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Originally Posted by Bolshevik
Try to keep the number of bullets both you and the enemies fire to a minum as well as keeping the enemies to a minium to decrease lag because if you don't you will soon find out that you will lag bad, although you didn't need to be told that right?
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Just the other day, I was playing R-TYPE. It was the part where you fight against the giant gunship. It's been a while since I've seen graphics flicker like that. Heh, the Wii reproduced the flaws that old games make. Whenever there were too many enemies on the screen, the graphics would blink on and off. So no... I don't need the warning. I know I can't put too many polygons on the screen. I'm sure Nemi will start yelling at me if I do.
With that said... no promises!
Since this is a space game, the PC / XBOX 360 doesn't have to work too hard on rendering the background. If the main spaceships can be kept down to a reasonable amount of polygons, that leaves a lot space for particle effects, weapons and asteroids.
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Second tip I have is that try to keep the movement of the ship to as little as possible, sure it's nice to see the ship turn a little bit when it moves up and down but that just creates more problems that you don't need to deal with.
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I think the ship should do some banking. Just slight movements, but the ship can't be static. I think it looks boring if the ship doesn't move at all. Airfox is a good example of this...
http://www.flashkit.com/movies/Games...8763/index.php
...and that game should probably be added to the Photics Arcade. The only reason why I haven't done it yet - there's a glitch with the number of lives. The game ends, even though it looks like you have 4 or 5 guys left.
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3rd tip The background, character ship and enemies will make or break the game. Try to get them to look as good as you can because in the end the better that what matters.
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...but ...but ...but the Wii told me that graphics don't matter.
Yes, I'm trying to make the graphics realistic. I'm learning how to create art in 3D. It's surprisingly difficult. I was really depressed this week when I couldn't figure it out. Then, poof! I started getting it. Maybe I'll post up some samples later on. If I can get this down right, it means amazing things for this website. Heh... we'll
look back at old episodes of Lost In Ascalon and laugh!
Just so everyone knows, If you submit an idea in this thread, you're giving it to Photics.com for free! Since this is starting to become more like a real game project, I should post the standard copy that all the game publishers do.
By posting a game idea or suggestion in the Photics Forums, you grant Photics.com permission to use that information without any compensation to you.
Basically, I don't want to be sued
If Photics: Revisions - Course Correction is good enough, I might want to sell the game. It looks like I'm going to have to change the title of this Forum too. It's not just Flash Game Development anymore. I'll make a sticky thread, filled with useful resources.
The Course Correction project is pretty much closed. Nemi's gonna work on the coding. I'm going to work on the art. That doesn't mean we should stop! We can work on other projects. Also, I plan on posting updates to the project's status.
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All in all you should have a pretty easy time creating this game also one more thing to add Geometry Wars . If you can get it to be addicting well who knows how far it can go right you might end up being able to sell the game. I wish you good luck.
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Good Physics is important. There was this one game demo where you could shoot everything... I MEAN EVERYTHING. It had no purpose to it, as it was just a demo, but I sure did enjoy shooting the walls and watching them crumble.
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P.S. I am going good with Gwen's RPS. I should have it done by saturday we will see.
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I look forward to seeing it. If it's good enough, would you want it mentioned in the next edition of Photics: The Guild Wars edition? If it's not good enough, would you want to open the project to collaboration?
Note: I'm working on a bonus mission guide for the next edition. I'm thinking that I'm going to share the PDF with other fansites, incase they wanted to mirror it. Four maps down, six to go. (I'm only doing the first 10 for this issue.)