Removal

Getting Cleaner
Getting Cleaner

Removed:

  • Missions Mode
  • “Energy”
  • Experience Points
  • Difficulty Level Selection
  • Pilot / Wingman Selection
  • Pilot Personalization
  • Shop
  • Items (Bomb / Shield / Radio)
  • Weapon Selection (Will be tied to the ship)
  • Time, Kills and Shoots counters

TODO:

  • Play some shooters to get ideas for gameplay
  • Change resolution to 800×480 (Low Tablet)
  • Tie weapons to selected ship
  • Remove coins
  • Remove slower than ship bullets (Including big ship bullets)
  • Enhance enemy generation, cap number of enemies per wave
  • Reduce the length of the screen shaking animation
  • Balance music and sfx volume
  • Mute SFX on Music Off

ArcherFire, lots of things to remove

Note: I let the SSL certificate expire, in the meantime you gotta access http://games.slashware.net/archerfire/game.php directly.

List of things to blow up:

  • Missions Mode
  • “Energy”
  • Experience Points
  • Difficulty Level Selection
  • Pilot / Wingman Selection
  • Pilot Personalization
  • Shop
  • Items (Bomb / Shield / Radio)
  • Weapon Selection (Will be tied to the ship)
  • Time, Kills and Shoots counters
  • Coins

Other enhancements

  • Remove slower than ship bullets (Including big ship bullets)
  • Enhance enemy generation, cap number of enemies per wave
  • Reduce the length of the screen shaking animation
  • Balance music and sfx volume
  • Mute SFX

 

 

ArcherFire, closing a cycle

Back on 2002, I made a shooter game in QBasic. It was awesome, and boring.

Back in 2002
Back in 2002

On 2012, thinking on doing a different kind of game than the usual roguelike / turn based / complex thing, (and since I had a Flash programmer available) I thought on rebooting it.

It was to be a short, less than one month project, but it was not. I ended up pooling a lot of resources and time into its development, having it as the spearhead of my efforts to enter the modern social gaming arena.

v0.13
v0.13

Lots of things happened, and situation is very different today, I no longer have the resources at hand I once had, but I still can’t let all this work be wasted.

So, it’s time to close a cycle.

I am going to finish this game, I am going to blow all the unneeded unfinished stuff, and turn it into a simpler, more enjoyable experience.

I’m starting with this feedback I got from the nice FGL guys. If you have any comments that could help me on this, you are welcome!

Hmmm, this one has SOOO much stuff going for it. I love the look and the wingman concept. The art is cool and the music is 8bit dopeness. I did feel the enemies were paced oddly. Many times their shots traveled at nearly the same speed they did which made it odd to see. Not that is was bad, just odd. Many of the grey boss ships were like that. Firing shuriken like shots in a line in front of them. Seriously though – this game has a ton of potential and the goodness only highlights little things that seems less polished. There seemed to be missing music on the death screen and other screens (maybe it was just my browser). You should be super proud overall though – great stuff and best of luck. Your game is a huge effort and looks good!

 

That is pretty awesome. I was a bit overwhelmed by the options, and I tried to collect the purple death orbs, but I can see if I was a real gamer this would be a hit!

 

The gameplay itself seems fun, for the very limited time I was able to play anyway. The only comment I have about the gameplay is that I really want the missles that the enemies shoot to be able to be destroyed by me shooting at them. Also, I really love the whole screen shaking when the ship gets hit, but it goes on for about twice as long as it needs to. The first half of the effect is cool, but the second half of it is just annoying and distracting. So making that shorter should help a lot. Other than that though it seems pretty fun! 🙂

Unfortunately, I feel as though it takes too long to get to the actual gameplay once the game is started. It took me about a minute, and in that time most players are going to get bored, especially because it’s all sorta overwheling since we don’t know how good the game is when we’re making all of these hard decisions. It felt like I was just guessing through what I would want my ship and pilot to be because I didn’t know what the gameplay was like. It would be cool to have a test level where players could go and play through and then change their ship or pilot during the level to see what one they would like.

 

-Main menu should have music.
-There are no instructions on shooting.
-Mute should not restart audio.
-A way to return to the main menu needed.
-Music and sfx are loud.
-Mute should mute sfx too.

Since the idea is to NOT add new things, I’m putting myself a time limit of 1 week to have this done.

Ananias – Development Continues

The prime goal of the 7DRL Challenge is to achieve Completion, elusive Completion. Developers spend a lot of time working on their game engines, yet never been able to complete a game for others to play.

In that sense, I feel my last two entries have at least been real successes, may be I’ve learned a bit along all these years after all.

However, that doesn’t mean development should cease after the challenge.

As usual, I’ve decided to continue onward with the development of Ananías; the original 7DRL version, for curious and jurors, will remain at http://slashland.co/ananias-7drl. New versions will be released at http://slashland.co/ananias and at Google Play.

Development will focus on the following: Usability and Gameplay Depth. Might also at some point spice the plot a bit, but that’s not a priority.

V1.3 Includes a handy minimap
V1.3 Includes a handy minimap

This new version brings the following heartbreaking changes:

  • Add Minimap and exploration mechanics
  • Remove message log, change it for inline messages
  • Double speed monsters
  • New items distribution
  • New enemy definitions
  • Added Starter Kit (Weapon + Armor)
  • Show Damage Roll for weapons
  • Random PC appearance

So, go and play now or download it for your Android!

All your comments are welcome!

The Tablet of Ananias – 7DRL Finished!!

VITOLI!

I’m pretty content with the results, I hope people find it fun and challenging.

The Tablet of Ananias is a mobile roguelike you can play in your smartphone or any Internet connected device. It’s presented as both a mobile-optimized website you can access via any modern browser, and as an app (Android for now)

Delve into the tombs of the gods, looking for the eternal wisdom contained into the tablet of Ananias.

Manage your resources carefully: weapons have limited uses you can recover via enchantments, armor gets worn in battles and you need it to survive, and potions, don’t forget the health potions. Pick the weapon that best fits your style.

Each time you go down into a new level you get a chance to improve either your strength, hit points of carry capacity.

May you find the wisdom of the tablet of Ananias.

Play Online!

Download from Google Play Store

Watch a gameplay video

All your comments are welcome!

Battle
Battle
Inventory
Inventory

The Tablet of Ananias – Day 6,5

Almost there
Almost there

TAKE A LOOK AT THE PLAYABLE VERSION

Day 5 – I couldn’t invest a minute on the project, such is life.

Day 6 – Despite some random events who took away almost all day, I managed to advance a lot over midnight. Here’s what I did:

  • Allow readying weapons and armor
  • Make the combat system work, weapons are spent, armor is damaged, damage is calculated based on combatants stats, etc
  • Warp to hotspots if no monsters on room
  • Add weapon enchantments to recover them when spent
  • Create monsters based in depth
  • Add monster data (partially based on Rodney)
  • Add item data (partially based on Rodney)
  • Inventory limit
  • Title Screen
  • Game Over cycle
  • Victory condition
  • Item generation based on depth
  • Level up on down level
  • Drop items
  • Dungeon appearance enhancements.

In whatever time I have left, I’ll just playtest (no more features)

Pretty happy with results so far.

Phaser.io was very fun to work with, and I’m just scratching the surface. Phaser 2 came out today, ought to check it out definitively.

Thanks to Denzi, for his amazing pixelwork

Inventory
Inventory