Robokill: Superb new Flash game from News.YC members
rocksolidarcade.com
rocksolidarcade.com
I've talked a bit about the technical aspects in another thread here:
http://news.ycombinator.com/item?id=203952
I'd love to answer any questions anyone has, and I'm especially interested in getting any feedback on the purchase proposition and payment process if anyone does decide to buy it.
It must feel good to have your game to such a good spot and just have to tweak it and add cool bosses and a few more mechanics like level editors or retro zelda levels. Already a great flash game and also a lot of room to grow with a bit more work. I wish I could play it full screen.
I will buy it, but not tonight. I am looking forward to seeing the next version, where you take it from pretty damn awesome to totally badass.
After beating it, I think it would be more fun if...
1. later versions of each gun is more or less equal in power, but each have different perks. That way if someone loves their shotguns, they can effectively keep using shotguns throughout the whole game rather than being forced to replace them for a gun that will actually give them a fighting chance to win.
2. Bosses.Be it a really fast unit that is annoyingly hard to aim at or the big enormous monster that somehow never seems to die, the game needs some things to curse at... I mean.. make it hard and to build anticipation. Bosses are also great for continuing the story in a possible sequel. ;P
3. An upgrade you can buy that lets you jump. That would be really cool and make the game way more dynamic, especially if you make it so the grenade launchers have a little arc to them where you can sit on a safe spot and shoot ground units down with them.
4. Perhaps skills? Regeneration or added weapon/upgrades slots? The possibilities are really endless.
That's all I've got for now. I may play through again tomorrow and write another reply in here. :)
And the Flash prompt is pretty badly worded - it's just the Flash cookies that it's talking about!
The whole thing has driven me crazy...
Edit: Oh, I see what you mean about waiting until the user saves. The game saves transparently when you walk around so there's no other good time to pop up with the allocation popup. Would have been much easier if we used a 'choose slot to save' kind of system when you are back at base.
We don't have a full time server guy so I'd prefer to stay out of that kind of thing, for now anyway! I think next time we'll just design the game around a strict 100k limitation.
Also, think about reducing the size of the save game file! Many PS2 game saves fitted into 32K.
Good game though :)
If the game routes through rocksolidarcade.com (which is probably a good idea) to save/load things, traffic ends up being 38 cents a gb - 10 for upstream/downstream at Softlayer, and 18 at S3. I think that's pretty close to being impractical.
I'm going to design the next game around the 100k limitation and explicit saves, so this problem will go away anyway.
In many ways, this sci-fi, shooting, dungeon-crawling RPG reminds me of "Virus Hunter," a walk-through example used in the Game Design program of "Cybercamp," which I enrolled in when I was 10. Is there some common inspiration I'm not familiar with? I highly doubt Virus Hunter had much originality...
As a comic side-note, I initially thought the Light weapons meant they fired light as their projectile.
P.S.: I must compliment the decision to jump straight from one mission to the next. I initially told myself I'd stop after beating mission 1, but, with the game offering no natural breaking point (e.g.: "Congratulations! Save and continue?" or some other kind of pop-up exposition or prompt -- an analogous phenomenon: it's easier to put down a book between chapters than one paragraph into the next chapter) , I found myself telling myself "I'll stop after beating this mission." As mission 3 rolled around, I found it hard to force myself to quit. It's the game designer's job to get the players addicted, and you certainly succeeded there!
One idea I have -- cut the demo off after the first two missions. I'm kind of burnt out on the game right now and needing a break; not in the mood to buy the game and play it some more. After two missions I was deep into it and most likely to convert into a sale.
Backgrounder: http://www.theregister.co.uk/2008/05/19/ballmer_eggs/
http://www.theserverside.com/news/thread.tss?thread_id=49451
It may just be me, but I much prefer the big rooms with obstacles and lots of baddies - they let me exercise a lot more strategy. The narrow corridor rooms just make me think "oh crap oh crap oh crap I'm going to get hit and there's nothing I can do about it!"
Perhaps in the sequel (if you do one) you can add moving platforms and rooms that change structure. Conveyer belts. Maybe a garbage compactor like in Star Wars. Muahaha.
edit: Also - perhaps more visual cue from the grenades? Maybe a little circle with trails. Also, try getting a few more explosions and picking them randomly instead of using the same one each time.
Constructive criticism: 1) The ambush's seem lame without bait. Put a dollar bill at the far end of the room, or something. 2) In at least one situation I got a key that was just used in the next room I was going to in the logical progression of things. This doesn't add much to the game since I don't have to go find it and seems superfluous. 3) The Flash permission-ask is lame, but that's already been talked through elsewhere in this thread. 4) Where are the really hard fights in the objective rooms? Get bosses or REALLY pack them with baddies.
Kudos, overall, though. "Superb" is an apt description for this flash game.
I'm on a dual 2ghz G5 with a gig of ram, running in Safari, in case you're curious.
As a side note, I'm an AS3 coder and though I love my current job that has nothing to do with games, it's stuff like this that makes me entertain thoughts of game development. I'm gonna go read the technical notes from your link now....
The robot the spawns bugs should have a cap on number of bugs. Otherwise you can sit there killing bugs that drop shield recharges as long as you want. You can fully recharge your shield, and also build up exp for free.
If you finish a room you get a recharge, if you kill a box with an ambush you get a second recharge.
The store seems pointless - everything is far too expensive to actually buy. i.e. when you finally have enough money to buy something, it's weaker than the gun you picked up from the floor.
All the extra powerups, like riot shield and the others, are pointless - you don't have enough spaces to actually use them. It's a no-brainer to have the shield rechargers always equiped. Unless you want to constantly switch them on and off, which is a big hassle and detracts from the game. (You get about 1 second after killing everything before it recharges, so you theoretically could swap them every single time, but that really ruins gameplay.)
Have dedicated shield recharger spots, and then spots for everything else. The reasoning is that recharges are used after a room is finished, but everything else is used during a room.
I kinda of enjoyed playing it, but the balance was poor.
(besides Emacs)
I would guess download Flex and start coding.
while(isGameRunning){
processInputs();
processMonsters();
updateScreen();
}It really is quite straightforward. Start with something simple like Tetris.
So my advice to anyone who wants to make a game is to just start, there's not really any other way to learn.
- inputs are usually callback events, so the thing I usually did was accumulate all inputs in the callback events and then processed them in the processInputs() method. Accumulate was something simple like pressedKeys |= pressedKey
- updateScreen() is usually just a call to repaint() or something like that, which makes the Operating System call your applications paint() method. My paint method looks like
paint(Graphics g){
drawBackground(g);
drawCounters(g);
drawMonsters(g);
drawPlayer(g);
}
and so on... Flex does things in a slightly different way, so it really depends on the technology you choose.
My only question is why do the robots carry cash?
Their original submission: http://news.ycombinator.com/item?id=84191
Why would anyone want to use the shotgun then? :P
What language(s) did you use?
Which in turn should remind you of RoboTron.
You should have some bosses, and some retro zelda dungeons or something though.