Not much done in the past couple of days, production-wise. I ruined my sleep schedule again. I really have to stop taking a short nap after coming home from college.
Development: After much consideration and a week of searching, I decided to give up on MIDI music and continue to use MP3 ones. I've, however, increased the length of the shorter MP3 loops, as all MP3 songs loop horribly. Good, fitting music is so essential to completing the immersiveness of a game that I really cannot sacrifice it for the sake of slightly smoother gameplay performance. Surprisingly, I find the stretched MP3 loops more interesting and fitting than the original, shorter versions. They become more mysterious and darker, which better fit the general theme of the game. Done more extensive testing. To be honest, I've gotten hooked to the testing versions of my own game. It's still fun to play even though it's already a 2-year-old project. I guess that's one good sign. On the other hand, my brother is sick of it. Replayability is not a major concern for me, so that's probably not too bad. Anyway, at this point, I believe that all weapons are very well-balanced. Primary weapons are definitely all set. Secondary weapons have a few little finite polishing to do. The damage "Neptune" deals may have to be reduced by about 8~16%, at least.Design: The Weapon/Mission Parameter System will use an octagonal graph to display its information. A list of bars is not easy to remember, since the 8 parameters are not clearly shown to interact. Besides, it's easier to remember one image than 8 separate bars. There are 4 situational parameters and 4 enemy-based parameters grouped on each side. Similar parameters are paired together, while opposites are placed… well, opposite each other. Planned a method for displaying different "layers" of a panoramic, moving landscape. Decided to add a "Prelude" level to the game. This allows you to get right into the hectic action when you start, but with an already beefed-up ship. You will start with the ability to use 2 of the secret weapons, which are not yet finalized. After this introductory level, you will get a new ship and start from zero again. This should eliminate the "slow start" certain games, such as the newly released "Quantum Shield" (GM), suffers. I'm considering whether you can "die" in this starting level, as it is a bit pointless if you do (you're not in the "body" of the game yet, more like an interactive opening cinematic).
UnrelatedI love performing in theatre drama (I've done it 5 times in annual shows), but drama club in college sucks. There just seems to be too many distractions for people in college, resulting in a generally low level of commitment and devotion. I've got a meeting tomorrow. If the entire cast doesn't come this time, I'm quitting the club. It's a major waste of time if it happens. Think about it - for almost all meetings, the entire cast is required to show up. That is because, the play is a fast-paced comedy that has everybody on stage for most of the show. But…. for almost all meetings, the entire cast refuses to show up. Either someone is sick, forgot, or an hour late. I've had it. If this doesn't change, as I've said, I give up.Sigh.Anyway, love is a strange thing, no? That's why it is one central theme in VouSei Advent. I've done research, presentations and lots of readings on love, but as people say, it is truly not something you can understand without real experience. You can look at it from the geeks' perspective and be very scientific about it, or be pop-influenced, trusting the words of those who aren't even sure that they went through true love or infatuation. The message in VouSei Advent is both dark and uplifting - and I hope that it is interesting. :)One thing I believe though, is this:Love is something you grow, not fall into. ~ Joewoof
I really appreciate it. Thanks. :)