Subject: [stella] Please consider this for Oystron From: Glenn Saunders <krishna@xxxxxxxxxxxx> Date: Mon, 15 Sep 1997 23:51:19 -0700 (PDT) |
Piero, I think I've got some issues here that are serious enough to be addressed whenever you find the time and initiative to work on Oystron. I hope some of this inspires you... ------------------------------------------------------------------------ I think the idea of the swiss cheese guys is okay, except for the fact that if you allow them to block every row the game comes to a crashing halt! No more enemies arrive and since these guys are absolutely invulerable, you must commit suicide to continue or the game will just sit there forever. This is a loophole in game design. I think that if they all line up that regardless of the progress towards the boss, that the swiss cheese guys should "summon" the boss for a penalty round. The swiss chess guys will disappear when the boss (or you) are dead. Either that or give the cheese guys very high hit points, like 128. Either that or come up with a different "mutant" enemy that has other unique characteristics besides being an immovable barrier hovering over a pearl. You see, once he starts hovering, it makes that row basically meaningless other than as a barrier to the last pearl. Seems like a waste of screen bandwidth since enemies can not really overlap the same row. --------------- If we replace the swiss cheese guys, let's say we stick to the underwater motif this time... Try this one on for size: You could have electric eel type characters that slithers from right to left until killed, charge up (via brightness) and zap a row based on a predictable time loop (like one per second). This time loop could get shorter (or more unpredictable) with difficulty or wave number. The zap graphic would be an alteration of your "stolen pearl" glowing slot algorithm, but with an appropriate sound effect. If just pearls are in the way of the zap, they disappear. If you are in the way of the zap, you die. Or alternatively you could lose your pearls, then die if you get zapped a second time. They must be killable somehow. To make things interesting you may want to have them mutate BACK into the creature that spawned them before they had a pearl rather than killing them. That way you could have things happen where something steals a pearl, mutates, gets killed, mutates back, steals another pearl, and so on. I think this would really fit in with the highly dynamic style of the gameplay that Oystron is evolving into. What do you think? As far as mutation loops, the T-shapped barrier guys would be the most likely candidates for annoying looping mutations since conventional attacks are useless against them. This would force the player into becoming proficient at killing these guys by swooping in to the right of them and shooting their weak spot. Maybe to top things off, every time an eel mutates back to its former self, the resulting creature comes down the slot faster than it did before! Quite an incentive to kill it. --- The other pet peeve I have about the game is similar in relation to the boss. If you use up all your bombs and the boss is still alive, he never goes away and you can't shoot the incoming enemies, so the only alternative is, again, SUICIDE. I think the boss wave needs to be seriously tweaked. For instance, let's say the boss starts out easy to kill, predictable movements, but the point value for killing him so soon are minimal. The longer you let him live, the more points you get. As time goes on, the boss starts getting less predictable and more annoying. By annoying I mean like when it seems to be just staying in one place, if you get close to it it will jump out at you or curve around quickly and get you. That's kinda how he acts now--all the time. But if you wait long enough he will just leave. He kinda becomes, if you want an analogy, VEAL. The minimum points for killing the boss can be high enough so that if you didn't kill him at all you will smack yourself for being a coward, but low enough to give you an incentive to risk waiting. The excitement comes from so many angles this way: Having to purposefully avoid killing yourself and (ironically) killing him and avoiding the junk coming from right to left while you can't fire back at them, with minimal bombs available to kill the boss when you REALLY want to would be challenging, but for the novice, if he gets stuck or runs out of bombs, he can just wait it out and the boss will leave so he doesn't have to sacrifice a life to continue. Maybe another approach (not necessarily mutually exclusive) would be that when you run out of bombs that if you hold down the fire button long enough (rising sound effect to accompany it) your ship will charge up and create a new bomb after, let's say, 10 seconds, which is then released when you let up on the fire button. You MUST hold down the button completely for 10 seconds, otherwise the charge has to restart from scratch. This in addition to the reverse method of depositing a bomb makes it tricky and inconvenient enough to justify the crutch. This way you PAY for the fact that you used up your bombs by having to survive 10 extra seconds but after that you are rewarded with a bomb and get another chance to kill the boss. This would remove the need to have the boss leave the scene by itself. In the harder difficulties, the chargeup time could be longer. If you really wanted, you could remove the link between pearl and bomb entirely and treat pearls you have on board after the boss wave as bonuses (ala Defender) and have all bombs be generated via holding down the fire button and waiting. ========================================================================== == Glenn Saunders http://www.lawguru.com/production/production.html == == krishna@xxxxxxxxxxx http://www.biglist.com/lists/stella/archives/ == == Stale homepage @ http://www.geocities.com/Hollywood/1698 == ========================================================================== -- Archives updated once/day at http://www.biglist.com/lists/stella/archives/ Unsubscribing and other info at http://www.biglist.com/lists/stella/stella.html
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