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Havoc Zone REDUX

Verfasst: 02.11.2007, 14:22
von Squirrelsquid
habe einen entschluss gefasst... alles weitere auf englisch, bin zu faul, das nochmal auf deutsch zu tippen ;)

gepostet im TIGsource forum... einem Indie developer forum.

anyway, most of the people around here, should know,that I'm currently developing a shoot em up.
though I'm having problems, that won't allow me to add aditional levels to the current Multimedia Fusion code, since the level is too big to copy. so I have to find a skilled coder and recode it from scratch.
currently it run's in a 320x240 resolution. A friend of mine mentioned that it could look great in Highres.
and as the idea was growing on me, I decided to do a mockup and start the ball rolling.

In this topic I'll try to give insights on what happens by increasing the resolution and altering the gameplay
from Old school to Next-gen. What changes will be made? Will I find a programmer to build one of the craziest Shoot em ups ever?or will my feet be bitten off by carrots?

to start things off:

Bild]
screenshot of the current version:

and a mockup how it should be. ( still missing bullets)
Bild

weitere anmerkungen, die nicht im original post sind... direkt aus meiner stichpunkte liste:

Havoc Zone Redux

differences:
- 800x800 resolution
- only Internal Systems weapons - no gunpods anymore.
but more internal weapons. 9 to be exact.

- outrages numbers of Enemies on screen
- thousands of bullets on screen
- 2 player coop mode
- abiltity to combine both player ships into one heavy fighter
- possibility of malfunctioning equipment
- possibility of Infecting your ship with the omnivore-organism

-AI controled Dropship:
- basic self defense behavior
- basic command system
- ability to dock ingame with the dropship allowing:
- recharge of energy meter
- repair malfunctioning equipment
- cure infected ship parts
- seal infection
- change weapon system
- take cover

-variouse modes of play:
- Singleplayer campaign mode - the game with all story sequences and ingame dialog
- 2 player camaign mode - the game with all story sequences and ingame dialog for 2 players.
- 2 player competetion mode - no Dropship just the 2 player ships.
the player with the highest score after a set time is over wins.
- 2 player team mode - both players share the same Chain-counter.
- 2 player giga score mode - both players share the same Chain counter and the chain is doubled.
- 1 player challenge attack - variouse stages of set formations of enemies.
the player has only limited weapon-ammo, and every move can only be executed if sufficiant ammo is granted.

Command system:
The Command system is an easy to navigate interface that allows control over the Dropship.
It is navigated by two buttons. one is the Accept button (A) and the other one is the Select / Cancel button (S).
first the player activates the small select window by pressing (A) then the player can select these orders with (A):

- Free Roam
- Attack largest target
- support (the initiator of the order)
- send out drones

Verfasst: 02.11.2007, 19:08
von Simon
Sieht echt cool aus - was für Gegnermassen!

Verfasst: 07.11.2007, 12:33
von Squirrelsquid
ein kurzes update:

the party unites!

in the last couple of days I expanded my teammates from me ( art and story)
and a very talented composer and photoshop-artist.
to a 4 man core team.,

a friend of mine )who is an experienced web-programmer will do the
technical side of the website as well the built in online-highscore statistics.

and best of all:
the best friend of my initial team-mate actualy is a very talented programmer,
and is eager to do something big with potential.

so we are set and ready to advance this game into playable state, early next year!

Verfasst: 07.11.2007, 14:54
von Simon
Ich hoffe ihr haltet durch und arbeite schön dran :D

Verfasst: 07.11.2007, 17:16
von Squirrelsquid
ich denke schon... ist ja nicht wie bei AMOC ;)

großer vorteil ist halt, das ich jetzt nurnoch pixel und mich um die programmierung nicht mehr kümmern muss.

wir haben täglich ICQ kontakt und machen mehrmals pro woche telefon-konferenzen... und unsere team-besprechungen sind lange nicht so chaotisch wie damals, da wir mehr oder weniger aufgrund der alten version schon eine Vision haben.