I know it's beta already, but if you're still interested in my thoughts on the game..
it's really fun. I definitely want to end up with a copy of it. I don't like emulation very much and am looking forward to trying this on a real machine. I prefer the gorf-shot canceling fire to regular SI and the sprites look great. The powerups add a lot. At first I thought the player ship's shots were a bit too slow, but I've played both Gorf and the original SI since then and changed my mind.
What i'm not so into: the whole screen changing colors. I think a border around the screen that was black normally but changed color to reflect the play state would be better? That said, it's actually somewhat of a feature that the screen changes because it's hard to see what's going on then. Maybe it could be kept for one of the negative effects?
Also, maybe good powerups could appear a little more often? I find myself mostly just avoiding the special drops as if they were regular shots because they're often negative. Which actually kinda reminds me of arkanoid like terrain mentioned. Silvio, did you have this in mind while working on rainbow invaders?
Rainbow Invaders 0.99 Released
Started by Albert, Mar 8 2006 3:06 PM
31 replies to this topic
#26
Posted Mon May 8, 2006 9:23 PM
#27
Posted Tue May 9, 2006 12:56 AM
Hi,
Another chance could be making a different color only in the back side of the player's score, but I'm not sure if I'm going to do that, because the code now is a bit optimized. Next week I'll check if this option is possibile.
Special Shoot type probability is balanced i.e. every type has exactly probability 1/16, because I didn't include additional structures to unbalance it. I know there are more negatives shoots than positives, but I think it's really challenging to trace a Special Shoot to get a good bonus (for example the one that blasts an entire Invader column with a shoot). Nathan Strum suggested me to change a negative bonus in a positive. Next week I'll check if this option can be easily implemented.
Thanks for playing my game, ciao.
Silvio
Quote
What i'm not so into: the whole screen changing colors. I think a border around the screen that was black normally but changed color to reflect the play state would be better? That said, it's actually somewhat of a feature that the screen changes because it's hard to see what's going on then. Maybe it could be kept for one of the negative effects?
Quote
Also, maybe good powerups could appear a little more often? I find myself mostly just avoiding the special drops as if they were regular shots because they're often negative. Which actually kinda reminds me of arkanoid like terrain mentioned. Silvio, did you have this in mind while working on rainbow invaders?
Special Shoot type probability is balanced i.e. every type has exactly probability 1/16, because I didn't include additional structures to unbalance it. I know there are more negatives shoots than positives, but I think it's really challenging to trace a Special Shoot to get a good bonus (for example the one that blasts an entire Invader column with a shoot). Nathan Strum suggested me to change a negative bonus in a positive. Next week I'll check if this option can be easily implemented.
Thanks for playing my game, ciao.
Silvio
#28 ONLINE
Posted Tue May 9, 2006 4:05 AM
I'm kind of used to the colored backgrounds now. They kind of grow on you after awhile. Plus, once you know what colors match up with each power-up, it's actually helpful.
#30
Posted Wed May 10, 2006 12:48 AM
Quote
Sorry, but I'm not so trained in written English... Oops! I'm going to correct it on the manual!
#31
Posted Wed May 10, 2006 2:31 PM
I'm sure you could find some folks to run the manual over for grammar corrections if you'd like. I wouldn't mind doing it, and then maybe someone else for a final check?
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