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+ // circuit_strike.one / progress // +

04-05-2009, 11:05 PM
#1
Joined: Nov 2008
Posts: 144
+ // circuit_strike.one / progress // +

Hey TA'ers - this is se7en from h.grenade games and I thought I would drop some new info on the progress of the game and open up the lines of communication in my last few weeks of development and let everyone share their $.02.

I wish I could say that things were moving quicker, but I am only one guy. I work pretty much 12+hrs per day on this game and have since Nov. Does that mean it's going to be the best thing since the wheel? Probably not. Will it sell as well as iShoot that was done in 6 weeks, maybe not. But, at least you know I have put my blood + sweat into cs.one because it is the kind of shooter that I have always wanted to play.

I don't like to compromise and I think that too many iPhone games just don't push the capabilities of the device. Instead they design around it or rely on gimmicks often letting the device dictate what they produce. Trying to push the envelope is seriously challenging, but worth the effort in the long run.

The guys at Firemint have absolutely blown everyone's minds. They could have been done 6 months ago if they wanted to be as lame as most of the existing racing games in the app store. Lousy framerates, bad controls schemes, etc. But they pushed and I think the will be well paid for thier effort. iPhone dev feels a lot like the PS2 when it first came out. The games were fun at first because it was new, but look at the difference in year 2 and 3 titles. They don't even look like the same hardware.

So anyway, here a bunch of screen grabs from the iPod Touch of the close to final UI. I have been working on a full online connected profile system with career stat tracking and leaderboards. Additionally, there will be 3 difficulty levels that have to be unlocked in sequence and 36 achievements. You can see the new pause menu where you can set your ship acceleration, rotation and aim damping in game. I personally hate when the options are in the main menu because it takes for ever to fine tune the experience to your personal preferences. Set something, go try it, quit and change it. Over and over and over, etc.

In the next few weeks I will be switching to a sprite based system for the enemies because right now more than 5 or 6 starts to really tax the iPhone 3G. The enemies look cool rotating in 3D space but it is much more fun when 15 enemies can be chasing you down especially as the game advances.

If you guys have any feedback or questions I will do my best to answer them.

se7en













04-05-2009, 11:09 PM
#2
Joined: Dec 2008
Location: Around
Posts: 349
Send a message via AIM to Sparks
I would sell this to ngmoco. but Chillingo already has it.

Well, I am REALLY looking forward to this. Thanks!!

04-05-2009, 11:21 PM
#3
Joined: Feb 2009
Posts: 6,899
What is this game about?
04-05-2009, 11:22 PM
#4
Joined: Dec 2008
Location: Around
Posts: 349
Send a message via AIM to Sparks
Its a shooter
04-05-2009, 11:52 PM
#5
Joined: Dec 2008
Location: Hawthorne,California
Posts: 588
i want it.

Artist and dev for Team Dropkick
04-06-2009, 01:14 AM
#6
Joined: Dec 2008
Posts: 463
Holy ****ing shit. (yeah I might get banned but I don't care).

That is purely insane! I simply can't wait!

First game in progress...
04-06-2009, 01:25 AM
#7
Joined: Oct 2008
Location: Agoura Hills, CA
Posts: 251
Send a message via AIM to jshmrsn
Wow! Man, you sound EXACTLY like me. I'm a one (2 with the help of a friend) man developer team. I'm also putting everything I've got into developing the game I've always wanted to play. I'm also spending the time to push the hardware as far as I can make it go. And it is producing results exactly as you mentioned with the PS2. SciFly1 looked okay for it's time, but I never could have imagined SciFly II's graphics were remotely possible at the time.

I've currently been up for 31 hours implementing interleaved arrays into my engine instead of VBOs. I'm about to crash for tonight, but some time I'd really enjoy talking with you.

Good luck on your game, man! The impact of the 3D main menu is fantastic.

Sending PM.

Josh Rosen
Developed Above & Beyond Air Combat (Now Available!)
Developed: SciFly
Twitter: @jshmrsn
04-06-2009, 02:39 AM
#8
Joined: Oct 2008
Posts: 655
Awesome! Keep up the awesome work Se7en!

Plus+: Icewraithe
Tester for: Legion of Amon, 7x SECRET, many more
04-06-2009, 03:15 AM
#9
Joined: Mar 2009
Location: Washington
Posts: 9,125
Looks godly I'm getting it!!

back
04-06-2009, 07:07 AM
#10
Joined: Feb 2009
Posts: 2,476
Shay!!! Glad to hear from you. Can't wait for CS.ONE. It's going to be awesome. I've been watching what I spend in case it pops up on the app store one day.

My friend said to me, "I think the weather's trippy." I said, "No, man, it's not the weather that's trippy, perhaps it is the way that we perceive it that is indeed trippy." Then I thought, "Man, I should've just said, 'Yeah."CS.one R3DC3ll Faction-Join us or die...proud member of TheBeastlyNinja Epic-uber elite comedy crew