This is a
MAJOR release from last one 🙂 PLAY ONLINE
New version 0.40
It’s been almost a year, last one was August 15 2013… thousands of things have happened.
What can I say, I decided to shoot to finish it and made some hard choices in order to take it into the shipability route. It’s a completely different game!
Here’s a gameplay vid:
I have stripped a lot of functionality that was either incomplete or burdened the user experience, say goodbye to:
Custom Player Creation – Was overly complex and offered little return for the player
Weapon and Pilot Selection – Now they are tied to the ships, so you can jump quicker into the game.
Wingmen – This was unfortunately not polished enough, it might go back into the game soon.
Difficulty level selection – To streamline the game and make it easier to balance (balancing 5 difficulty levels was not fun and was a nuisance for players as well)
Missions Mode – Was incomplete, buggy, unbalanced and unfun.
Items Shop and consumable powerups and Batteries – They were not really useful in-game, plus I don’t like them as a monetization model.
Experience Points: Not useful
And many more other things
Previous version, note the screen size and additional data
I also added two new tracks for the Title and GameOver screens, and changed resolution to 800×480 (was 900×650)
Additionally I debugged and reworked critical portions of the code
Enemy AI modules
Enemy spawning structures
Ship purchases are currently broken since facebook seems to have completely changed how that works since it was functional last year; that might require a fair bit of work to get up and running again.
Less N00b enemies, more smart ships
Increase rate for Powerups
Add intro sequence using big ships, a la Megaman
Less Big Ships, and change sprite for a small robot
Make enemies Lean forward and backward when changing altitude
UFO type ships should lean forward to advance
Lean forward or backward automatically when climbing or diving into planets
Make allies smarter
Bug: Keep music volume when looping and paused!
Letters don’t look good in bright planetary backgrounds.
Reduce SWF size (currently 8MB)
Fix initial values for war status screen
Done some further work on Archerfire, refactored sound effects management, slowed down enemies a bit.
Still not time to deploy a new version tho.
Make enemies spawn closer to the edge of the screen
Fix “RANDOM” AI
Check out ALL the AI modules, and ALL the formations and tweak them
Increase the rate of ally waves
Check correlation between mines and ally waves
Add weapon names to each ship on Ship Selection Screen
Make big ships move vertically
Fix music on/off message
Improve UI yet even more? check out NES games
Change DOS font for a NES font
Added the 2 new tracks for title and gameover, while reestructuring the whole music management code.
Also started tying the weapons to the selected ships, got into refactoring as well and ended up in a mess… gotta finish adjusting the ship selection part next time.
Also should note that the current public version is broken: Both because of an expired SSL certificate that won’t let it run inside the facebook canvas, as well as some changes in facebook in app purchases policies..
Yesterday I released a new version of
brazilalbum.com, the free online virtual stickers album.
The main new feature is the roulette; it adds a new level of interactivity to players since there’s now an element of luck into the game (it was based only on appointment mechanics beforehand).
I also added virtual currency (Brazilios), you can use them to buy the figures.
Spin the roulette
Was working a bit on it last week.
Extended item info
Get extra draws for referring people
Bought the domain two years ago hoping it would be of any use. Didn’t know what to do with it until last weekend.
http://mybrazilworldcup.net you can create a collection of pictures related to Brazil and the 2014 world cup, and share it with your friends.
Technically speaking, it’s a mobile optimized website built using JQueryMobile+JSP for the frontend and a Java+MySQL backend, using Slashware Web Framework.
I built it with simplicity in mind, knowing that the least I wanted was another project going off-control.
Continued building my JQueryMobile knowledge, a journey I began with the PX2 engine. I also integrated ads from both appia.com and google adsense, and used implicit internationalization for the first time (it works in English, Spanish and Portuguese).
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:
Difficulty Level Selection
Pilot / Wingman Selection
Items (Bomb / Shield / Radio)
Weapon Selection (Will be tied to the ship)
Time, Kills and Shoots counters
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