Vamprotector

cool stage! Very apocalyptic! I like it! :)

Only two minor things I'd point:
- the red moon (is it?) lacks some details - right now it just looks like a red circle (though it's possible it's just the video quality and not the actual game).
- there are a lot of cars in the foreground. Very cool. Just make sure you don't overuse it, or the repetition will show.

On another note, is there something you can do with lightning in the HUD? It's very distracting...

Anyway, minor things. Keep it up with the updates! :)
 
erf_beto said:
cool stage! Very apocalyptic! I like it! :)

Only two minor things I'd point:
- the red moon (is it?) lacks some details - right now it just looks like a red circle (though it's possible it's just the video quality and not the actual game).
- there are a lot of cars in the foreground. Very cool. Just make sure you don't overuse it, or the repetition will show.

On another note, is there something you can do with lightning in the HUD? It's very distracting...

Anyway, minor things. Keep it up with the updates! :)

Thanks for the feedback!

Don't worry about the Lifebar right now. I haven't made it to that part yet. The Lifebar will have to incorporate Whip and Gun Modes as well as the weapon/item fusion systems.

Right now you are just seeing a fixable layering issue. It's just a placeholder for now until I get into the technical parts of it. I could tone down the lightning on it as well.

Yeah, I was iffy about that moon too, it's the glow effect I have on there, I'll tone it down.

Right now my main concern is getting all the stages into engine right now.  Here is my work pipeline:


Phase 1: Environments - Designing all the stages and importing them in engine  85%
            2nd Pass - Polish stages, imputing all the effects, traps, etc. 10%
            3rd Pass - Choose Your Destiny, make sure map screen works correctly, implement stage selection 10%

Phase 2: Characters - Richter and Helsing. Fix all the animation issues. Implement all the regular stuff. 8 direction firing and whips. Specials and Item Crashes. Add item usage and weapon upgrades. 40%

Phase 3:  Lifebar - Overhaul of lifebar for Gun and Whip Modes. Implement weapon and Item fusion system. Make sure the lifebar corresponds correctly to all weapon/special/item usage. 20%

Phase 4: Enemies - Add enemy types to all the stages and make sure they spawn/work correctly. 0%
            2nd Pass - Bosses. Code all the Bosses. *Implement Boss Rush Mode which is separate from main game. 0%
            3rd Pass - 2 player simultaneous mode coding

Phase 5: Design all endings and final credits. *Thinking about making an internal clock that depending on how quickly you can beat the game determines the ending that you will receive. 0%

Phase 6: Hidden Stages. 0%

Phase 7: Hidden Bosses. 0%

THE END


 
I'm glad to see the progress on your game. Been following it since Lavalit. And I remember you said you shifted from openbor to another engine...
Anyways, good luck, would be glad to do some beta testing, if you don't mind :)
 
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