Somethings I like messing with are gameplay and difficulty that react to player actions. Sometimes in a small way like the way I spawn powerups in DUOtris (near death you get a lot more helpful powerup drops) and then in mono where the difficulty is based entirely off the players actions in the game.
So….I decided to experiment with going one step further and having everything in game a reaction to what the player does…..feedback see.
I’m using a basic Space Invaders game to test the idea, but that will change when I see the reactive gameplay mechanic in action and get a feel for what it is best suited to.
Anyway progress: All placeholder graphics and sound fx are done and the scripts necessary to load them into the game are written. I have about a dozen enemy ideas written down and a rough logo idea (yes, all my graphics are “rough”).
Today we should get some enemies on screen and bullets. Lots of bullets.
Hopefully Apple announce some nice new MacBook Pros tomorrow so I can get the other versions of 1982 finished and finally release it on all 4 platforms (PC, Mac, iOS & Android).
In the meantime I thought I’d work on a little demo of a game idea I’ve had for a while that really needs testing before I know whether it works or not. I’ve a feeling it wont work as well in reality as it does in my head, what does, but there’s only one way to know for sure.
So tonight I’m starting work on feedback by creating some placeholder media so I can get to scripting the gameplay as soon as possible. Regular updates incoming…
Well I was going to write a lengthy post on where the idea for 1982 came from, the inspirations and development to date, but games are a visual medium so I figure a bunch of screenshots can say all that better than I possibly can.
After a long illness enforced break and subsequent (and ongoing) go-slow it’s time to open the doors to the zoo again.
I’ve cleaned out the cages and given everything a fresh lick of paint in readiness for the first new title “1982″. (Rumours that it gets its name from when I started coding it are untrue….although it feels like that at times.)
Next up I’ll post a summary of development to date.