Echoes+ V5 out now.

Echoes+ V5 is out now. It mainly fixes a bug on some Windows 8.1 machines although I took the opportunity to tweak a couple of other things too based on early feedback.

V5 release notes:
– Windows 8.1 crash fixed
– Overly sensitive joypad controls on menus fixed
– The “back” button on joypad now works on menus
– Improved visibility of player shield colours (green = active, red = less than 3 seconds remaining)
– Some Trials targets adjusted

Enjoy and keep any feedback or suggestions coming 🙂

Future Echoes.

A belated Happy New Year to all. Hopefully it’s a good one.

So time for a project re-cap. In the New Year I decided to add to my existing workload by seeing how quickly I could port echoes+ to my new multi-platform game engine. Previously it was only released on XBox Live Indie Games and played by about 3 people, but I’ve had a lot of requests for a PC port so why not… and we might as well do a Mac, iOS & Android version at the same time.

I must admit it wasn’t a project I was particularly looking forward to doing as this would effectively be the third time I’d written it, albeit with extra game modes and bells and whistles that weren’t in the original PC version. However I used my own scripting system in the XBox360 version that I’m also using in my new game engine so about 95% of it worked simply by dropping the scripts in the relevant directories. Result.

So gameplay wise the PC version at least seems to be working as intended with all 6 game modes fully playable. I still need to tweak the HUD to suit the new target devices, update the menus and add device specific controls, but expect a multi-platform echoes+ in the future.

echoes+ on PC, Mac, iOS & Android…

I’ll post an update on 1982 & feedback in a day or two.

Feedback Day 3. OK Not Quite.

I didn’t want to spam this blog with too many updates (see the forums for that), just important stuff that someone might actually find remotely interesting, but I don’t think I’ve quite got the balance right yet. No updates in 2 months? Poor.

I have been busy though. The feedback test project I mentioned earlier has gone through a lot of changes until I finally got the gameplay mechanic into something like a playable state. It’s been a tough project to tweak and get everything balanced nicely, but hugely enjoyable to work on. Endlessly tweaking gameplay is kind of my thing and the challenge of turning the basic idea behind feedback into something resembling a playable game has been really satisfying.

The central gameplay mechanic is that the enemies only react to your actions. Because those reactions are all predictable, it plays differently to most shmups in that getting through tougher levels can be like solving a puzzle….even if that’s a high speed puzzle with a screen full of enemy ships raining bullets down on you. Shmup or puzzle game, the gameplay might take some time to click and it wont appeal to everyone, but experimenting a little is fun.

Have a feedback screenie…

Feedback 1