Magique Productions, Ltd.

#52
I currently have a hit box that encompasses the entire ship whereas a game like Ikaruga has such a tiny hit box that you don't necessarily collide even when the ship is touching an enemy. So, are you simply in favor of a small hit box or a full-on collision encompassing the entire player ship and enemy ship?
 

Shoulder

Your Resident Beardy Bear
#53
I currently have a hit box that encompasses the entire ship whereas a game like Ikaruga has such a tiny hit box that you don't necessarily collide even when the ship is touching an enemy. So, are you simply in favor of a small hit box or a full-on collision encompassing the entire player ship and enemy ship?
Honestly, the way how Ikaruga did it with the tiny hit-box, the cockpit of the ship, made the game easier, otherwise it would've been nearly impossible to beat (I still suck at it. lol)

You're the developer though, so I think it should depend on the difficulty curve you're creating for the game. Ikaruga has a small hit-box that does not encompass the entire ship, and yet a game like Sine Mora uses the entire ship as a hit-box.

Just from those two games alone, it probably should depend on the types of levels you're facing (broad term, I know).

Seeing as the main ship is basically a triangle, it probably wouldn't be necessary, whereas with Ikaruga, the ship was more like a TIE Fighter with a central cockpit, and wings attached on the side. Do you have plans for more than one type of ship (Ikaruga also used two types of ships with the same small hit-box)?

Sorry if I'm asking a lot of questions here, Tom.
 
#54
I am definitely considering the ability to select multiple ship styles. And I may end up shrinking the hit box a little bit just to give the player a little bit of leeway. In the end it's going to come down to level difficulty and just what feels best, but I do like to hear opinions on the subject as well.
 
#56
It turns out that a full Ikaruga style change is going to set development back too far for me to make our deadline. I've amped up the 3D aspects of the game, but it's not going to have the same feel as Ikaruga as I was experimenting with. I'm hoping to have some new game play samples up in about a week to show off the direction I've taken.
 
#59
Sorry for the lack of updates. I still haven't gotten around to a new video, but development is progressing. I'm just not quite at a point where I feel I want to show it off, but getting closer. I've added the shield power up and the new stage 1 boss battle has come a long way. In addition, my composer has started sending me samples of some stage and boss battle music scores. It won't be long before I'll be able to put some official music into the game.
 

Ex-Actarus

Well-Known Member
#62
As a old shoot em up fanboy, I'm already sold ! This reminds me of the games I use to play in Arcade or on Master System, Nes or Amiga ( as Sagaia, Lifeforce or Project X ).

I'm more a horizontal scrolling guy ( too many nightmare on Neo Geo games with vertical scrolling ), but that looks very traditional. And the sound is stunning !
 
#64
Quick update. I evaluated the remaining work to be done and it was looking like I couldn't make my deadline to submit the game in time for a June release. So, I'm taking 2 weeks vacation off my day job in April to make every effort to get back on track. The goal is still to get the game in Nintendo's lot check by May.

In the meantime, my composer has delivered the first full demo track and it's sounding really good. I've asked for some changes and he's back at work. Now he's working on music for the first stage so I can eventually get that video to show everyone.

And I've been busy finalizing designs for all the boss battles. Originally, these were going to be pretty generic battleship type boss battles, but that's all changed. The first battle is a pretty standard destroyer type fleet carrier, but every boss after that is super unique. I'm not giving out spoilers just yet, but some future videos might show snippets of these highly unique bosses in action.
 
#65
So, I was playing catch with a football this Sunday at a church picnic and against my better judgment dove for an impossible to catch ball, which decided to slam straight into my middle right finger. It's not broken, but may have tendon damage. I have a splint on it and am seeing a specialist on Thursday. Needless to say, it makes typing and using a mouse rather difficult. So, development is going to be slowed down while I heal. Not exactly what I had planned, but hopefully it won't set me back too far.
 

Shoulder

Your Resident Beardy Bear
#66
So, I was playing catch with a football this Sunday at a church picnic and against my better judgment dove for an impossible to catch ball, which decided to slam straight into my middle right finger. It's not broken, but may have tendon damage. I have a splint on it and am seeing a specialist on Thursday. Needless to say, it makes typing and using a mouse rather difficult. So, development is going to be slowed down while I heal. Not exactly what I had planned, but hopefully it won't set me back too far.
Well, there goes one of your Chicago driving fingers. :msilly:

Just kidding, hope you feel better soon, Tom. :mthumb:
 
#69
I'm on vacation from my day job starting in 1 hour. I've got a massive development plan laid out for the next 2 weeks in which I plan to work as hard as I can to get Frontier Guard ever closer to release. God be willing, I'll get all my planned tasks done and then some. That should put me in a great position to finish things up over the remaining 4 weeks and try to get the game into Nintendo lot check. Only time will tell, but I'll keep everyone up to date both here and on IndieDB.com as things progress.
 
#71
The scope of this game has increased since I first started development and consequently the time to completion has changed. Originally planned for a June 1st release, I am now targeting September 1st. I would rather not rush the final game and have a desire to make it all I want it to be. I apologize for the delay, but I believe it will be worth it.
 

Shoulder

Your Resident Beardy Bear
#72
The scope of this game has increased since I first started development and consequently the time to completion has changed. Originally planned for a June 1st release, I am now targeting September 1st. I would rather not rush the final game and have a desire to make it all I want it to be. I apologize for the delay, but I believe it will be worth it.
Follow by example of others. A delayed game will eventually be good, but a rushed game will forever be bad. Take your time, Tom! :mthumb:
 
#73
Thanks, Shoulder.

On another note, I'm now adding a new permanent weapon that gamers familiar with Raystorm will be familiar with. You'll be able to lock onto multiple targets and then launch homing explosives on each target simultaneously. If you're not familiar with Raystorm, just look it up on youtube and you'll see what I'm talking about.

Also, has anyone noticed the perspective change I implemented in the new video? The game is no longer strictly top-down, but a distanced perspective like you see in Raystorm and some other games like it. It gives a better perspective for viewing enemy ships.
 
#79
Updates have been slow for me lately as the past 2 weeks have been a very busy period since my youngest daughter just graduated from high school. Things are getting back to normal and I'm back to work on Asteroid Challenge and Frontier Guard. An Asteroid Challenge video is still forthcoming, but I don't know exactly when. I have a few more features to add before I want to show anything. For Frontier Guard, my composer is going back to work on revamping the music to bring a grittier, more serious tone to the score. Think Mass Effect for what he has in mind.
 
#80
Asteroid Challenge is coming along nicely and right on schedule. Just a few more critical pieces to get working before I release a game play video. I'd love for that to be this week, but not guarantees.
 
#82
I've been doing some work on Frontier Guard by back porting code from Asteroid Challenge. Fundamentally, both these games are built on a lot of the same code, which is what allowed me to get Asteroid Challenge up and running so quickly. As I have been developing Asteroid Challenge, I've found and fixed bugs and made improvements in performance and functionality. So, back-porting simply means putting those fixes and changes back into Frontier Guard. Sometimes that's just as simple as copying over the updated script files. In other cases it takes a bit more work. The bottom line is that whenever I'm working on either game, I'm also developing/fixing code for the other game.
 
#83
I'm thinking about putting together a video showing some behind the scenes development of one of my games. I'm thinking along the lines of showing how a level is constructed and then seeing it in action. Would this be something anyone would be interested in seeing?
 
#84
I recorded the raw footage for an early look video of Asteroid Challenge. Now I just need to edit the pieces that I want to use and I can make it available for everyone to see. I'd say this upcoming video is basically Alpha game play. I'll hold off on another video until I reach a Beta level for game play.
 

Koenig

The Architect
#85
I recorded the raw footage for an early look video of Asteroid Challenge. Now I just need to edit the pieces that I want to use and I can make it available for everyone to see. I'd say this upcoming video is basically Alpha game play. I'll hold off on another video until I reach a Beta level for game play.
When do you think the video will be ready?
 
#87
I'm uploading the video now. And as I upload it I'm realizing I totally forgot to capture video of the retro graphics modes. So, I will definitely be doing another short video showing off the retro graphics modes sometime this week.
 
#89
Just a quick update on an earlier title I was working on. Super Fam was in limbo for a while. I wasn't sure whether or not I wanted to do the game and I took a long time to mull it over and make a decision. As of today, I have decided that I will move forward with the project after all. This is something a bit further out in terms of development, but I am putting it back into pre-production mode to develop the story more and to continue with concept art. Since I have an artist to do the concepts, I don't have to be directly involved in the day to day tasks and the game can still move forward. So, look for new concept art soon.

EDIT: A couple other quick updates. I still plan to do a new Asteroid Challenge video that shows the retro graphics modes in action. And, I also want to do a development video showing the creation of a game level. I have no specific timeline on these yet, but they are definitely going to happen.
 
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#91
A couple of updates. I now have the final official Asteroid Challenge logo and it looks great. I'll upload it for viewing sometime this evening.

Second, as of a week ago I took a break from Wii U game development to work on an entry for the Indie Game Making competition. This is obviously setting development back a couple of weeks, but the prizes for the competition make it worth it. I have exactly 1 week left to complete my entry and it's coming along nicely. My entry is a retro style shmup that I've written from scratch just for this contest. The good news is that this game is PC based and will be free to download as soon as I make my final submission. So, everyone will have a chance to try it out. Depending on how it turns out, I may port it to the Wii U and release it there as well.
 
#95
I'm looking at getting a partially completed game entry for the Indie Game contest up for people to test by tomorrow evening. It won't be the final game for the competition, but I'd like to get some testing in so I can fix any bugs that are reported before the final deadline. So, if anyone is interested, the download should be available tomorrow evening.
 
#96
And surprise, surprise. Wolf 40 is actually a mini sequel to Frontier Guard even though the 2 are in very different styles. But the story is a continuation of Frontier Guard. I'll be putting up a teaser video and screenshots tonight.
 
#98
I was not able to get an alpha download of Wolf 40 ready last night. I ran into an issue with a 3rd party asset that was intermittently causing a key feature of the game to fail. I will try to get something tonight, but it looks more likely that I won't get one up until Thursday evening with the final version going in on Friday.
 
#99
My issue with the 3rd party asset was resolved yesterday and I also squashed a few other nasty bugs and still managed to forge ahead and make progress. I'm going to be scratching and clawing my way to the finish line on this one, but I can almost see the light at the end of the tunnel now. I will consider an early beta release tonight, but I may just test with a few close friends and then release the final game near the deadline on Friday. In any event, it'll be available by 5pm PST tomorrow.
 
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The Wolf 40 game download is now available.

Grab it from this link:

http://contest.gamedevfort.com/submission/310#.VcVFfflVhBc

There are still a few bugs in the game and some things I didn't have time to polish up, but considering it was all done in less than 2 weeks I would have to say I'm pleased.

Be sure to cast your vote for Wolf 40 to win the People's Choice awards.
 
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