22 April 2010

Making game play fun

So I've redesigned a fair big chunk of the game design, which now includes reloading. I'm not entirely sure if it's any more fun, but it definitely adds a strategic element. It's always hard knowing how things are going to play out with out a large aspect of testing involved. I don't want to include to many buttons either as playing the game with a game pad will be a must. Not much progress content wise this week, a lot of small fixes and graphical touches applied mainly. Unfortunately Nimn One won't be doing the sound track as he's pretty busy at the moment, so if anyone is interested let me know! On an up note Frankie will be doing the screens in the game and what he's done so far looks very bad ass.

12 April 2010

Weekly Update

Hopefully I'll be able to do a weekly update here if everything goes well. It's been a fairly productive week, I've added in a fair few new features and another big chunk of level two, as well as the usual boring bug fixes and what not. I'll try and keep the spoilers to a minimum and just explain the basics. I'll should probably start writing up a list of things that I've implemented or changed so I don't lose track of what I've done...

05 April 2010

Stage Complete!

Well  not really, but the stage complete stat screen is. It saves a record of your stats for each stage you complete and gives you a ranking depending on your completion percentage. Achieving gold, silver or bronze ranks unlocks things through out the game and rewards you with bonus points to spend in the upgrade department. The actual game engine is coming along quite nicely, I'm just working on adding more interactive elements into the game to defeat enemy's with. I think I'll have about 5 stages in each world along with 2 bosses to defeat, depending on how my level designing skills hold up! I still need to have a look at how the power up's stack at the moment as well, currently getting a stronger power up upgrades your weapon and also gives you more ammo. I don't think so! Hah