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 Post subject: Terra Incognita
PostPosted: Wed Feb 03, 2010 2:19 pm 
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Joined: Tue Jan 09, 2007 3:40 am
Posts: 76
Hi, I've been working for a while on a new project called Terra Incognita. This is a very early prototype of the game with almost no graphics, no lifebar, goals, etc. Still, I'd love to get some feedback from people about the control scheme and the game in general - most importantly is it fun to explore and shoot at stuff. Please notice that the game it is still incomplete so keep that in mind.

Download Terra here:
http://www.2dengine.com/terra/proto.zip
Extract into a separate folder, then run SHMUP.BAT.
To move your ship around, use a joystick or the arrow keys on your keyboard.
Z key shoots (joystick button 1)

Thanks for your time.

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 Post subject:
PostPosted: Thu Feb 04, 2010 7:04 pm 
Obfuscation Ogre
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I can see how this could be really fun, with an analog joystick. However, I played this with keyboard, so shooting and moving did feel somewhat limited, with only 8 directions. Especially shooting was still kinda fun, even with limited controls. But maybe I just think so, because I have fond memories of the 8-bit days.

Moving was less fun, though, as it felt very slow - especially through the long corridors. I would suggest experimenting with giving the heart, erh, ship a much higher top-speed, and a slightly slower acceleration, and then make it loose much speed on wall collision. That might also make being chased more exhilarating.

Exploration was very good, and only hampered by the mentioned movement issues. One place where it is not an issue at all, is the room that is full of green "stones". That was a fun room!
It seems like an interesting world, even without the shiny graphics.

Well done!


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 Post subject:
PostPosted: Fri Feb 05, 2010 11:38 am 
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Hey razz, thanks for the positive comment. I've been working on this project for almost a year and it feels like I'm in a slump.
Ya, I agree that moving around is a bit slow or perhaps the world isn't quite as populated as it should be. I've been thinking about adding a 'boost' button so that you can move around faster. The 8-directional control actually comes in quite in handy in certain parts of the game (head east for a couple of minutes until you get to the moving 'fire' blocks and you'll see what I mean)
There's still a lot of work ahead and I've been struggling with the AI. I've implemented a behavior tree but it seems like the lower-level movement tasks aren't as well designed as they should be. Do you or anyone around here have any experience with AI more particularly locomotion and behavior trees?

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 Post subject:
PostPosted: Sat Feb 06, 2010 10:47 pm 
Obfuscation Ogre
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No experience with AI at all, sorry. But plenty experience with testing and gameplay! :)

The boost button is an excellent idea.
If you want, you can drop me a PM when you have that implemented, and I'll give it a try and send you some feedback.


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 Post subject:
PostPosted: Mon Feb 08, 2010 6:40 pm 
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Thanks Razz,
I've started populating the world with enemies and various objects so it's not as barren as it is in this proto.
I'll definitely let you know when game becomes ready, I mean at least gameplay-wise.

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 Post subject:
PostPosted: Sun Feb 21, 2010 1:07 pm 
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Image
Hi everybody, a new prototype of the game is out.
Notice that there's still barebone graphics so please focus your comment on the gameplay.
Still haven't added a lifebar so you can't really die but I'm curious if anyone has ideas on how to make the gameplay more fun.
Z button shoots, X button gives you a light boost although it doesn't work too good in the current prototype.
As I mentioned before, the game plays better with a joystick.
You can download the latest proto here:
http://2dengine.com/terra/proto2.zip ~2MB
Thanks

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 Post subject:
PostPosted: Sun Feb 21, 2010 9:57 pm 
Fish Doggy
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Link is dead.

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 Post subject:
PostPosted: Sun Feb 21, 2010 10:49 pm 
Bibliotherapist
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NowSayPillow wrote:
Link is dead.



*Sniff* and he was so young....


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:rofl

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