Project Falconwing Download [Kilin]

Posted by Castypher on Nov. 19, 2008, 2:50 p.m.

So a lot of you have been wondering why I haven't been around here lately, am I right? Maybe I just died or went into an early hibernation? Well I'm pleased to say I haven't died…yet. I've just been busy, with life, writing, and a new game.

Behold, Project Falconwing. This is a little shoot-em-up game I came up with about a month or so ago.

But what happened to Lixies and all those other games?

They're postponed, as usual. This being for a contest, I've got to finish it within a month or so. That makes it my first finished game (almost). Yaaaaay.

So here's the demo download link:

http://64digits.com/users/Kilin/Falconwing.zip

Demo consists of one stage comprised of nine waves and a boss.

Let's go over a few things…

First, we have our movement and controls…

Arrow keys to move, Z to fire. Easy, isn't it?

Now there is a full tutorial already finished, but since I have no menu system yet, I don't really feel like putting it in now. So you'll have to read closely.

-You collect laser powerups to change your bullet patterns and later, your bullet power. The laser powerups are red.

-Shield powerups are blue. The highest you can get is a level 9 deep purple shield. Remember that shields do not protect you from charged antimatter laser cannons, which the boss is conveniently equipped with.

-Health powerups are easy to pick out. They're flashing red/white + signs.

Score is another matter. By killing multiple enemies within a second of each other, you gain combo, which acts as a score multiplier for the next enemies you kill after it.

At the end of a stage, you will get an examination rating based on how well you played the entire stage. Included in this are:

Time Bonus - This isn't a countdown defining how long you have to finish the stage. It merely affects your score. The longer you take, the smaller your bonus is. Note that the time it takes between waves is not counted on your timer.

Powerup Bonus - Picking up powerups doesn't give you a set score per powerup. It multiplies with your status. Weapon powerups multiply based on your current weapon level. Shield powerups multiply based on your current shield level. Health powerups multiply based on the amount of health you have.

Damage Penalty - For each damage point you take, with or without a shield, 10 are subtracted from your final score.

Max Combo Multiplier - Takes your max combo and multiplies if by your score, then adding it to your final score.

Here's an example screenshot:

-As you can see, my initial score was 2940. This is based on enemy kills and combo.

-I took 472.83 seconds to clear the stage. Mostly, I played until the boss, then left it autoshooting while I wrote this blog. Single shot takes a very long time to kill the boss.

-Since I took so long, my time bonus was very low. It will never go negative, but you can usually get a bonus of 10,000+.

-My luck was very low during the entire stage. 594 for a powerup score is low.

-Since I left to work on my blog, not only the time went up. The boss hits very hard if you don't move around constantly. Normally I get a damage count of 100-300, but 3771 is just ridiculous.

-The damage penalty is ten times the damage taken.

-My max combo was 4, although I have gotten 8 before. It's all a matter of which enemies you kill first. For example, weaken a stronger blue enemy, then when it's close to a red one, destroy them both. Higher powerup levels means higher combo as well. The max combo is multiplied by the base score and added.

I mentioned luck as well. That goes up with enemy kills and combos, but resets when you are killed. Keep that in mind, as it affects item drop frequency.

So enjoy the game and tell me your suggestions. I'd appreciate it.

Also post your scores on this blog. I need to find out whether to increase or decrease the difficulty. Thanks.

Comments

Castypher 15 years, 11 months ago

Updates:

Increased luck to 75%

Increased drop rate

Increased likelihood of weapon upgrades

Item drops are similar to the enemy (e.g. red enemies drop weapons more often)

Boss spawns enemies (to help you get your luck and powerups back)

This means no more single-shot combat. Rejoice.

Reuploading now.

s 15 years, 11 months ago

%s should be bars

I got 29499 points, only collected 93 damage overall. This of course didn't matter with the massive health everywhere and shields being replaced every few seconds. This game was really slow. Waves seemed a bit too random. Bullets need trails. Ship shouldn't travel faster along diagonals. Boss should evolve as the fight goes on

SteveKB 15 years, 11 months ago

Initial score: 8780

Time Taken: 124 sec

Time Bonus: 269

Powerup Bonus: 2364

Damage Taken: 25

Damage Penalty: -250

Combo Bonus: 12x8780

Total Score: 116,523

I also forgot to mention that you should make sure that when you have full health that health powerups don't spawn :p

Cesar 15 years, 11 months ago

To add to what serprex said, the game takes longer going through the first five waves than it does to finish the game afterwards, there should be two power up options, weapon powerup, which should be rarer, and cannon powerup, which could be more common. Shields go away too quickly and the ship should be able to move out of the way of the laser if you see it coming. It moves so slowly that it's nearly impossible to move out of the way.

s 15 years, 11 months ago

Laser is easy to dodge, just use diagonal before it strikes

Evilish 15 years, 11 months ago

Quote:
Fixed it. It's funny because that object has no key release event.
Then the errors in the room creation code.

Castypher 15 years, 11 months ago

Quote:
This of course didn't matter with the massive health everywhere and shields being replaced every few seconds.
Noted. Too many powerups.

Quote:
I also forgot to mention that you should make sure that when you have full health that health powerups don't spawn :p
Remember that you still get powerup score. You score higher on the healthpacks if you have more health.

Quote:
there should be two power up options, weapon powerup, which should be rarer, and cannon powerup, which could be more common
The cannon powers up after the weapon does. I know I should change this, but I don't see why cannon powerups should be more common, as they affect the bullet strength. Weapon powerups affect the pattern, with no change to the strength.

As for more organized waves and an evolving boss, I'm on that right away. Thanks for the testing, everyone.

Cesque 15 years, 11 months ago

Quote:
1945

XD

Castypher 15 years, 11 months ago

<_<

Requiem 15 years, 11 months ago

Screenshots are supposed to make me want to play the game.