Secret Agent

In Progress Secret Agent v 0.1

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The project is currently under development.

danno

Moderator
Staff member
Hello everyone, I'd like to share a module I'm working on.

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I've been wanting to re-make this game for years and finally started it a couple months ago, I've gone about making this in a completely different way to how I usually make modules, Usually my creative process is all over the place and I leave parts when it gets too hard or annoying and tell myself I'll come back to it later then jump to the next part then I forget or become overwhelmed and have to take a break but with this module I have literally built it like Lego and refused to move on to another part until the part I'm currently working on is finished.

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What is also different about my work flow on this module is I decided to rip all the sprites/music and sound effects myself (partly because I couldn't find any character sprites online) this really helped with my vision of how I wanted the game to play. It's different from the arcade as I've added a dodge mechanic and a weapon disarm ability, you'll primarily play the game without a weapon after the first stage and if you want a weapon you'll have to take it from the enemy by force using the disarm mechanic.

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Another difference I am adopting is starting with a playable demo of the first couple of levels as to not build up too much hype and have nothing to show for it after years of posting.
So have a play guys and let me know what you think.
 
Silly me!
Here is my feedback after playing once.

I like the variety of gameplay and bondian vibes! Motocycle level is very fun and the first level very immersive.
I suggest some frames of invicibility after being hit because it's unpleasant to be shot many times against the shooter boss.
I'm glad of this test and I think you're in the good way. ;)
 
Wow! I like this idea to convert such type of classic game!
I can't wait to see more.
This project will bring some fresh air/diversity in the Openbor modding scene
EDIT : wait I jsut noticed a demo is playble. I'm testing it ASAP.
 
Played the demo and I really enjoyed it
level of difficulty also feels right, I remember playing the arcade version with my modded mini console and it was way harder

if you think this is still good for your overall design plans maybe add keyflip in anim attack and duckattack, so player can reverse attacks more easily when fighting boss 1
 
if you think this is still good for your overall design plans maybe add keyflip in anim attack and duckattack, so player can reverse attacks more easily when fighting boss 1
Same here, I felt it was not easy to turn without leaving the crouch anim.
Such a soultion would be perfect.

I had a good time playing the demo. It makes me want to see more.
I'm usually not a big fan of motorbikes stages, but this one was really fun!
 
Like I told you in PM @danno, I can't even look at the title without Johnny Rivers playing in my head.

🎵 They've given you a number, and taken away your name... 🎵

Nitpicks:

  • I'm not sure what I think about the disarm mechanic. It's a good idea, but maybe implemented too harshly. It feels sort of silly you roll up with no weapon at all after the intro stage. I would suggest severely limiting the ammo instead (seven shots, typical pistol magazine). You'd still have to rely on your disarm, but it would make the agent seem less like a bonehead.
  • The bosses seem a bit too durable... starts to get a little boring after you've shot and or kicked some dude in the face at least 10 times, but it's not a huge deal.

Other than that, I thought it was fun. The varied set pieces work to keep the action from getting stale and it plays nice and smooth.
 
Enemies can hit with projectiles from off-screen while you can't hit them. Was this done for realism?
 
I would suggest severely limiting the ammo instead (seven shots, typical pistol magazine). You'd still have to rely on your disarm, but it would make the agent seem less like a bonehead.

I did think about this but I wasn't sure about limiting the ammo AND losing weapon on hit, not sure if constantly having to disarm enemies for long ranged kills would be a good thing so opted for infinite ammo for spacing and flows sake, later on in the game the screen is gonna get really busy and the pace faster, maybe I'll limit some weapons ammo like shot gun because a single shot will go through multiple enemies for screen clearing and that would be too easy being able to clear to screen without limits.


Enemies can hit with projectiles from off-screen while you can't hit them. Was this done for realism?

You can hit them off screen but only by about 30 pixels or so and yeah I didn't want to be able to kill enemies too far off screen it's a pet peeve of mine, but sure they can fire at you so you better dodge, I opted for slower moving enemy bullets for this reason. If I do make a hard mode the enemy bullets will defo move faster.
 
I did think about this but I wasn't sure about limiting the ammo AND losing weapon on hit, not sure if constantly having to disarm enemies for long ranged kills would be a good thing so opted for infinite ammo for spacing and flows sake, later on in the game the screen is gonna get really busy and the pace faster, maybe I'll limit some weapons ammo like shot gun because a single shot will go through multiple enemies for screen clearing and that would be too easy being able to clear to screen without limits.
That's a good point. Since I always forgot to disarm people (derp), I didn't even know you could lose your weapon on hit. If that's the case though, I would still start off with a hand gun. Since one hit and its gone, you'll still get a lot of mileage out of the disarm.

While I'm telling you how to make your own game, I have another suggestion. Would you consider mapping the bike dodge to be a normal duck (IOW Down)? Maybe it's just me, I kept trying to duck and getting shot in the head.

DC
 
If you edit the levels.txt you can play the level I'm currently working on so you'll see what I mean about the slightly faster pace.

Would you consider mapping the bike dodge to be a normal duck

It was originally but it felt a little Hadoken-ish as you can move while dodging, I used double tap forward for dodge in the main character too but decided a dedicated dodge button felt better, there is a dodge for the sky diving stage too but I have to redo the animation as the original is crap (also adding bird enemies on sky diving stage)

I would still start off with a hand gun.

You're right, I'll change this, you're right about boss durability too, I'll decrease the health.
 
It was originally but it felt a little Hadoken-ish as you can move while dodging, I used double tap forward for dodge in the main character too but decided a dedicated dodge button felt better,

Oh so that's how to dodge in motorcycle stage. I had to jump over bullets to survive there instead of dodging.

I'm going to try disarming next cause I failed before 😣.

My suggestion is to limit sedan's movement so it can't get close to left side. I lost one life thanks to sedan being there. I prefer it to stay still in one spot or at least move couple pixels to left or right then back.
 
Congratulations, I like this game, I played the Amstrad CPC and it was fantastic for a 8 bits machine, because the Amiga 500 version, with better graphics is very slow, too, when the Amstrad version has a good speed, I waiting play thew demo.
 
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