devlog #16 - http://www.youtube.com/watch?v=JG960pauKVs
(GUI, force fields, bullet boosters)
devlog #15 - http://www.youtube.com/watch?v=RHwQIXKO1n4
(on-off pressure plates, explosives, new elements/tweaks)
devlog #14 - http://www.youtube.com/watch?v=1iPkM9olna0
(new elements, multi-level sectors)
devlog #13 - http://www.youtube.com/watch?v=pIcEywsZ5eE
(many new elements)
devlog #12 - http://www.youtube.com/watch?v=hV5kkPBYfXI
(fully working level editor)
devlog #11 - http://www.youtube.com/watch?v=43gyuU-FdCY
(particle blendmodes, ai changes, wip editor)
devlog #10 - http://www.youtube.com/watch?v=blq33UhomBE
(wall autotiling, charge particles, raycasting, new gfx)
devlog #9 - http://www.youtube.com/watch?v=8GT8zbgt0ow
(turrets, new enemies, bar hp counter)
devlog #8 - http://www.youtube.com/watch?v=Za2w-nNwe0g
(all enemies can now have weapons)
devlog #7 - http://www.youtube.com/watch?v=5JmZmp_x5Uc
(major progress: ai, gfx, etc...)
devlog #6 - http://www.youtube.com/watch?v=_y_xcvS_aIk
(possible enemy types demonstration)
devlog #5 - http://www.youtube.com/watch?v=wkPzUk5oSMA
(testing enemies that shoot)
devlog #4 - http://www.youtube.com/watch?v=mcRPckkV1XM
(test particles redux)
devlog #3 - http://www.youtube.com/watch?v=KW-cqoaXmVk
(test particles)
devlog #2 - http://www.youtube.com/watch?v=DaIqr5thCQ0
(shooting test, enemy test)
devlog #1 - http://www.youtube.com/watch?v=0KVp2j5hbxI
(new possible project)
What are the design flaws and issues that were in the original game?
design thoughts
The following thoughts apply both to Operation Carnage and Hyper Princess Pitch.
The main problem I have with the original game is that it is very luck based.
Getting a random powerup drop could mean the difference between clearing a room or losing a life.
How to preserve the fun "overpowered" powerup mechanics while preventing luck based gameplay?
Maybe, instead of random drops, have enemies drop money (or any other resource) that can be spent to buy powerups? Or just place powerups manually in the levels?
Also, constantly getting flamethrower ammunition would give an advantage, since flames stop bullets.
And this is my second complaint: the flamethrower is overpowered.
The bullet-blocking flamethrower is the "iconic" weapon of Operation Carnage. How can it be balanced?
Maybe have very limited and expensive ammunition. Maybe have some kind of enemy projectiles that cannot be blocked by the flamethrower at all.
Or maybe add an overheating mechanic, so that the player cannot be constantly shielded by the flamethrower but has to time its usage.
Another major complaint: the "I fucked up early, let's restart" syndrome.
In arcade games like Operation Carnage, where you have a limited amount of lives, dying on the first or second level usually means a restart, as you need the extra lives for later levels. This is incredibly annoying. You have to play those levels perfectly or else you have to restart.
The same problem applies to games like Touhou, for example.
How to preserve unforgiving game difficulty while solving the early-restart problem?
Maybe, the player could have a limited amount of lives per level, that gets refilled on every level. It's basically saying "You're allowed to fuck up twice per level", and levels obviously become harder over time.
Actually, I think I like this solution.
pro modes
The original game offers 4 difficulty modes, that increase enemy speed/health and decrease player health.
I'm planning to have the following modes:
Easy mode: for newcomers - enemy damage output decreased, more lives per level, etc.
Official mode: the regular gameplay mode. Easy in the early levels, incredibly hard in the later levels. Comes with a built-in speedrun timer.
Mayhem mode: the ħardcore gameplay mode. Same parameters as Official Mode. 1-hit kill. 1 life. Comes with a built-in speedrun timer.
Sandbox mode: the user can choose starting levels, mess around with game parameters, etc. Useful for practice and fun to play around with.
As said before, it looks awesome and I'm amazed at your daily progress! :)
Sorry I didn't see that link to tigsource! :-X
Anyway, it looks good! I don't know Operation Carnage, but I loved Smash TV. ^^
Looks very nice! Need to check out the code. ;)
For how long have you been programming? I think this stuff is just incredibly awesome, for being made only by one person
And I've also had the idea of creating tutorial screencasts about modern C++11 game development for beginners. What do you think? Is someone interested?In general, it takes a lot of time if you prepare code for educational purposes, don't underestimate that. I don't know if it's a good idea to just show the code of your game, because it might be very specific and advanced (not a typical game) and thus hard to understand. If you lay it out in a strictly incremental manner, where you add feature by feature, you will have to redo a lot, because that's most probably not how you develop otherwise. It depends of course also on how detailed you want to make it -- a complete game is definitely a lot of work, but maybe it would even be more interesting to pick out a few special techniques, e.g. the way how lambda expressions can be used to make code simpler and more powerful? This approach would also have the advantage that people don't get bored by the lengthy parts of game development (boilerplate coding without interesting functionality). And you could keep the videos rather short and directly focus on the interesting parts...
Good job on the project so far Vittorio!! I think you are a really talented programmer. This game has a really unique style, when its finished, I wonder how big will its success be ^^
http://vittorioromeo.info
Devlog: http://forums.tigsource.com/index.php?topic=36131.0
GitHub: https://github.com/SuperV1234/SSVBloodshed
In this video I'll show new minor features and changes for operation bloodshed.
Apart for fixing crashes and bugs (and optimizing the game even more), text editing is now fast and easy (comparable to your favorite text editor).
GUI elements can now be styled and they adapt to the font being used.
Particles are now loaded from easily editable .json data files, so that players can customize particles.
Example of particle file:
https://github.com/SuperV1234/SSVBloodshed/blob/master/_RELEASE/Data/Particles/bloodRed.json
A new particle parameter, "fuzziness", has been added, which basically randomly moves around vertices. It works very well for explosions, smoke, and sparks.
I haven't added any new element since I've been experimenting with other projects.
I've created an assembly language and virtual machine that I will probably show in a future video, and also fixed many Open Hexagon 2.0 bugs.
Thank you for watching!