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Messages - benmakesgames

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Early Dev / Re: Mysterious Space (originally a 7drl)
« on: January 04, 2015, 09:57:37 PM »
Mysterious Space 0.5.0 == released!!

download is available here: http://benmakesgames.itch.io/mysterious-space

Change log is SIZABLE >_> highlights:

* totally new sector map... with various routes to choose from... (how mysterious!? :P)
* a couple new equipment; a couple new alien artifacts
* various enemy tweaks (trying to improve difficulty curve)
* a few bug fixes
* more tutorial pop-ups, explaining things like lava mechanics, and why taking different routes on the sector map might be important
* unlockable ships! three of them! here's the WEIRDEST/most-complicated/probably-hardest-to-win-with one:


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Early Dev / Re: Mysterious Space (originally a 7drl)
« on: December 18, 2014, 04:46:27 PM »
alright! I compiled using the latest version of MonoGame... like, the LATEST-latest, from Dec 18 (today!)

* http://benmakesgames.itch.io/mysterious-space

I tested a few times, and was not able to reproduce the shift key bug, so I'm HOPING it's fixed. this is not a stable release of MonoGame, so it's possible there are some other bugs lurking around as well...

Cirrus Minor: I've started drawing up some boats and fishes that I'd like to add in the next release... I've also been thinking about your idea to add other ship options for the player. I think it'd be a cool way to add progression, if you unlocked these through play. some ship ideas I've had:

* slower-moving ship; when it gains temp shields, they are twice(?) as powerful
* ship that can only have two weapons, but the second fires at the same speed(?) as the first
* ship that cannot equip shields, but all incoming damage is reduced (1/4? would need serious testing)
* ship that cannot use alien artifacts; starts with +1 upgrade point
* ship with a built-in split-shot weapon that cannot be disabled, slowed, or hastened. starts with slightly-smaller hull. has upgrades for the built-in weapon. (add EMP; add split shot; add speed; etc)

lots of "?"s for specific numbers, because I'm sure those would need to be tweaked after testing.

I just kind of came up with these ideas on the fly, but I should really probably sit down and try to build ships that address different play styles that different players might enjoy... for example, would some players enjoy the feel of a big, beefy ship that just rams into shit, instead of shooting it? how would I accomplish that? do some players want to feel super-skillful, dodging every bullet, and landing every attack they fire? how could I make a ship that lets them do that? the "can't use alien artifacts" ship was me wondering about players who hate the potion identification game of roguelikes :P but "you just can't use them at all" is kind of a blunt solution :P maybe "you start with all alien artifact effects revealed, but... ???" ... I couldn't think of a good "but".

anyway, definitely let me know if you have ideas of your own, or styles of play that you would like to try out, that perhaps an alternate ship could facilitate!

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Early Dev / Re: Mysterious Space (originally a 7drl)
« on: December 17, 2014, 06:20:12 AM »
just wanted to post to say that I AM working on more stuff. as christmas approaches, my schedule becomes a little more crazy. but ALSO: I discovered that the latest "stable" release of MonoGame has a terrible bug where pressing any of the arrow keys may ALSO trigger pressing shift, even if you're not pressing it! this has apparently been fixed in the latest development builds, but I'm scared about what other bugs may exist... but I'm definitely going to have to look into that. the shift bug is kind of crippling >_>

my boss at work is also looking into doing some boss AI. he wants to experiment with for-realsies, learning/adaptive AI, and we talked about it last night... I don't think it'd be appropriate for the normal enemies - part of the game is learning what each one does, and dealing with them accordingly - but a recurring boss who learns how you play, and on subsequent encounters adapts accordingly would be super cool.

NO idea when that'll get in, though...

meanwhile, full changelog for 0.4.6, to be released as soon as I sort out monogame issues:

UI
--

* When gamepad buttons are referred to in text, they are now done so using a
  colored button image, instead of a plain-text letter.
* When you pick up an item, a message on the top of the screen tells you what
  you picked up.
* Changed the "static" visual effect (given by certain Alien Artifacts). I'm
  still not pleased with it, but it is a touch better, I think.
* You can now delete saved games by pressing DEL or gamepad Y from the Continue
  menu.
* "Save & Quit" now returns you to the title menu, instead of quitting
  entirely.

Enemies
-------

* Swarming Sirrah have been completely reworked. They no longer give points, or
  have a chance to drop loot, and they are now ONLY found swarming around
  pick-ups (fuel crystals, crates, and upgrade parts). To be clear: they aren't
  found around ALL pick-ups. Just some. An interesting side-effect: since
  swarms give off so many bubbles when in a liquid, finding fuel and other
  items in lava and ocean worlds is kind of fun(ny) :P

Equipment
---------

* Added a new equipment type: Accessory! (Would like a better name for these.)
  You can only have one Accessory equipped at a time.
* New "Alien Integrater" Accessory grants a temporary shield whenever you use
  an Alien artifact.
* New "EMP Channeler" Accessory fires a ring of bullets when under the effects
  of EMP. Higher level EMP Channelers may have shorter cooldowns between
  firing, fire more bullets, fire stronger bullets, or have bullets which
  bounce off walls or pass through walls.
* New "Weapon Booster" Accessory passively increases the fire rate of all
  weapons by a percent, but also decreases the recharge rate of shields by a
  (smaller) percent.
* New "Phase Shield" Accessory grants invulnerability when you press X or CTRL.
  Higher-level Phase Shields may grant invulnerability for longer, or allow you
  to activate more frequently.
* New "Engine Booster" grants increased speed as long as you hold X or CTRL,
  but disables weapons while boosting, and for 2 seconds afterwards.
* New "Last Resort" can be activated to destroy every enemy and enemy bullet on
  screen, at a cost of Hull damage. (P.S. Invulnerability DOES protect from
  this!)
* Added five new bullet graphics for weapons.
* Rainbow weapon bullets now cycle through the spectrum, instead of just firing
  bullets of random colors (except for RNG guns, which remain totally random).
* RNG guns now fire random bullet graphics with each shot.
* Regenerating Armor's armor rating has been slightly improved.
* All armors have a chance to provide some extra, passive bonus. Currently
  there are only two possibilities: increased weapon speed, or increasead
  shield regen.
* New weapon: Vertical blaster. Fires two bullets with each shot: one up, one
  down.
* Improved the math behind split blaster generation, so that the angle of the
  bullets can now be precisely controlled. The angle between the bullets has
  been tightened, but I've also allowed for a range of angles, so two
  identical-looking split blasters might actually be different in the angle of
  separation between their bullets. (I guess this is technically a hidden
  stat...)

Planets
-------

* Two new rock graphics! YES!
* New type of forest world: white/golden forest
* New type of world: mining. Features totally different planet-generation
  algorithm. I consider it a work-in-progress, but wanted to get it out there.
  Can only be found in Sector 2 or higher.
* Lava planets can no longer be found in Sector 0.

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Early Dev / Re: Mysterious Space (originally a 7drl)
« on: December 12, 2014, 03:19:12 PM »
! you did a video! *watches immediately*

[edit] omg, that was amazing to see. a part of me wanted to be upset about the barrage of problems you listed at the beginning, but thinking more logically, they were all entirely fair things to point out. (and I did know, when starting the project, that it's "rougelikeness" would be... debatable :P) but I'm super-delighted that you enjoy it overall! and the video! it does mean a lot to me! :)

I was disappointed - in myself - that you didn't seem to notice lava also prevents your shields from regenerating! it's an important effect, and it's my fault that it's not being messaged clearly. the flashing "lava" text next to the shields could just be for the slowing effect! I probably need the tutorial computer AI lady to pop up the first time you visit a lava planet... or maybe make the outline of the shield bar itself blink red? I dunno. SOMETHING.

oh, and you asked about a boss fight! there is none. there's a cut scene, though! haha. I am thinking about adding bosses, though. I don't know if you've picked up any of the Log items yet, that have little journal-like entries from various points of view... there is a sort of "lore" behind the game, and I'm thinking I'd like to add boss fights between some levels against some of the people mentioned in these logs. before the fight breaks-out, I'd like there to be some brief dialog that kind of reveals more about the game's setting. I worry that my skills as an artist are not up to the task of designing bosses :P but we'll see - haha

Cirrus Minor: no link!? (P.S. 'love your astronomy name) I'd be interested to see your game! (I'll steal cool ideas from your game if you'll steal cool ideas from mine :P haha)

also, I HAVE added an enemy that moves along the ground in clockwise or counterclockwise directions! I thought of Mario 2's fireball things, when trying to recall enemies from old games... well, I'm sure that type of enemy has been done in many games!

I do have a confession to make: pathfinding is not something I've done much, or very confident doing. it's actually one of the reasons most enemies just go through walls >_> still, an enemy that walks back and forth, as you mentioned, should be easy enough. especially if it hopped around to follow you (as the monsters do in Terraria).

I do worry... uh... so going back to Samildanach - your video - you mentioned that in the 7DRL release, it was better to just NOT fire. I worry that this is true for some enemies in the current release, as well. like those gnat swarms are just stupid (I'm thinking of moving them to appear around some fuel and upgrade pickups, to give them more purpose). but also, the follows-the-wall enemy I added... because of their very-fixed movement, unless you need to explore the tunnels they happen to be on, I feel like a better strategy is to just ignore them, rather than risk taking the damage. so: an enemy that walks back and forth, I worry will have similar problems. but I'm definitely willing to just try adding it, and see how it works.

thanks again for all the great feedback, guys! :) the video, too: it both feels REALLY GOOD, and is very informative, to see someone else playing the game!

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Early Dev / Re: Mysterious Space (originally a 7drl)
« on: December 11, 2014, 05:54:06 PM »
thanks so much for the feedback! I seriously appreciate it!

I wasn't aware of the high score screen crash! I do have a 64-bit windows 8 machine I can test it on; I'll look into it.

key rebinding is something I know I'll have to get to eventually. I forgot about possible issues with different keyboard layouts... perhaps this should be a higher-priority task than I thought.

I'd love to have different monsters - and equipment - based on the planet you visit... at the moment, though, I'm struggling to come up with enough monsters to fill out the game at all.

if you have any enemy/monster ideas, I'd love to hear them!

ooh: and I am working on alternative weapons, of a sort... I've been working on a new "Accessory" equipment, that often gives activated abilities (using CTRL or gamepad X). some are offensive, some are defensive, some are utility things (super speed burst!) weapons requiring ammo... somehow I never even thought about >_> which seems ridiculous. I'll have to think about this...

and thanks again for playing! and for pointing out keyboard layouts! I'll look into key-binding options soon. (and that win 8 crash!) and again, if you have monster/enemy ideas, definitely let me know - I could use the help! :P

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Early Dev / Mysterious Space (originally a 7drl)
« on: December 09, 2014, 05:56:31 PM »
I happened to become re-interested in my 7drl entry this year - Mysterious Space - but I don't really know... where to go next?? so I was hoping to get some feedback on the thing: what's working; what's not... what's too easy; what's too hard... which rogue-like mechanics are missing; which are being misused... all that kind of stuff!

the 7drl release was a left-to-right-scrolling arcade shooter, but I've been trying to make it more rogue-like-y... it'll (probably!?) always be an actiony shooter, but it's got procedurally-generated planets to explore, and it's got the whole "descend to the bottom; find the amulet; return to the surface" thing going on, but, you know, with sci-fi words, instead :P

floors are persistent... um... there's a minor sort of leveling system... lots of equipment; several monsters (need more of those, still)... it's got the potion identification game, mostly just for the sake of "needs more rogue-like!" - it's possible it doesn't work at all here...

ANYWAY: download is here:

* http://benmakesgames.itch.io/mysterious-space

it's built on MonoGame, so in theory I could port it to other systems, but for now I'm building for Windows, because DirectX gives automatic Xbox controller support, and I like playing with my Xbox controller. if there are lots of mac or linux people interested, I could look into building for one or both of those, but to be honest, I haven't tried before, so... dunno how that'll go. (one way to find out, I suppose!)

ooh, and here's a screenshot, 'cause screenshots are nice:



thanks! :)

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Programming / Re: Damn The Rats
« on: August 29, 2013, 07:10:04 PM »
I think a really cool thing about having rats as a resource like this is that it gives you two very-different approaches in combat (that I can see - maybe there are others!)

1. you focus on the rats. using weak-but-fast, or weak-but-AoE effects, you ignore the goblins, but by killing their source of power, preventing them from becoming so powerful that their attacks are a threat. the risk here is that the goblins gobble up the rats faster than you do, or that their persistent effects, though weak, add up to kill you.

2. you focus on the goblins. using strong-but-slow/single-target effects (stealth also fits here), you kill the goblins, regardless of their strength. the risk here is that the rats may swarm you, and you have no good way of getting through them to the goblins, such that by the time you do, there's a bunch of fully-leveled goblins waiting for you, and you've already taken damage from the rats.

I'm sure there are many different "builds" you could make within each strategy: weak-but-fast archer or brawler; weak-but-AoE wizard; strong-but-slow warrior; strong-but-needs-time assassin; etc

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Early Dev / Re: Zagadka, very early but playable
« on: August 27, 2013, 02:12:49 PM »
ah, you're right. I was going to say "well, games just need to stop giving you the death sentence for such minor offenses," or something, but even if you could say "oh, sorry, I'll put this away," and things were fine, it'd still be an annoyance. and it is always more fun to be rewarded than punished.

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Early Dev / Re: Zagadka, very early but playable
« on: August 26, 2013, 03:01:58 PM »
Why the knife is not equipped by default?
Good question, I assumed that normally you don't walk around with a weapon in your hand (that's why monsters hide their weapons when they're stop chasing you). But you end up wielding it all the time anyway, so I might change my mind.

maybe you could auto-draw when you see an enemy, and auto-sheath when you enter a town (and there are no enemies), with a way for manually doing either. (a single button to toggle your equipped weapon as sheathed or not?)

I realize this is going a bit overboard with this, but: it could be cool if friendly NPCs reacted differently if you wandered around town with your weapon drawn, as if ready for a fight: civilians might scream and run into their houses; an armed NPC/local hero might approach to ask what you're up to.

I always have numlock off, so the controls were mysteriously only partially-functional until I realized why. not sure why it requires numlock (PgUp/PgDn?) but I'm also aware that normal people leave their numlock on >_> so this problem may be unique to me
Well, numlock is needed if you want to use the numpad. If you only use the 4 arrows (not recommended) then everything else should work without numlock.

I know I've developed games before where you could specify a numeric keypad key ("VK_Numpad_8"? something like that... I realize it's language/library dependent) and it didn't care about the state of numlock (or ctrl, alt, or shift). but it's possible this approach might ruin other things you have set up... I probably haven't ever coded while worrying about reduced-key keyboards, so you're game is doubtless more laptop-friendly than any of mine :P no sense in ruining all that!

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Early Dev / Re: Hole (Win, Linux)
« on: August 22, 2013, 03:53:34 PM »
where can I find the windows .exe? it does not appear to be part of the git repo (I tried master.zip anyway, but yeah: not there!)

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Early Dev / Re: Zagadka, very early but playable
« on: August 22, 2013, 02:55:56 AM »
just tried this for the first time. I played a couple times... doing a little better the second :P

having only played a couple times, I'm not sure I can give a fair review of the gameplay mechanics, etc. I've been on the look-out for emergent gameplay, and the rat-filled chests have me hopeful :P

but, my first impressions:

the visuals are great. I love-love-love the intelligent legend on the right. it was fun to discover the shift+z map after having run around for a while picking mushrooms :P I appreciate the use of unicode characters.

I always have numlock off, so the controls were mysteriously only partially-functional until I realized why. not sure why it requires numlock (PgUp/PgDn?) but I'm also aware that normal people leave their numlock on >_> so this problem may be unique to me

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Early Dev / The Ruins of - mobile user feedback
« on: August 19, 2013, 07:19:19 PM »
I've been working a browser-based Rogue-like(-like?). I started it up a couple years ago, but haven't worked on it for over a year until now.

anyway: I feel like the game would be great for mobile play, but I've never developed for a mobile platform before, and have only very recently got a smart phone myself (late to the party, I know!)

I've read up on some of the basics, etc, and already fixed a few little things, but I'd love to get some feedback on the site from a new (and mobile-using) player's point of view... these are the problems I encounter, etc. I would also be very curious to hear from any mobile web developers; if there are any gotchas, or common pitfalls I should look out for, or other such tips. I realize that other forums might be better for this sort of web-design question, but I've also noticed that browser-based games have some special considerations that an "average" web page or blog might not have: JS-heavy, lots of AJAX, lots of little DB updates, including race conditions, which I'm already running into problems with, etc...

I think one glaring problem I _am_ aware of is that the site has several hover-over interactions, which either work poorly, or not at all, depending on the device. there are also some definite layout improvements I could make - especially while navigating excavations/dungeons - though I'm still unsure how best to present all this information on a super-small screen.

www.theruinsof.com

thanks in advance to any help you may be able to provide!

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