Some of you may remember a little shooting game I made called EDF, which, was sadly never completed due to TGF munching on the gam file. I released it to some warm reception, even though it was only about 3 levels long; well, I've made a brand new shiny engine and it's going to be powering the sequel, EDF2; which is a remake of what the original was supposed to be (kinda). Anyway, I just need some testers to do a quick run through of the engine (1 level) and tell me any problems/gripes/etc.
The engine has 3 different weapons with 3 levels of power (9 weapons), improved graphics, much improved AI, and a small boss batle at the end. I'm in the process of taking some screenies right now, and will post them when I'm done.
Threee screenies of the engine test level (with a sparse background).
Also should mention that playtesters/beta testers will get some exclusive codes for the final version (there's going to be tons of codes for this game). The codes are going to have various effects, Invincibility, level select, 30 lives (gee, wonder what this code could be), different ships, and anything else I decide to work in there.
Sooo, anyone want to give it a quick run through? Though I just realized that I left the newest version of the engine at home, but the one I have is fully functional, except there are no codes, and only two weapons. So, if you want to test I can send you the older one today, and the newer one tomorrow; which would probably be a good idea anyway, cause I'm hoping to work on the game quite a bit more tonight.
The different weapons were kinda cool (pretty satisfying to use), but not really phenomenal. Also, the spread shot didn't seem to have much appeal (especially its level 1). It needs a lot more spread if it's to compete with the other two.
Also, I didn't really see a difference between levels 2 and 3 of the green weapon.
I liked the idea of the enemy ships crashing to the ground when you damaged them, but their current movement in doing so is too... linear? It doesn't really feel right.
The boss was nice. I liked the barage of missiles.
...And it's not QUITE related, but I've always thought it'd be cool for a shooter game to have a Gunstar Heroes-esque weapon system, where you could mix different wepon types to get unique effects... or something of the sort.
Fine Garbage since 2003.
CURRENT PROJECT:
-Paying off a massive amount of debt in college loans.
-Working in television.
Peblo Custom ratings must be 50 characters or less
Registered 05/07/2002
Points 185
26th July, 2005 at 16:40:46 -
Yeah, I couldn't tell the difference between the green weapon 2 and 3. The enemies falling to the ground didn't seem very smooth, maybe realistic physics could kick in and make the path all 'curvy'. Also, I don't know if you have thought of this, but what if when the enemy's Hp reaches 15%, it starts to fall, and at 0%, it blows up, so you can shoot it while it's falling. Maybe take it even further, and have the enemies move slower with the increasing damage. Just a few suggestions.
"Isn't it always amazing how we characterize a person's intelligence by how closely their thinking matches ours?"
~Belgarath