- Quite a bit of fun. A little difficult to steer and lack of sounds hurt a little. Otherwise, very nice.
- Yeah, the lack of sound is really irritating. I actually found some half decent sounds - explosions, electric hums, and so on - but never had time to put them in. I also found some perfect funky music I wanted to use. In reality I'd have been better off if I had given up on even trying to find any sounds and spent more time coding; the bullets might have sucked less.
- Cool for a 1 week challenge, nice work.
- Thanks. :)
- How did you make this in one week?!?
- Erm... quite badly, in my opinion; but everyone's been so nice about it, hehe :) It'll probably surprise you to know (unless you bothered reading my gigantic post-mortem posts) that on the morning of deadline day there wasn't actually a particle in sight.
- Cool concept. Would love to see it evolved further!
- So would I - I've got big plans for this one. Time will tell. ;)
- sorry, didn't work.. i'm having trouble with a few of these games tho..
- That's a shame :/ but.. erm.. telling me the error message(s) would be nice!
- Wow, that was pretty cool.
- Anyone noticed the running theme yet? ;) </modesty>
- Looks pretty cool. Could be a fun game with sound and some slightly prettier graphics :) The charging stuff didn't work for me though (unless I was missing something)
- Yeah, I didn't have time to texture the particles, let alone touch on what I wanted to do in terms of explosions and dynamic lighting. In the first "final" version, the mouse buttons didn't function after pause/unpause; this might be what caused the charging to fail (this got fixed at the same time as the nVidia bug). Just to clarify, when you hold down the right button, the blue bar (power) should decrease and the red/purple bar (shield) should increase. Dropping either to zero kills you - some of the particle types can regenerate your power, but the drain/charge mechanism is the only way to regenerate shield.
- fast and scary
- Fast? Yes. Scary? Chicken ;)
- Worth the hassle to install PyODE!
- Wow - thanks. I never expected to hear this; the way I'm actually making use of PyODE is apalling.
- Looks very good and is fun to play, although the controls and bullets sometimes feel a bit unresponsive.
- Yeah, the bullets are really, really crap. Sorry about that one. As for the controls - I sort of achieved what I was after, but had no time whatsoever for balancing. (Anyone actually tried playing with sensitivity set to 1.0? That'll show you how untweaked the controls are...)
- Nice tunnel effect, and very nice orbity balls. They look cool!
- Yeah, I like them. They were much more of a pain in the arse to get working than I thought they would be, too. :P
- Good game. It has potential. Maybe the control could be improved and the world customized. Some racing stuff would be nice.
- YES. Yes it would. Don't quite know how I'd do it though - trust me when I say the whole moving-along-a-tunnel thing is one big hack, it'd take some major reworking to actually be able to travel a curving path.
- Nice work. I don't think I've survived past a minute!
- Hehe :)
- Fun game, a bit confusing sometimes but not much.
- Confusing? Yeah... more visual and audio cues would be nice. Consider it a "known bug."
- Nice game. Simple yet fun. Sometimes those electric fields get real thick, but its cool.
- Not quite what I wanted, but mostly intentional. I originally wanted either single bolts, or "walls" of lightning with small holes you had to aim for. I didn't have the time though; nor was I really sure how it would have worked even if I did have time. In the end, things get created at distance-based intervals (with some randomness thrown in on the Z axis to disguise the fact), either singly or in "bursts," hence the occasional lightning storm or clump of phlogiston.
So... the future. I want to do a lot of things here. First off, add sound support, and some sort of fading/transitioning when you start the game or lose a life. Also some sort of lighting manager would be nice, allowing for dynamic lighting from bullets and explosions, but to be honest I don't have any experience with lights in OpenGL beyond enabling ambience, and maybe one or two static, unidirectional lights. I don't yet know how to cope gracefully with the fact that the number of lights you can have at once is limited to something ridiculously low like 7 (AFAIK - PLEASE correct me if I'm wrong!).
Support for different resolutions exists, and adding fullscreen support is trivial, but I didn't have time to integrate either with the menu system. Ideally, I want a system capable of querying available resolution/colour depth combinations, and allowing you to alter the two seperately without letting you choose invalid modes. For now, if you want a larger window, open up the game in a text editor and play with the dxres and dyres (NOT ixres and iyres) constants.
I also want to either make the tunnel much larger, or remove it completely in favour of a StarFox-style scrolling landscape. The controls need some work too - either just better balancing of the current system, or perhaps have the mouse influence turn rate instead of directly influencing direction, a la BZFlag.
Bullets need fixing; the particles need a bit more graphical polish; a third-person camera would be nice (although again, it's something I don't quite know how I'd go about implementing). If I go down the route of turning it into a more conventional shooter (I've always wanted a StarFox style game for the PC), then speed control will have to be brought in instead of uncontrollable acceleration - this depends: do people like the manic-uncontrollable-descent feel, or is it just too wild to give the game lasting appeal?
Also note that NONE of the above will happen for quite some time. I'm still settling into my new job, and only have weekends available as free time - during which I usually have other priorities.