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Date Posted: 14:54:45 09/07/03 Sun
Author: Patrick Shaughnessy
Subject: Re: Mmm, games!
In reply to: Raine 's message, "Re: Mmm, games!" on 14:09:41 09/07/03 Sun

[snip]
>I think most of those are good ideas for the
>beginnings of games, but are very simplistic
>themselves as games go. If you developed some of
>these games or combined a few, you could come up with
>some great stuff. Also, the set would be improved
>with a menu program and high score saving, as well as
>an online score repository, so we could compete with
>other T&R readers.

They're public domain for a reason. I'd be interested to see what people come up with modding them.

>Notes on games:
[snip]
>4: Strange! The game (and most others) speeds up too
>fast, I think.

I'd rather kill the player than bore him/her. A happy medium is hard to achieve.

[snip]
>8: I like this game, though I can't figure out what
>the green things do (besides repel you).

That's basically it. Ramming them at high speed is worth a point, but not as worthwhile as collecting bright coins.

>9: Fun puzzle.

Masochist.

>10: Exciting, but doesn't get more difficult, as far
>as I can tell.

It does, just kinda slowly. I've yet to pass 4k.

>11: This game had horrible control when I played it.
>Maybe it just doesn't like me.

Mapping vertical mouse movements to a z-axis which is presented diagonally was not one of my better ideas.

>13: This game is interesting. It seems somewhat
>different control wise.

...was that a compliment or not?

>14: Interesting, but with the number of homing
>projectiles on the screen, the game would be better
>with exact control.

I like the panicked frenzy approach.

[snip]
>17: This game is a lot of fun, and quite good.
>Control's a little tough, and enemy generation makes
>some parts impossible, it seems.

Not impossible, just requiring an insane amount of patience. If you keep whittling them down there'll eventually be an opening, but it's not fun to play that way.

[snip]

>21: Odd game. Somewhat fun, though.
>22: I like this game! The odd controls make it fun.

You're using the word "odd" a lot.

>23: The psychedelic pattern eventually just kills you.

Actually, it's the fuel-ups moving so fast you literally have to start jumping before they appear on the screen that eventually just kills you. The pattern just gives you something shiny to distract you from how unfair it is.

>24: Seems interesting, but I haven't had much luck
>with it yet.

Start by solving the areas around solid 4-blocks. Since the edges can be any color, they're the most treacherous areas and should be saved for last.

[snip]
>26: This game would be a lot better without sound.
>27: This game, on the other hand, is great for ear
>training. Difficulty increases too quickly though.

I wanted to experiment with sound, so I did. I still think the fifths/thirds hex grid of 26 is a nice little device, but having it make a constant irritating buzz was the wrong way to use the pitches it generates. I probably should have shortened the paddle in 27 instead of speeding up the ball, in hindsight.

>28: This game is bugged. Running out of fuel doesn't
>do anything.

The fuel meter turns effectively invisible before it's actually empty. If you run out _entirely_ you should then be unable to thrust, but you can still turn. If you can really thrust indefinitely, that's pretty bizarre and I wonder what causes it.

>29: This game is odd...

There's that word again.

>30: I wish the thing at the bottom wasn't so stupid.

But then it wouldn't need you to escort it.

>31: This game is fun for a bit. It'd be better
>combined with other shooters-type stuff.

I wanted to end on something boss-monstery.

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