SPLOOT

MyChairHasALooIn

  • Posts: 310
SPLOOT.

Spaceships! Splosions! Loot!

An endless arena shooter, with loot being the only reward, if there is an objective, owning the biggest ship in the galaxy with the best versions of all your favourite guns is it.



6 player ships, 4 enemies, 16 different weapon types, 4 different equipment types, 4 quality grades for each weapon and equipment.

play here http://www.stencyl.com/game/play/18627

« Last Edit: April 30, 2013, 04:41:20 am by MyChairHasALooIn »

MyChairHasALooIn

  • Posts: 310
The ship equipment screen works, but needs explanations, slot highlights and a better menu layout, as well as ship purchasing buttons and active ship select toggle (currently defaults to the third ship for testing)

The arena screen is up and running, player movement is enabled rebounding off edges is not, player weaponry is enabled enemies are not.

Entire frond end menu needed.

MyChairHasALooIn

  • Posts: 310
Enabled looting, player damage, death, enemy collision, basic enemy player tracking, and bouncing off the arena walls.

Still need, more enemy types, front end menu (save/load system), loot screen that isn't an eyemelting white flash, In game loot notification, sounds/music, 1 more player ship (if time, but engine can handle much larger than the thatsnomoon).

1 day left >< eek.

MyChairHasALooIn

  • Posts: 310
fugly loot screen in. :)

Photon

  • Posts: 2697
The game does not explain itself well AT ALL. In fact, it really doesn't do much explaining at all. I realize this is still in the works, but how am I supposed to give feedback without knowing what I'm doing?

After tinkering around, clearly there is a lot of customization involved, but I didn't get far enough to really explore a lot of it. The combat is very uninteresting to me, and its actually quite difficult to die anyway. It looks like you have some good stuff in there, but right now it just is not that compelling to play.
Do NOT PM me your questions, because I likely will not respond. If I have replied to your question on the forum, keep using that topic. Thanks!

MyChairHasALooIn

  • Posts: 310
Theres a bunch of tutorial stuff to go in yet, most notably explanations of what all the different bits of stuff actually do, switch picture? for picture? is not the most user friendly interface.

player stat balancing is way off atm, i've been running the game in the background relying on the slow relentless ramming of space rocks to accumulate loot rolls, so I could see if that system worked as intended. so yes, very easy, atm.

I've spent about 2/3rds of dev time focused on the joy of looting rather than playing, and it shows at the moment :(

Photon

  • Posts: 2697
Theres a bunch of tutorial stuff to go in yet, most notably explanations of what all the different bits of stuff actually do, switch picture? for picture? is not the most user friendly interface.

player stat balancing is way off atm, i've been running the game in the background relying on the slow relentless ramming of space rocks to accumulate loot rolls, so I could see if that system worked as intended. so yes, very easy, atm.

I've spent about 2/3rds of dev time focused on the joy of looting rather than playing, and it shows at the moment :(
In my current entry, rewards or "looting" is a big part of what the game is about. Winning points and spending them on upgrades is part of the motivation in playing. Having invested in an extensive upgrade system is not necessarily bad, but it will mean next to nothing to a player if the game does not play well. Boring gameplay essentially renders customization a moot point; I would recommend fixing the gameplay pronto. I would also look to add sounds and music too, to quicken the pace.

Also, you said earlier today that there was only one day left to work. We have until around midnight (Pacific Time) tomorrow, actually. Thought I'd clear that up for you.  :)
Do NOT PM me your questions, because I likely will not respond. If I have replied to your question on the forum, keep using that topic. Thanks!

MyChairHasALooIn

  • Posts: 310
Save/load data enabled, ship menu improvements, front end sort of doneish.
Explanations needed and rebalancing/more bad guys.

MyChairHasALooIn

  • Posts: 310
And changed the name to Sploot.

MyChairHasALooIn

  • Posts: 310
More chronologically accurate 1 day left eek ><

MyChairHasALooIn

  • Posts: 310
Wish I had time to....

Update the loot screen to include the planned slot machine of loot.

Re-rebalance sound effects.

Re-draw in game ship sprites for the two largest ships.

Provide better tutorials.

Re-balance loot frequency.

Add more enemies with some different behaviours.

Stuff I think is cool but people will struggle to even notice.....

Weapons fire comes from the appropriate spot on your ship (very obvious in the thatsnomoon).

Difficulty scaling, enemies get tougher and faster over time :) (very slowly)

MyChairHasALooIn

  • Posts: 310
Sploot Redux is looking awesome, rebuilding the engine is time consuming though, but should result in much better and smoother performance :) (no slow down as number of on screen entities escalates), much better less nonsensical looting system too :).

The big hurdle at this point is trying to add in some sort of mission structure, and vastly improved options for enemy behaviour than the two currently in Sploot (straight line + bouncing, or follow)

Redesigning all ships to give a more even spread when advancing, especially as ship sizes require no specific increment, looking like there will be 12 or so ships in the remake!

Sploot Redux will not be available on the stencyl arcade though as it's a project I intend to make some money from! (there's a first time for everything)