[F13] AYUSSHMUP Devlog #5 NEW SCREEN

Posted by F1ak3r on Aug. 8, 2008, 2:57 a.m.

AYUSSHMUP Devlog #5 - "Leftovers"

Right, first things first:

How do you like it? I got rid of those silly healthbars, darkened the background and put in some new enemies. I also did a number of other things, but those aren't evident from the screenshot.

Prologue

There are a few things left to do before I release the demo, the most important of which is scoring, and the least important of which is visual effects.

So let's get to that, shall we?

Chapter 1 - "Scoring"

The score you get from killing an opponent will be their importance level times 10 (because scores have to big). Therefore, killing a scout will give you 10 points, and killing a battlecruiser will give you 60 points.

But wait! That's not all! Kill two ships in rapid succession, and you'll get double your score for the second one! So, kill a scout for 10 points, kill two for 10+20 points, kill three for 10+20+30 points, etc…

Considering this, the scores need adjusting. So disregard the first paragraph, here are the new scoring things:

Scout - 5

Pawn - 10

Frigate - 20

Battle Frigate - 40

Battlecruiser - 80

That should work better.

Chapter 2 - "Effects"

I'm thinking that some particle effects would be good, for things like the player ship's rockets. And then some spluttering blue particles for ships that get electrocuted. As well as spluttering red particles for heavily damaged ships.

On the non-particle side, I think it'd be nice if ships turned white and then disappeared (maybe in a burst of white particles) once destroyed.

And then there's this rectangle background I have to get around to animating…

Chapter 3 - "Goals"

I managed to get the basics of my goals for yesterday, but I didn't get the time to do much, because I was out iceskating for most of the day.

Goals For Today (And Tomorrow)

* Finish off goals for yesterday.

* Implement scoring system.

* Do visual effects.

Epilogue

And so we come to the final devlog in this little series. Heh. This week hasn't been as productive as I'd've liked, but I've got quite a bit done despite various setbacks, and I've garnered a lot of useful feedback and suggestions. Thanks for reading, thanks for supporting, and remember to download the demo the day after tomorrow!

F1ak3r

PS: If anyone can suggest a better name for the "Battle Frigate", I'd really appreciate it.

EDIT:

New screen, using serprex and Bryan's suggestions:

What do you think?

Comments

Misconstruct 16 years, 4 months ago

Awesome. Nice new view. :D

F1ak3r 16 years, 4 months ago

Looks like I did the right thing. ^_^.

Cesar 16 years, 4 months ago

Ikaruga (and possibly Radiant Silvergun) have a chain system where you have to destroy 3 of one enemy's polarity to increase the chain, once you get the first kill in the chain, you have to continue with that same chain in order to get the most points. For this reason, playing the game normally without chaining only gets you a B or C rank, while an A or S rank requires constant chaining. (The highest I've gotten on chapter one is S+… DAMN YOU S++!)

F1ak3r 16 years, 4 months ago

Hmm, I think I have a vague idea of what you're saying, but I'd better play the things first (good ol' serprex gave me links =D).