STS (Simple TopDown Shooter)
With all the posts people have put up recently about their continued work on their entrys i thought i would take the time time talk a little about my own.
So I sat in front of my PC on Sunday the clock ticking down from 5 hours. I sat with my notes open, and a list of features before me. My plan had been simple but unintended bouts of hibernation had stolen what little time I had, some things had to be cut, ignored and even avoided. I still had general bug testing to do, a memory leak and a whole lot of sprites half finished.
I’m not saying what I entered is that different from what I intended just that it was a modified plan that would hopefully fit with in the time I had left. I pondered the decisions over pizza.
Like many people on here I have decided to release a fully tuned version of my entry, now this wont be released for download till after LudumDare31 has completed its rotation, I don’t feel right releasing a different version of a game already out there, when its being judged and played, but hope that my vision and all the things i intended can be strengthened or adjusted by the feedback i receive from you lovely people. So here is a slight Change-log to what you can expect next year.
- Features unlocked rather then simply present.
- Highest score displayed on “Start screen” (this was a major oversight I’m almost embarrassed i didn’t put it in the entry)
- Extra fire-modes for the player to thrash around with.
- A more tuned enemy generator. (The current works, but is designed to stagger difficulty, most people only manage to get around 30 points, the first difficulty step up is after 45).
- I plan to look at controls, as well as offer a game-pad support
- Working on a Android version.
- Much more.
The game will be as jump in and play as it is now, just with a more Directive nudge in terms of what you can do. I entered this compo on a whim, a fresh faced dreamer, and i’m glad i did, to all who have played my game and enjoyed it, you have my thanks.