Just another quick update! Been very productive! Yay! So I thought I'd share this: For those of you that finished Sam's story on Infinite, Spoiler yes, that's Sam's dad He'll be the last playable character you unlock. I've managed to put in all the characters and music now, and I'm currently working on adding the spaceships for each character. Still a mountain of work to do. I try and envision it all as little hills Hope you're well! QS =D Edit: Also - this was the 100th post in this thread! W00t!
I still play AS: Infinite a LOT. And that's saying something, I hardly play games on my iPad these days, but often bring out Spaceman Sam. In my top ten all time iOS games, for sure
Thank you! YES!!!! Thanks! That's a lovely thing to say - thanks! If I was one of those really super confident developers I would say "SOS is even better. It will blow you away!". But I'm not, so I won't! Right now I'm contemplating the difficulty of the whole thing. At the moment, you have infinite retries. That means, even if you die a lot, an average player can unlock all the planets (levels) and 'finish' the game in about two hours. Not including all the unlocks of course! I've yet to fully implement everything though. But I'm thinking of the following system: Option for retries to be on/off. If retries are on, you can restart 3 times if killed. Score is halved. If retries are off, you can't restart, but you get 'full' score. For example. If retries are on, and I kill an enemy, I might get 500 points. If retries are off, and I kill an enemy, I'd get 1000 points. The idea is that with retries on, the game is easier for people that find it difficult, those that want to get used to the game, or just want to unlock all the planets faster. For those wanting to get a high score, they'd play with no retries. This 'doubles' their scores as a reward for risking play with just one 'go'. Thoughts? QS =D
Why not just make it 2 different modes? With retries it's "Normal" and without it's "Survival" or "Hardcore"
Hello! I heard some new music today from Yerzmyey and he's let me use some of it - here's a very short music teaser trailer for you I have to rush off now as it's my folk's wedding anniversary but I hope you enjoy it! QS =D
Just back from a holiday and glad to see that it's coming along very, very nicely indeed. I love the sound of survival mode and indeed damn well everything. Properly cannot wait.
What is this 'holiday' you speak of??? Go anywhere nice? Survival mode is in. Logic wise, it was VERY easy It went something like this: When you die: If Survival Mode is OFF, show 'Retry' button. If Survival Mode is ON, don't show 'Retry' button. I still have to adjust the scoring of course! Today I'm 'cleaning up' the game a bit, making what I've already got presentable as I'll be showing my CBBC friends tomorrow to get some much needed feedback. I'll be seeing my cousins on Sunday for Easter too, so I will bribe them to play the game with chocolate eggs! Hopefully at the start of next week I'll have a pretty good plan on what needs doing and how to finish this, and will be sending the game out to my testers soon. I'm sorry it's taking so long, but I'd really like to get the game done 'properly' before you get your mitts on it! There are always bugs but I do my best to really minimise them. With mixed results! Hope you lot have a great weekend! QS =D
Hello! Here's a pic for #screenshotsaturday I had a 'eureka' moment while testing about the 'Early Warning System'. They're the arrows that show incoming enemies. A 'radar' of sorts. Previously the 'arrows' were all in the centre of the screen, but I found they got in the way lots and were difficult to see properly. A simple change to put them on the edges seems to work much much better! A little thing, but it all counts, right? In other news, the game will need some work on it to make it a universal build. Currently it works great on iPad (it runs at 60fps at the moment on an *original* iPad!). When playing on a phone though, everything's a bit small right now (as I'd feared to begin with) and it can be hard to read some of the text There's a few solutions for this, but I really need to concentrate on finishing the game so I know where everything 'is'. Then I'll spend some time getting it to work properly on phones! Some good progress though, and I'll be showing off my game to some friends this afternoon. Their feedback will help the game I'm sure QS =D
Hey all, hope you're well! It's not been a productive week I'm afraid, but following on from my last post about the early warning system, here's a #screenshotsaturday pic of something that'll disrupt that: Those pesky radar dish jammers, eh? Sorry for the brevity! QS =)
Last week's design eureka was impressive! You're right, it's the little stuff And those radar jammers are neat! I'm loving the enemy variety so far, makes it feel unique! Btw, the green spaceship in last week's picture looks a bit naughty....
Cheers =) Thank you sir. You'll notice I mentioned about 25 different aliens at the start. There's now about 30. That's just the 'grunts'. You then have to factor in the bosses, bombs, mines, turrets, UFOs, jammers... I'm thinking of adding asteroids next. You'll remember in Infinite, if they hit the ground, then you change direction. One way to incorporate that into SOS is to reverse the controls... Also, I may have added more than 10 characters. You know, my cousins mentioned that last week too. I can't really see it myself - I mean, a rocket's kinda rocket shaped, right? But I'll see what I can do QS =)
A blast from the past... Hey all, hope you had a good weekend! I've been adding to the 'ultimate' mode a little Those of you who remember the game this one is inspired by might appreciate it: Still more additions to make to this mode, but it's an early look QS =D