View Full Version : Wanted: beta testers for my classic-stlye PC space shooter
Brian Deuel
01-12-2004, 09:08 PM
http://pws.chartermi.net/~tlcgameroom/ag/ap4.jpg
Jess Ragan (http://grblitz.overclocked.org/) and I are working on a classic-style space shooter for the PC. The idea is based on the Turnkey Software game Ceiling Zero for the Apple II, but with a lot of added depth. Some games that have influenced the design are Galaga, Threshold, Astro Blaster, Megamania, Robotron (for the sheer anxiety), Moon Cresta, and others. The game will be released as freeware when it is finished.
What we are looking for are people who will playtest the game during its development and help find any bugs that may be hidden away. Ideas and suggestions are also welcome.
More screenshots of the latest build (alpha 5) can be seen here: http://pws.chartermi.net/~tlcgameroom/ag/screenshots.html
We are at the point that the "engine" is about finished and more levels can be added. We just need to tweak a few things before moving on.
If you're interested in helping out, drop me a line at webmaster@orubin.com. Thanks!
Brian Deuel
ManekiNeko
01-12-2004, 11:11 PM
If you enjoyed shooters like MegaMania on the Atari 2600, you're really going to enjoy this. Brian's done a nice job with this game and I'm sure you won't be disappointed with it.
JR
ManekiNeko
01-13-2004, 03:01 PM
C'mon, guys, you can do better than this.
JR
jonjandran
01-13-2004, 03:06 PM
Hey I aleady signed up and d-loaded the game.
I didn't know you wanted us to post here about it. :hmm:
ManekiNeko
01-13-2004, 03:13 PM
"Hey I aleady signed up and d-loaded the game.
I didn't know you wanted us to post here about it."
A little discussion about the game here on the forum would be nice, yes.
I'm sorry if I'm being pushy, but Brian posted an announcement about Astro Panic on Atari Age and got ONE whopping response. I know everyone here can be a lot more helpful than that.
JR
Brian Deuel
01-13-2004, 03:45 PM
It's not a big deal. I'm starting to understand that this is a niche kind of project, and that only certain people are really going to be interested in it. Jon (who posted above) has already submitted helpful comments to me about a couple of things I needed to fix, and it's much appreciated!
I posted on a couple of other boards and got little or no response. Now if it were a 2600 game; even a CRAPPY one, there would be people begging me to release it as a cartridge :)
The point is, I'm working on this because it's a game that *I* really want to play. If others like it, that's great. But I won't be *too* disappointed if it gets very little attention. We are in the day and age of polarized 3D game genres with flashy graphics taking precidence over gameplay. I don't mean that as an insult either. It's just a fact. A good example is the game Rez. Yeah, it's fun. It's no Tempest, but it's still a fun game to play. I don't think it would have gotten the attention it did if it didn't have amazing graphics. The musical aspect of the game *does* add a nice gameplay element, I'll admit. But the game just isn't that challenging, nor does it put you in the "zone" as a good finger-cruncher would.
And I'd like to say to Jess... thanks a ton for your help. I was a bit flaky in the past about these kinds of projects until I realized that I should work on games for *my* satisfaction FIRST. Thanks for hanging in there, as busy as you are.
Brian
metal_head
01-13-2004, 08:06 PM
Well, I signed up and I think its gonna be a great shooter. Its very polished and is great fun to play.
It really does capture the feel/playability of an old school console/arcade shooter.
Very very nice job, I'm looking forward to the finished game!
sisko
01-13-2004, 10:19 PM
Count me in! (email sent)
IntvGene
01-14-2004, 06:15 PM
Well, after playing it for about 45 minutes, I think that Brian's made a great game. The enemies are different and look good, and your ship looks great. I love how the force field lowers between waves. The enemies have different patterns, and each level is fun to play. I really like how it boxes you in but it gets pretty damn tough.
Here are my suggestions (not negative comments):
- free life at 10000 pts
- maybe offer more power-ups? I didn't get many, but I realize that they are quite powerful to the game, and essential to use wisely.
- make the enemies more powerful once they've passed done to the bottom of the screen. It's too easy to play conservatively, and try and hit them as they come out of the mothership, rather than risking going after them before they leave the screen.
- a little improvement on the background graphics, maybe planets or comets, etc. (like Galaga 88)
- remove the border around the edge. I like it because it gives you the sense of being boxed in, but I don't like having the stars in the background. To me, either get rid of the stars, or the border, they don't work together, and I prefer keeping the stars.
Great work, Brian, and I'd love to know what others think of it.
sisko
01-14-2004, 06:32 PM
Well, after playing it for about 45 minutes, I think that Brian's made a great game. The enemies are different and look good, and your ship looks great. I love how the force field lowers between waves. The enemies have different patterns, and each level is fun to play. I really like how it boxes you in but it gets pretty damn tough.
Here are my suggestions (not negative comments):
- free life at 10000 pts
- maybe offer more power-ups? I didn't get many, but I realize that they are quite powerful to the game, and essential to use wisely.
- make the enemies more powerful once they've passed done to the bottom of the screen. It's too easy to play conservatively, and try and hit them as they come out of the mothership, rather than risking going after them before they leave the screen.
- a little improvement on the background graphics, maybe planets or comets, etc. (like Galaga 88)
- remove the border around the edge. I like it because it gives you the sense of being boxed in, but I don't like having the stars in the background. To me, either get rid of the stars, or the border, they don't work together, and I prefer keeping the stars.
Great work, Brian, and I'd love to know what others think of it.
I agree with pretty much everything said here. Here are my suggestions thus far:
- free life at 10000 points is good
- take away free lives as a power up. It kind of makes the game too easy
- something like a twin laser would be cool. Shoot the laser and it destroys an enemy and keeps going.
- multiple hits to kill enemies later on
- smaller, faster, and more enemies would be cool... maybe for latter stages
- background graphics like comets and such would be nice, but too many could be harmful
- tying this into the other comment: maybe make the background an interior of a ship....I can forsee several levels/stages with a story. (Infiltrate big mother ship, fight fighters/bosses, destroy mother ship, escape...)