GoldSpace (Working title: Space Pirate)

Bombini

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Thanks for the feedback guys!
Let me share some thoughts.

Fuel:
I agree. I adjusted the refuel rate and made it much faster. This already helps a lot but you have a fair point.
Why is it fun or challenging if i run our of fuel. It would make a lot sense if it would be something like: "You need X fuel to go to planet Y. Get enough fuel to do the trip." It could be implemented like the movement in Advance Wars. Not sure though.

Starmap:
It is right now a menu but i am adding more features to it. I want to add surprises and loot on the map itself. Also the new ship preview system adds more fun. Let me know if you ahve ideas what should happen on the starmap.

Save points:
I am actually saving everytime you encounter a new ship or location. Hitting "load" in the start screen will bring you there again. It is not communicated very well.

'Roguelike':
The game is not a pure roguelike. Mainly because my coding skills are not good enough. There are a lot of random parameters which react on the way you play but most of the ships are handcrafted even if they have parts that change.
There are procedurally generated environments and a lot randomization of items but they dont dominate the game. The "skilltree" of the player is also not crazy complex.
Most polarising question is the permadeath question. I am afraid that the game is not random enough to go for it. So i may rather invest more into a one slot save game system like in FTL.

I will upload a new gameplay demo soon.
Please post comments, wishes and thoughts.
Cheers!

Bombini

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There is one thing which i cant get out of my head for a long time.
Should the star map be wider and should i have to upgrade my ship (with items i find) to enter certain areas after another?

hendriza01

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Wow only discovered this now, and just wanted to say, this game looks awesome :P

Bombini

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Thanks!

Question (reg fuel and progression):
Would you prefer the current map system (move tile by tile) or would you prefer a system where you move tile by tile in a universe to travel (without spending fuel) and spend fuel in travelling from universe to universe?
I would need to collect/grind enough fuel to go there.

Fun?



Something like this:

Fuel would be detucted when jumping to new universe (hitting the pink tile).
You cant move into the 100% black tiles.

« Last Edit: January 13, 2016, 08:54:55 am by Bombini »

merrak

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Spending fuel only to travel to another universe seems like a good way to keep a fuel cost element in the game while still giving the player some extra freedom of movement.

Bombini

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Hi  Space Pirates,

i am very proud to share the newest release (finally Mac as well) with you guys.
Have in mind: This game is still in development and will likely be done by end of 2016.
The current story and progression is a placeholder.



Windows dowload:
MAC download:

-- Keyboard Controls: --
Move: W,A,S,D
Fire: Arrow keys
Select: Space
Change weapon: 1,2,3,4,5
-- or customize them --

-- XBOX Gamepad Controls: --
Left cross move; right buttons fire and select (tested on PC)

-- Changes from last version --
+ New random encounter system with ship preview
+ New dialogue system
+ New "scan and find hidden relic" mechanic (have the chance to find a hidden relic and get additional info)
+ New goal system (always show the next goal on bottom of star map)
+ Scan & find hidden relics
+ In level dialogue, log & note system
+ Destructible wall system
+ A lot level changes and adjustments



General thoughts  & next steps:
I am really happy how the levels play out.  The levels have to be advanced but the gameplay itself is fun and the way I wanted it to be. I am not happy yet with the star map. It is still a menu as some of you mentioned. This will be the biggest construction yard in the next weeks. Altough…it got much more fun already…check out the new version.
I also want more focus on updates for ship, player weapons, add more reasonable items, fine tune some features and add some new ones and remove others which are not so much fun. Please take a look.

Star map (meta game):
I could not get the progression right yet. Right now it works like this: Do random encounters to collect resources (which works quite nice) and do linear missions (one special ship after another) to progress through the game. This is ok but could be more fun. One part plays the map itself (right now its search and beat) but very random.

Proposal meta game:
There should be one main goal when starting a new play through. It should be fun & challenging to locate that goal and it should be fun & challenging to reach that goal (beat enemy, find item, etc). Examples:
•   Find and beat famous space pirate and take her/his place
•   Stop spreading alien invasion
•   Find super rare artefact
•   Collect alien tech to escape dying universe
The player would get one of these goals randomly when starting a new game to have variety and get the missing ones after another.

Star map itself:
The current problem is that it is somehow fun to uncover the current map but not as much fun as it could be. Part of it is space itself. I as a designer can place harming nebula but I can’t embed strict easy to understand rules like on a map on earth where I have clear rules (need a bridge to cross a river, may have problems crossing mountains, forest hides enemies, roads allow faster travel and so on).

Problems:
I have problems hiding goals on the current map (its easy to uncover it; making goals visible once I have the mission is kind of weird on such a small map) and I have problems embedding choke points. Another problem is that I would see all enemy movement once I uncovered the whole map (which is easy to achieve).

Proposal:
Limit free movement to movement points. This would allow interesting hiding and map layout.


Current special encounters (bank heist, ice station):
It would be more fun to get those encounters from an NPC as missions and not just run randomly into them. This NPC would give you rewards if you would find a special item or kill a special person in this location.

Scanning space ships:
It costs right now 2000 credits to do so which does not make sense. I will remove that cost and rather limit scanning to 1 scan (which can be upgraded up to 3 scans per encounter) per encounter.

Fuel:
I am pretty sure that I will remove fuel from the game. It’s is not fun right now even if I give more fuel out (which is in current demo). It’s not adding much unless you travel from let’s say a galaxy to a galaxy and work for the fuel amount in that location/galaxy. The player would need to know how much fuel is needed to reach the next goal and plan for it. Right now its random and not fun.

Ship fights:
It is a bit weird that enemy ships are always boarded when encountering them isn’t it? I don’t want to add a crazy huge new system but I am thinking about adding a light fighting mechanic. Your ship and the enemy ship has hull and shield. You can fill up to 3 different slots with weapons and board the enemy (or flee anytime) when the shields are done (laser weapon attack lowers enemy shield). The attacks can be triggered each x second per weapon (cool down).


Features to work on:
Dying when leaving space ship:
The player is right now sucked into space when not walking on a tile. This can happen when massive explosions damage the vessel for example. This is an “ok” mechanic but frustrating when happening at the end of a level.

Proposal:
The player sprite will automatically use a spacesuit when leaving any ship (aka not being on a tile). Air will only be available for a short time. This will still put the player in a dangerous situation but does not mean instant death and also allows for nice puzzles and secrets (“will I reach it in time?”). I have to figure out how the movement will be to have a bit of a realistic touch (slower, always slow left move?).

Advanced shop:
Upgrading is fun. I want to add more upgrade states to the laser gun (firing rate, damage, critical chance) and various ship upgrades as well. This should boost midterm motivation.


Spreading fire:
It is a fun and underused mechanic. I need to fine tune it and include more puzzles. I guess slower spread and longer burn time is a good starting point.

New features:
Special suit:
I have not played Fallout 4 yet but I like the idea of having a special armoured suit (to use when you are stuck in a level for example or just to have a blast once in a while) which you have to craft (find 4 parts before use) and for which you have to find energy cores to use it.


New terminal hack “turrets”:
Disable turrets which should at the player or let them should at enemies.

Legendary enemies:
I want to add legendary enemies which appear in levels (like a strong pirate, alien or commander with a special sprite) after scanning enemy vessels. A skull icon will be added to the UI which will be a new parameter). The type will also give better rewards.





« Last Edit: February 03, 2016, 04:28:39 am by Bombini »

gurigraphics

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I enjoyed the game.

At the time, load game is in trouble. The game crashes and close.

And also does not appear the sprites:



I think that is on this island the problem:



And here not appear the text:


« Last Edit: February 04, 2016, 08:34:19 am by gurigraphics »

Bombini

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Thanks for the input.

So loading a saved game crashes it? Will investigate.
The island is actually a nebula that damages your ship.
The is still missing yes.

Thanks!

gurigraphics

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Quote
So loading a saved game crashes it? Will investigate.
At that nebula  stage I think.

Quote
The is still missing yes.
x11 in the other scene appear bombs sprite.

I can also come and go several times in the ship and get the money. It always appears in the same place with different ships.

Bombini

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Thanks!
I will work on those issues.
I actually got a lot negative feedback regarding the "falling to death" when the player is not an a tile anymore.

I tried something quickly i had in mind:
The player can float in space (a bit slower movement with constand slow left movement).
It auto puts on a helmet:



It could add a lot fun and puzzles.
I want to a an "air meter" that you cant stay forever in space.
I will also work on the balancing.

Cheers!

Bombini

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I added a "oxygen" system. The player will die if running out of oxygen.
its already fun and allows a more complex level design:



I am considering changing the system how i handle the weapons.
Right now you can collect up to 5 weapons and change them any time in game.
I dont think that you do that  because its too disrupting. Another key and so on...
But...different weapons allow different strategies and are fun.

I think i will place all weapons that you found/bought in your own ship to pick up and choose from start.
Maybe placing some in the level as well.
But...and this is the change...you need to pick up a weapon to change it.



What do you think?





Bombini

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Hi guys,
I got soo much feedback :)
Especially why the enemies are all so easy. Well turns out that all health point for enemies were overwritten by a bug to 5 points :)
I am very happy to share a new version with some crititcal fixes according to feedback i got:



What changed:
+ Removed saving bug and broken game states
+ Adjusted spawning of random ships (won’t be near you all the time)
+ added second fire mode for Big Robot
+ Added auto save to every encounter on star map
+ Added idle states for player when not walking
+ Added new feature: Spacesuit (auto put on when in space)
+ Removed damage & bug from green nebula on star map
+ adjusted mg kill sequenz
+ kill player when leaving scene in space suit
+ Adjusted levels a tiny bit to showcase Spacesuite
+ Removed "every enemy has 5 health" bug and adjusted health for bosses

Have fun!

merrak

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  • Posts: 2738
I think i will place all weapons that you found/bought in your own ship to pick up and choose from start.
Maybe placing some in the level as well.
But...and this is the change...you need to pick up a weapon to change it.
What do you think?

This seems more realistic to me, and probably in a good way. Special purpose weapons for specific levels could have some neat opportunities  8)

gurigraphics

  • Posts: 690
Quote
I think i will place all weapons that you found/bought in your own ship to pick up and choose from start. Maybe placing some in the level as well.
But...and this is the change...you need to pick up a weapon to change it.
What do you think?

I think that Starbound can provide many insights. For example: upgrade the ship, teleport to planets already visited, aliens mascots, etc.

The defect of starbound is that there excess of objects and objectives. This makes the game much infant.

You can use only the best ideas. Because a game needs of changes and variations to be fun. But also need consistency, clear and defined goal.

If you were a space pirate what would you do? I would go around killing aliens and stealing all?

You need an object, reason, purpose before of this: revenge, defeat a villain, save your planet, conquer the galaxy, have the best ship, win a competition, become the greatest pirate, etc.

This differentiates a puzzle avocation of a great game that you have desire to play to the end.

Players like to talk about their achievements in games. But not any achievements, as in current games that badges they are just decorations.

A good game motivate the players to speak and disclose what they did or discovered in the game. This makes the success of the game.

A common game, players do not remember the name of the game or has ashamed to say that they played.

Your game it will be certainly the best Stencyl game when troubleshoot this issue of objective/narrative/leveldesign.
As you are only one person, it is normal you will not be as good in all these areas. But nothing that time and determining can not solve.

Bombini

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Thanks a lot! I really appreciate it and i totally agree.
I am taking a week off from the game and will be back next week.
Reg the whole narration aspect:
I believe 100% in storytelling and goals. This is especially important for small games like mine as you mentioned.
I might work with a writer. Lest see.

Thanks again and stay tuned guys!