Need feedback on my first experiment...

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Johannes
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Re: Need feedback on my first experiment...

Post by Johannes »

I haven't taken the time to look at the code yet, but it definitely feels like you move much faster up/left than down/right. Is this deliberate? It seems unintuitive (at least for up and down to be different velocities, since they're both perpendicular to your ship's trajectory) I would suggest to make those the same velocity, and maybe just speed up movement overall. It feels a bit sluggish right now.

It might be fun to allow the user to just hold down space to fire, and have it fire continuously. Right now pressing the fire button repeatedly makes the game feel tedious.

If you want to make the firing more tactical - not just mindlessly holding down the butto - but still fun, you can add a heat mechanic that overheats the gun when you hold it down for more than few seconds. That way players can choose to burst fire the gun when they want.

And following up on that, if your current vertical movement is slow to make the game more difficult, you can make it so that your vertical movement speed is much slower when firing, so you have to let go of the gun if you want to move up and down quickly.
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Cucurbitacée
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Re: Need feedback on my first experiment...

Post by Cucurbitacée »

Johannes wrote:I haven't taken the time to look at the code yet, but it definitely feels like you move much faster up/left than down/right. Is this deliberate? It seems unintuitive (at least for up and down to be different velocities, since they're both perpendicular to your ship's trajectory) I would suggest to make those the same velocity, and maybe just speed up movement overall. It feels a bit sluggish right now.
That's really strange, here is the code for my movement:

Code: Select all

if love.keyboard.isDown(left) then
	player.x = player.x - player.speed * dt
elseif love.keyboard.isDown(right) then
	player.x = player.x + player.speed * dt
end
if love.keyboard.isDown(up) then
	player.y = player.y - player.speed * dt
elseif love.keyboard.isDown(down) then
	player.y = player.y + player.speed * dt
end
Nothing fancy here, I think...

Johannes wrote:It might be fun to allow the user to just hold down space to fire, and have it fire continuously. Right now pressing the fire button repeatedly makes the game feel tedious.

If you want to make the firing more tactical - not just mindlessly holding down the butto - but still fun, you can add a heat mechanic that overheats the gun when you hold it down for more than few seconds. That way players can choose to burst fire the gun when they want.

And following up on that, if your current vertical movement is slow to make the game more difficult, you can make it so that your vertical movement speed is much slower when firing, so you have to let go of the gun if you want to move up and down quickly.
As I said before, all of this was more of an experiment at first, but I'm going to continue and implement autofire, different weapons, power-ups, speed-ups, charge shot and other fancy stuff! :)
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micha
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Re: Need feedback on my first experiment...

Post by micha »

I just notice:
You should not use and if/elseif/end statement for the movement. Better use if/end if/end, because if the user presses both left and right, the player should stop moving instead of moving to one direction.
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Cucurbitacée
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Re: Need feedback on my first experiment...

Post by Cucurbitacée »

micha wrote:I just notice:
You should not use and if/elseif/end statement for the movement. Better use if/end if/end, because if the user presses both left and right, the player should stop moving instead of moving to one direction.
Believe it or not, but this is actually intended. :shock: In game with (future) fast paced action, if the sprite stops moving it can mean instant death. I prefer the feeling of having a small change of direction than a full stop.
But I guess that's really a personal choice. :crazy:
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Cucurbitacée
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Re: Need feedback on my first experiment...

Post by Cucurbitacée »

Hello everyone,

I've pushed forward and I'm beginning to know what I want with the game. It has now a name:
Zero Continuty
It's still in very early state, but all graphics arts are almost all now mine. :3

Here are the new features:
  • Intro placeholder, still need to fill it with something...
  • New title screen with tentative nice zoom effect.
  • New option menu.
  • New background for game level, with parallax scrolling.
  • 3 different weapons.
  • Upgrade system, 3 levels of firepower!
  • Respawn system when the player is killed (not working 100%)
And here is what is not working at the moment:
  • Various options in the menu.
  • Save of settings to a file, I will do it at the very end.
What's still do be done:
  • Proper level design with scripted enemies attack.
  • Art, a lot!
  • Balance the weapons power and difficulty.
By the way... At the moment, I'm using a combination of love.audio.play()/love.audio.stop() every time a bullet is fired. But this causes a lot of slow down. I've been browsing the wiki but couldn't find a lot of info. Could someone tell what is the correct way to have sound played each time a bullet is fired? :?

Thanks and have fun if you try the game, all my friends tell me it's very difficult! :crazy:
Attachments
ZeroContinuty.love
Experimentation evolved!
(8.01 MiB) Downloaded 83 times
jjmafiae
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Joined: Tue Jul 24, 2012 8:22 am

Re: Need feedback on my first experiment...

Post by jjmafiae »

Cucurbitacée wrote:Hello everyone,

I've pushed forward and I'm beginning to know what I want with the game. It has now a name:
Zero Continuty
It's still in very early state, but all graphics arts are almost all now mine. :3

Here are the new features:
  • Intro placeholder, still need to fill it with something...
  • New title screen with tentative nice zoom effect.
  • New option menu.
  • New background for game level, with parallax scrolling.
  • 3 different weapons.
  • Upgrade system, 3 levels of firepower!
  • Respawn system when the player is killed (not working 100%)
And here is what is not working at the moment:
  • Various options in the menu.
  • Save of settings to a file, I will do it at the very end.
What's still do be done:
  • Proper level design with scripted enemies attack.
  • Art, a lot!
  • Balance the weapons power and difficulty.
By the way... At the moment, I'm using a combination of love.audio.play()/love.audio.stop() every time a bullet is fired. But this causes a lot of slow down. I've been browsing the wiki but couldn't find a lot of info. Could someone tell what is the correct way to have sound played each time a bullet is fired? :?

Thanks and have fun if you try the game, all my friends tell me it's very difficult! :crazy:
its not hard just use source:rewind()
https://www.love2d.org/wiki/Source:rewind
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Cucurbitacée
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Location: Frankfurt am Main

Re: Need feedback on my first experiment...

Post by Cucurbitacée »

Thanks for the tip, unfortunately, using autofire rewind freezes the game even more than love.audio.stop. :(
jjmafiae
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Joined: Tue Jul 24, 2012 8:22 am

Re: Need feedback on my first experiment...

Post by jjmafiae »

Cucurbitacée wrote:Thanks for the tip, unfortunately, using autofire rewind freezes the game even more than love.audio.stop. :(
strange it works for me in my WOD :3
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