The Aim of the game [Baltirow]

Posted by Baltirow on July 28, 2008, 11:39 a.m.

Work on Vanguard has continued, I’ll discuss some points that I’ve come across in this version and how it relates to previous runs as well.

Aiming

I have decided to change a gameplay element back the way it was in the first version. Well, almost anyway. You see, when I worked on v2.0 (just to make things clear, current version is 3.0), I decided to do something about aiming complaints.

In the first version, the main character could only aim forwards (i.e. left and right), making anything on the ground above gunpoint very difficult to kill. Some of the alternative weapons (among which a flame thrower)could help, but essentially you could not aim for the ground unless you were jumping from an opposing ledge underneath. Also, anything straight above you in a chute would be difficult to kill without confrontation.

So , in the second version, I decided to add mouse-aiming, with a little limitation in the turn angle. You could aim anywhere between straight up to forwards. Yes I didn’t add aiming down at that time and I feel silly about it now, but then I was convinced that it was a good way to force the player to use the alternative weapons. Considering these alternative weapons had limited ammo my attitude had a hint of sadism.

The mouse aiming didn’t feel right though, as it slowed down the games pace, because you had to compensate your aim all the time. Aiming with the mouse works fine in FPSs since your sight is farther and the accuracy actually improves when you get nearer to your target (larger area of the screen is filled by the target). The sight is much shorter in platformers and the accuracy is independent of your target’s vicinity.

So, in this version, I’ve decided to use keyboard-assisted aiming. The player can now shoot in three direction: at an upward diagonal of 45°, forwards and a downward angle of 10°. I chose a different angle for downwards so it is comparable to shooting rats on the ground and shooting birds in the sky. It feels rather okay this way. The only thing I feel missing is a straight upwards shot, but I’m trying to fit it in the already busy keyboard scheme. I’ll add some enemies first though, so I can see if it really is necessary.

Story elements

In the previous versions, I predominantly used com-messages to lead the player through the storyline. This was loads of fun, as it allowed me to introduce several other characters into the game with their own quirks and agendas, but without having to physically involve them in the gameplay. If anyone has played The Jeluvian Project, you may know how powerful this trick can be.

Your CO has some encouraging words for you!

Anyway, for this particular version, I’ve decided to enhance the experience using a simple Zelda:LttP –ish cut-scene method to precede each chapter in the game. The screenie below should give an impression. Mind that the chapter title is very WIP (it refers to the name of the moon orbiting the planet).

This also allows to show a bit of the characters past and how it affects his actions. That and drawing widescreen pixel art just being plane awesome and puts you directly in the director’s chair :).

Comments

Nighthawk 16 years, 4 months ago

Looks pretty fancy.

beam 16 years, 4 months ago

looks great, text box needs a better font though

Baltirow 16 years, 4 months ago

@beam

Yeah I guess, I'm just using Small Fonts now. Problem is that a lot of existing pixel-fonts are 12pt and up (and are particularly large at that setting). Maybe I'll make a custom one later on.

Gordon Freeman 16 years, 4 months ago

That looks like a freaking awesome game.

Retro graphics ftw!

Cesque 16 years, 4 months ago

Sounds and looks rather awesome. The aiming system seems interesting.

SixWinged 16 years, 4 months ago

I think I said it last blog but: Retro :3