: kill everything. This makes for somewhat monotonous play, which could be remedied with new, different objectives, boss battles, more emphasis on the walking form (equipped with a jump capability and perhaps a gun), to name a few ideas.
Yes, actually, level 5 has a new ship
And for example, level 7 does not have the 'destroy everything' objective, even though you need to destroy most things to clear a path
It also has remotely controlled rockets and a twin cannon. But there are more weapons later on. Currently there are 4 weapon systems: Turret (low & high velocity), Twin Turret (low & high velocity), Salvo Turret (low & high velocity) and Rocket Launcher (straight & controllable). I'm not 100% certain about all of the new weapons yet, but these are on the list: Block Buster, Star Blaster, Beam Ray, Minigun and Lazer.
At the moment there are 8 levels containing 3 vehicles: Walker, Lander and Glider. Another vehicle called the Aviator is already implemented, but not available until level 9 (which isn't ready yet). The walking form you mention I have exploited in the way of a Jumper, which does exactly what it implies
I have 2 more vehicles in mind: Blaster and Bloque.
The first of a number of re-occuring large enemies will appear in level 10 in a combat arena.
greywolf, on Apr 8 2007, 01:42 AM, said:
Don't get me wrong, blowing stuff up is fun, but it gets grinding after a while.
Yep, I hear ya
Have you tried the Fast or Turbo game speeds? (Press F4 in game)
greywolf, on Apr 8 2007, 01:42 AM, said:
The second is with knowing where to go sometimes. On the first mission, it took me around 10 minutes to finally find the gun; maybe I'm just being stupid, but an arrow pointing me to my next objective would have been really handy. It would also help to find the last few generators and turrets that have been hiding around the huge ship.
Yes, it seems I'm an exploration lover -- "Hey! What's under this brick?"
I've been thinking about adding a minimap, so it's easier getting around the map, and spotting targets more easily. Even my space exploration game uses a minimap, but I wasn't sure if the exploration in this game would turn into agitation instead
greywolf, on Apr 8 2007, 01:42 AM, said:
Include more puzzle-ish solutions to destroying the generators (which would have great potential when combined with the walking mode, by the way), possibly add an arrow pointing to the next (or closest) objective, and add varied mission objectives and situations for engrossing gameplay, and you've got it made.
Again, you are spot on! Level 7 has such a puzzle construct which requires some intelligence to get around
A level with large diversity is planned somewhere after Level 10, where you switch a lot between vehicles to get to each part of the enemy complex.
Which would you favor; a minimap or an objective arrow? Or perhaps both.
Thanks a lot for your great comments, man!
Also, I've uploaded another new version (
direct link) which fixes a timing problem when changing a lot between Normal, Fast and Turbo modes.