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Hot/Cold Shoot Em Up

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Post by -Mazer Wed Jan 07, 2015 5:06 am

Let's start off with making a list of the things we need to learn/implement into the game to make things run:

  • Enemy Spawning - Will we have enemies just spawn randomly, or will we be having enemies in set locations?
    In either case, we need to learn how/when to activate them

  • Have powerups activate

  • Player hitboxes
  • Lives
  • Scoring
  • Enemy Hit Points
  • Getting enemies to shoot at the player


Here's a list of what I can come up with right now. What would you like to add?
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Post by Lux Wed Jan 07, 2015 6:17 am


  • Critical Hit RNG
  • Damage Scaling
  • Deciding whether multiple powerups stack or replace
  • Continues
  • Save/Load system
  • Quicksave system if necessary
  • Elites going Red if all inferiors die.
  • Inferiors scatter if Elite dies first
  • Enemies that take more than the typical damage and become more evasive at half health
  • Assuming this is the kinda game I'm imagining, Galaga abduction/rescue mechanic.

Off the top of my head.
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Post by smirkytrick Wed Jan 07, 2015 12:39 pm

In regards to the enemy spawning, I think randomly will work. Of course having the more stronger enemies appear in later levels. For the beginning, it's should just be asteroids, fireballs, and ice rocks/Hail.

The game is actually more reminiscent to Asteroids.

I agree with Lux, the game does need a save/load system or quick save.

I'm thinking that the levels will mostly consist of endurance and eliminate-all-enemies with the occasional boss battle.

I'm not sure if this game needs any power-ups, that might make the game more difficult than it already will be. Keep in mind you control 2 ships and the ships can kill each other.
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Post by Koenig Wed Jan 07, 2015 2:15 pm

Will the game have bonus levels? If so may I recommend collecting special power ups and reaching a certain score with them as a way of activating it?
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Post by smirkytrick Wed Jan 07, 2015 5:54 pm

Koenig wrote:Will the game have bonus levels?  If so may I recommend collecting special power ups and reaching a certain score with them as a way of activating it?
Hmmm, didn't think about bonus levels, it's not out of the question. I'm still don't know if this game should have power-ups or not. Just for testing purposes, let's make asteroids. Just remake asteroids with our gameplay mechanic and shoot asteroids, fireballs, and hail, just to see how difficult it'll be.
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Post by Koenig Wed Jan 07, 2015 6:40 pm

Point taken. I just wish I could actually help you guys out more.
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Post by smirkytrick Wed Jan 07, 2015 7:01 pm

Feedback and suggestions are always appreciated. I think we could also use a tester too.
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Post by Koenig Wed Jan 07, 2015 7:06 pm

Judging by the fact that you have a save function, can I assume that this is a progressive game? Not an arcade style one? Depending on which you choose it might be a good idea to adjust any potential powerups accordingly.
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Post by smirkytrick Wed Jan 07, 2015 8:02 pm

Koenig wrote:Judging by the fact that you have a save function, can I assume that this is a progressive game?  Not an arcade style one?  Depending on which you choose it might be a good idea to adjust any potential powerups accordingly.
Yup a progressive game, although and optional arcade mode sounds good too.
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Post by Koenig Wed Jan 07, 2015 8:28 pm

You might want to consider permanent upgrades as part of the game then, possibly including an ammo system as well as a substitute for powerups (IE more powerfull weapons like missiles and bombs)
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Post by -Mazer Thu Jan 08, 2015 4:16 am

Well the first and foremost thing to do is make sure we can make the game.

My question is this: Is this going to be a game based off of Waves of enemies with no moving background and you need to survive until the boss?

Or is this a upwards scrolling game ala old school shooters?
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Post by smirkytrick Thu Jan 08, 2015 2:38 pm

-Mazer wrote:Well the first and foremost thing to do is make sure we can make the game.

My question is this: Is this going to be a game based off of Waves of enemies with no moving background and you need to survive until the boss?

Or is this a upwards scrolling game ala old school shooters?
Waves of enemies with no moving background. Like Asteroids.
The background will change when you go to a different level. Also I think we should have a level select.
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Post by -Mazer Thu Jan 08, 2015 4:59 pm

smirkytrick wrote:
-Mazer wrote:Well the first and foremost thing to do is make sure we can make the game.

My question is this: Is this going to be a game based off of Waves of enemies with no moving background and you need to survive until the boss?

Or is this a upwards scrolling game ala old school shooters?
Waves of enemies with no moving background. Like Asteroids.
The background will change when you go to a different level. Also I think we should have a level select.

Level Select: How would we do this? Let players replay levels after they beat them? So they only unlock after you reach that far? If so - we need to figure out how that data gets saved properly. I.E. let's them select levels they unlocked once they start the game back up.

SO we need to figure out how ClickTeam stores data for games.

*makes a thread about this on the Clickteam forums
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Post by smirkytrick Thu Jan 08, 2015 5:09 pm

-Mazer wrote:
smirkytrick wrote:
-Mazer wrote:Well the first and foremost thing to do is make sure we can make the game.

My question is this: Is this going to be a game based off of Waves of enemies with no moving background and you need to survive until the boss?

Or is this a upwards scrolling game ala old school shooters?
Waves of enemies with no moving background. Like Asteroids.
The background will change when you go to a different level. Also I think we should have a level select.

Level Select: How would we do this? Let players replay levels after they beat them? So they only unlock after you reach that far? If so - we need to figure out how that data gets saved properly. I.E. let's them select levels they unlocked once they start the game back up.

SO we need to figure out how ClickTeam stores data for games.

*makes a thread about this on the Clickteam forums
I imagine it'll be like how you said. Pretty straight forward, can't go to the next level until you beat this level, branching paths, you know the simple stuff.

I'm up for a Click team thread.
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Post by -Mazer Thu Jan 08, 2015 7:49 pm

Ok. Let's start a check list of "proof of concepts" that we need to do to make sure certain elements work properly.

GAME ELEMENTS


2 Ships that move opposite of each other
2 Ships that fire at the same time and in the proper direction

2 Ships that fire different bullets


Enemies spawning on a timer
Enemies spawning random intervals

Game timer that triggers a boss battle (for when the wave is over)
Counter that triggers a boss battle (Kill X enemies to cause boss to appear)

Enemy Kill Counter (Displays how many enemies were killed at end of the level)

Lives Counter
Scoring

Enemies die when hit with Hot
Enemies die when hit with Cold
Enemies get stronger when hit with Hot
Enemies stronger when hit with Cold

Enemy hit points

Save progress.
Unlocking levels
Save Player Name
Save Player Score
Screenshot Taker


ASSETS

Bullets
Explosions for Hot deaths
Explosions for Cold Deaths

Particle Effects (Can we make particles? Neon particles? Flashy Lights?)

Explosion Sound for Hot
Explosion Sound for Cold (if we want both to be different)
Shooting Sound
Enemy Shooting Sound
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Post by smirkytrick Sat Jan 10, 2015 7:04 pm

We should be able to find tutorials on how to make the particle effects.
I would try out click team more but my lappy is currently in the shop getting fixed. It should be fixed by Monday.
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Post by -Mazer Tue Jan 13, 2015 5:23 pm

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Post by smirkytrick Thu Jan 15, 2015 1:11 am

For the explosion sounds for the hot and cold stuff: instead of sounds of explosions, what about sounds of steam? That's pretty much what happens when fire and ice hit each other.
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Post by -Mazer Fri Jan 16, 2015 4:35 pm

Ok. Here's what I learned:

- Creating items from a ship and making them move (as opposed to launching them. This is useful for making a ship shoot 2 bullets from different wings like a duel shot)

- Creating global values

- Creating Alterable Values and how to adjust them

- Creating Loops

- Bullet count, bullet speed, rapid fire, spread shot

- Hitbox detection

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Post by smirkytrick Tue Jan 20, 2015 3:08 pm

Okay here is what the Ice ship looks like so far:
Hot/Cold Shoot Em Up Bellas10

Now tell me, which wing shape looks better the Left side or the right?
Also, tell me if this matches the ice theme because I'm not sure. I think I can make it look more like an igloo.
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Post by -Mazer Tue Jan 20, 2015 5:16 pm

I see it as a cool snowplow to be honest :3 I like the right wing also
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Post by smirkytrick Tue Jan 20, 2015 5:19 pm

Awesome. Gonna be working on the game today, experiment with things here and there. Already made some asteroids and stuff. Probably also gonna be working on a menu.
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Post by smirkytrick Tue Jan 20, 2015 5:58 pm

Okay now here is what it looks like now.
Hot/Cold Shoot Em Up Bellas11
I made the gun of the ship a snow blower. What do you guys think does it fit or do I need to change it?
My other choice is making the gun sorta like your average space gun.
Hot/Cold Shoot Em Up 3033-illustration-of-a-space-gun-pv
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Post by -Mazer Tue Jan 20, 2015 7:50 pm

Sadly the image is not appearing on my work computer >.<
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Post by smirkytrick Tue Jan 20, 2015 7:52 pm

Hot/Cold Shoot Em Up Bellas12
How about now?
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