Script Kiddies

Update: New Stuffs, Indie MEGABOOTH and Fantastic Arcade (GIF WARNING!)

So I worked on Dragons and friends for a semester or so. Such a needed break from Script Kiddies and a chance to stretch myself programming-wise. Now it’s full-speed ahead on getting Script Kiddies finished. The game has come so far and through lots of playtesting down at the Utah Indies meet-ups and hours upon hours with Drew, Script Kiddies is in a really comfortable place right now.

Here’s a bunch o’ quick GIFs of all the recent improvements made over the last few months:

Lot’s of new “LOSER” animations

BDUB_lose

 

NEW PLAYABLE CHARACTERS

Chronos and his special ability: BRUTE FORCE. It automatically completes a script and sends a virus. When asking for ideas on new special abilities, this was the top suggestion from lots of playtesters.

Isao and his special ability: REPLY_ALL. It sends a half-speed virus on all available floors.

CAP also got Social Engineering implemented, but the GIF is too big!

 

 

Death of the Virus Select Screen

The virus select screen would automatically pop up whenever your character had his/her special meter filled. The purpose was to give the player the choice of what type of virus to send. Even though you have your special ability doesn’t mean you always want to use it. The big problem people had is that it SLOWS YOU DOWN! When you’re in a really competitive match, every second matters and this screen popping up gives the other player the advantage, even though YOU have your special meter filled…

THE FIX: one of the playtesters down in Utah noticed this issue and I said, “Ya, you know, you’re not the first person to say that. What do you think the solution is?” He said, “I don’t know, like just press Y instead of X to access the computer.” That worked. Here’s Kiki using her special. You get a RAINBOW screen when you press Y:

 

Virus Speed-Scaling:

One other major issue in early playtests was that matches took far too long and were too hard to close out. Steve Taylor (of NinjaBee) suggested that you might be able to close out games in a more reasonable time if the speed of the viruses scaled with how many floors were down. After testing a few different iterations, Drew and I settled on the idea that virus speed increases by half when there is only one floor left.

comparison:

 

NEW BACKGROUND/CLOUDS/BIRDZZZ

 

DUST

 

New Winning Room Animations

 

Indie MEGABOOTH and Fantastic Arcade

The game is getting to a point where it’s time to start promoting and marketing the game. I have decided to submit to the Indie MEGABOOTH (PAX Prime) and Fantastic Arcade. I really really really hope we get in. The game is solid and I think our presentation is really unique and funny so I hope it works. I just submitted to the MEGABOOTH an hour or so ago! Fantastic Arcade is in July.

Choosing to have these events as goal-posts has really helped me focus on how to approach continued development of the game. Whether I get in or not, the game has improved by leaps and bounds because of them.

 

I look forward to what’s next for Studio TREX!

-Austin

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Untitled?: Recent Update

Just a quick update for personal record:

I was able to get the dodge upgrade working but it looked pretty lame. There’s some work I could do to fix it, but I think in the end it’s going to be too cheap of a move to use anyways so I’m probably killing it. I might end up working on a rewards system in the game that gives the player “upgrade points” they can use mid-game on special upgrades like dodge. We’ll see.

I’ve been working on the time-bomb upgrade and I think it’s going to be a really cool thing that can be used in a lot of different ways. I want to add in some levels that incorporate the time-bomb mechanics. Here’s the lowdown on the time-bomb: when the player presses the bomb button (assuming they have some in inventory) a bomb shoots out with a descending number on it; 2….1….0. While the number is descending, using L and R, the player can direct it up and down on the screen avoiding enemies. This would be useful for getting behind enemy shields or hitting lock-opening devices that are blocked from the Painter’s bullets. The player will be able to direct the bomb (with L/R) while still having full control of the Painter: shooting, dodging, even using the Chroma Cannon if you wanted to.

When the time-bomb explodes, either by getting to zero or hitting an enemy (can be used as a regular weapon), it shoots out ~50 bullets in every direction in an area ~200-250 pixels wide.

I think it’s going to be pretty sweet and add a lot to the game. I like the idea of having some new mechanics in sh’mups. It’s so often the same thing. One thing I would like to add is a level where you have to shoot certain orbs in a specific sequence to get the proper tone-sequence. It would be something familiar like the ding-dong-ding-dong some doorbells. It’s the first four notes at the beginning of this clip. That could be cool.

Anyways, my goals for the game in the next few weeks are (in no particular order):

– get time-bomb working

– add hit and death animations for enemies

– get Painter movement to work with the XBOX controller joystick as well as the d-pad

– screen shake (?)

toodles Р Austin

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Monochrome: Update

So this week has been pretty crazy at school so I haven’t really had time to work on the game. The things I need to work on next are the shield upgrade and directional shooting from the enemies. Speaking of upgrades, I would like to have all the upgrades working properly before I flesh out the rest of the game. Things are coming along nicely though. Here is a tentative plan for the rest of development:

– Upgrades (Shield, Time Bomb, Dodge are left, plus any we add later)

– Enemy behaviors (shooting, maybe some dodging capabilities)

– Level-Select Screen and Game State Structure

– Level Enemy Patterns

– Game Story fill-in

– Graphics

– Sounds

– Testing

The core game mechanics are pretty simple. I have enemy patterns set up based on time so all I have to do is write (on paper) what I want each level enemy-flow to be like and then implement that into the Pattern Engine. Should be fun!

Side-note: I was just turned on to Heart Machine’s game Hyper Light Drifter and all I can say is wow wow wee wow. Looks great. Here’s a vid:

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