ArcherFire continued cleanup

Done some further work on Archerfire, refactored sound effects management, slowed down enemies a bit.

ScreenShot029

Still not time to deploy  a new version tho.

ToDo:

  • 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

Worked a bit on Archerfire

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..

BrazilAlbum.com – Roulette Added, better UI

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
Spin the roulette
Brazilios
Brazilios

April’s Pet Project: My Brazil World Cup

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Bought the domain two years ago hoping it would be of any use. Didn’t know what to do with it until last weekend.

In 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).

Screen Shot 2014-04-06 at 4.16.34 PM Screen Shot 2014-04-06 at 4.16.47 PM Screen Shot 2014-04-06 at 4.18.09 PM

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.