tag:blogger.com,1999:blog-17487316.post6376471893537535505..comments2024-01-13T09:14:12.131+00:00Comments on The life of a Games Programmer: XeO3: First bits of feedback.Mikehttp://www.blogger.com/profile/15958965170878448339noreply@blogger.comBlogger10125tag:blogger.com,1999:blog-17487316.post-84089429853406640022008-06-22T16:32:00.000+00:002008-06-22T16:32:00.000+00:00Russell and his wife have a new baby, so he doesn'...Russell and his wife have a new baby, so he doesn't have much time just now. However he is still interested and will pick it up later again.Mikehttps://www.blogger.com/profile/15958965170878448339noreply@blogger.comtag:blogger.com,1999:blog-17487316.post-1996853562347319792008-06-22T14:17:00.000+00:002008-06-22T14:17:00.000+00:00Been playing the first version for a week now, and...Been playing the first version for a week now, and had a few goes at the second version. Comparing them side by side, I find them equally difficult in different ways - requiring slightly different tactics. The second version I guess is slightly easier since I make it a little further into the level.<BR/><BR/>The game is certainly challenging but far from "throw your hands up in the air frustrating". Addictive enough to make you want to keep playing - that special touch of "just one more go"-ness that is so elusive in games these days.<BR/><BR/>From a technical point of view, I'm very impressed at how so much has been achieved. I'm very interested to see how the Spectrum version is progressing - any updates, Mister Russell?<BR/><BR/>About the only criticism I have is the same I have with most games of this type - that the attack patterns are too linear. The same alien attacks you in the same location and is dispatched in the same fashion. After a little while, the game becomes more about pattern recognition and memorising.<BR/><BR/>Well done to both of you. Take a well earned bow.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-17487316.post-6424393365802819092008-06-16T07:07:00.000+00:002008-06-16T07:07:00.000+00:00...also the player ship could stand to move a bit ......also the player ship could stand to move a bit quicker.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-17487316.post-1759260216708486582008-06-16T06:56:00.000+00:002008-06-16T06:56:00.000+00:00Cool game! I'm liking it a lot so far. I agree tha...Cool game! I'm liking it a lot so far. I agree that the coins could be a little easier to collect, so it's nice to see you're taking a look at that.<BR/><BR/>But I can't say I'm too crazy about having to go back to the very start of the level when you die. I can see that being a PITA, to be honest.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-17487316.post-72961833198352138392008-06-14T11:15:00.000+00:002008-06-14T11:15:00.000+00:00@Iain Stannard: yes, you can read from the officia...@Iain Stannard: yes, you can read from the official site that 3 brand new weapons (though different by very simple features), and useful pickups are on the way ;)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-17487316.post-30806237903663551492008-06-14T11:03:00.000+00:002008-06-14T11:03:00.000+00:00First of all - great work!I agree that as things s...First of all - great work!<BR/><BR/>I agree that as things stand it's a little too hard, but I quite like the balance of gameplay at the moment - going for the coins is a genuine risk and, while this could benefit from being made a little easier, the difficulty does make you really think about where the attack waves are coming from and how to best position your ship to shoot and then scoop up the loot. I like the fact that when your weapon is just going out of the green, you have to risk losing some energy in a desperate attempt to gather the coins. In many ways I'd be quite happy for there not to be weapon upgrades that simply demolish everything on the screen with multi-way bullets spewing everywhere, as this will affect the fine balance of play that XeO3 currently has.<BR/><BR/>As far as the restart points are concerned, I wasn't too gutted at going back to the start. With an energy meter, it isn't a case of one hit and you're right back to the beginning - it actually increases your concentration and sense of urgency when you're energy's running low. Perhaps energy could be replenished somehow, too?<BR/><BR/>It would be nice if the craft moved faster, but twice as fast would probably be too much.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-17487316.post-49940314349557595052008-06-14T10:25:00.000+00:002008-06-14T10:25:00.000+00:00Just compiled with DRIFT -1 for both falling coins...Just compiled with DRIFT -1 for both falling coins, it looks way better, Jason was really right about! Of course, initially there's no scrolling, hence the relative explosion moves to the left.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-17487316.post-10591058655676223002008-06-14T09:53:00.000+00:002008-06-14T09:53:00.000+00:00Hey Jason is right, I've never realized that befor...Hey Jason is right, I've never realized that before :OAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-17487316.post-10283598498375580222008-06-14T09:42:00.000+00:002008-06-14T09:42:00.000+00:00i've just realised why i'm having problems grabbin...i've just realised why i'm having problems grabbing coins; when they appear they're actually moving <I>right</I> relative to the scrolling (since their X position doesn't change) so they're always getting left behind the remaining nasties in a wave.<BR/><BR/>Any chance they could drift left at the same speed as the landscape at all?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-17487316.post-48975769427964366412008-06-14T08:54:00.000+00:002008-06-14T08:54:00.000+00:00Of course, about coins arc: the new one has to fal...Of course, about coins arc: the new one has to fall in the same time, to free sprite's slots. Moreover, the pickups will be sprites too! (Idea: if we shall implement randomly appearing pickups, we might force this event to stop when we set a cascade of coins...).Anonymousnoreply@blogger.com