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Detritus -- feedback desired


This is the first "playable" release. Minimally playable. Every level is the same, there are no nifty enemies, no nifty powerups, ...


( 5 comments — Leave a comment )
Feb. 16th, 2005 12:14 pm (UTC)
so like glider meets spherically mapped maelstrom
Feb. 16th, 2005 01:26 pm (UTC)
Hmm. Yes, paper airplane, but I don't think you can grace Detritus with any of the play of glider ((strange game; hadn't seen it before)). And yeah, Maelstrom--or Asteroids, really.

Fun at all?

Things you like, things you don't like?

Or is it just sort of blah?

I'm so far determined that it looks like ass if your videocard doesn't support alpha blending. ((oops)) Tried to show it to a coworker and the image overlays I'm doing blocked out most of the playable area.
Feb. 16th, 2005 01:49 pm (UTC)
1 - I'd like to reverse
2 - maybe a 3/4 perspective? basically top down but also from behind? Maybe user setabble?
3. variable FOV like FOV angular measure in quake? I found the field of vision a bit restricted at times, but that could be the challenge. You have to understand from a usability standpoint that being on the inside of a sphere is really confusing. Later levels could be in a torus maybe? I once played a game like that.
4. I didn't have the sound on.
5. Either make the game more reality based (hard since the scenario is so ridiculous) or more thematically abstract. A bit weird now.
6. I like the combination and destruction of the spheres. Maybe model the spheres after the game barrack (ambrosia software, amazingly addictive game)
7. More depth of some sort. More weapons? I like the rubber band animation.

I like the spherical mapping. Might be cool if there were clouds or something.
Feb. 16th, 2005 01:58 pm (UTC)
Thanks =)

I'm fairly wedded to the sphere--mapping it to anything else would be hell on earth at the moment. Undocumented feature "z" is _sort_ of like reverse (flips you backwards, doesn't accelerate for you).

I tried a 3/4 view that didn't work very well. I'll try another. :)

As for variable FOV--that's a really interesting idea, had never come across it. Unfortunately, I've got a lot of my HUD tied up into that specific FOV, and my text goes to hell if that goes away. ((I should perhaps do my own text rendering bit; what I'm using is nice, for quick and dirty, but not very flexible)).

No sound yet. :)

Thematically abstract is where I'm headed. Game needs its "adult" name, which should help where that goes, some. "Originally", I was trying to take asteroids underwater, but the paper airplane doesn't work so well for that (and I like the paper airplane). Still, some sort of nautical theme crossed with paper airplanes, somehow... ((I plan on having asteroids "hatch" under some conditions--not sure what conditions, yet--thinking some combination of asteroid size and time left alone))

Clouds sound fun. I've got a second spheremap running that's supposed to fuck with your sense of motion at times, but haven't keyed that into gameplay yet. Can hit the number keys for various percentages of it. I'll have to look into cloud algos, though. Something more dynamic than what I've got would be awesome. ((spherical cellular automata?))

There will definitely be more weapons. And enemies. ((rubber band?))

Thank you!

I'll check out barrack (now that I've checked out Maelstrom and Glider...)
Feb. 17th, 2005 11:16 am (UTC)
The graphics look spiffy...
it's unplayably choppy under cedega though (1 frame=3 seconds)... I'll borrow sugarpacket's laptop and try it under windows soon.
( 5 comments — Leave a comment )

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