Update 1.5! - Music, Mines and Mayhem!
I've been working hard lately on some of my current projects and finally got around to updating Space Delivery! This time round I've added in enemy mines that you need to dodge whilst collecting and delivering packages around the map. On top of this, the player can now get a GAME OVER screen when they die and strive to beat that high-score! I've also worked on ironing out lots of bugs and improving the overall graphical fidelity of the game.
Feedback:
As always, community feedback is much appreciated and has a big impact on the final result. Any suggestions, constructive criticism (or just criticism) about the game are more than welcome!
Changelog:
-Added bad music
-Added a deadly space mine enemy
-Added a game over screen
-Added high-score functionality
-Added a black border around text for better readability
-Added a particle system for creating explosions + smoke
-Added SCREENSHAKE
-Added sprite frame animation support
-Added more asteroid islands
-Optimised some functions
-Players now gain 2 health whenever they deliver a package
-Changed the package sprite to a more traditional box
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Controls:
Arrow Keys - Move
Z - Land / Take-off
Follow the arrow to collect and deliver packages. Land on the delivery zone to deliver a package.
Update 1.4.1! - Sound!
Update 1.3! - Fuel, Explosions And Even More Space!
Minor update 1.2.1 - Let There Be...Color!
Update 1.2! - Lift Off!
Update 1.1! - More Space!
Update 1.0! - Original Prototype!
Looks great, I like that it has a really smooth movement.
That's cool. So is the plan to have the different regions be in each block...that's a very neat idea. I dig it.
And +1 for the 1-bit treatment...it's on my list to make a 2-color game too, just gotta find the right type of game.
Thanks guys! Yeah I'm planning on building the 'level' myself but it would be really cool to have procedural generation of asteroids etc.
Controls like Asteroids, but the "rooms" make it feel like it's going in a zelda-esque direction. Excited to see where you take this :)
I LOVE. How the movement in this game feels.
This is EXACTLY what good vehicular controls should feel like.
Reminds me of a couple of other good games in this vein I've played with, "Super Space Rogues" and "Pink Noise." I'm looking forward to seeing what all you can do with this as a basis. Save this as a template for plenty of projects!
Was playing this again last night on my PocketCHIP and just love the mechanics and movement. Just fun to fly around, landing and launching...
Given how the "rooms" change, I think you could approach this like a deck game. You have a deck of "room" cards and they get shuffled and dealt for each new play. The goal could be handled similarly...combination of several options so it's familiar play each time but slightly different.
@morningtoast YES! That's a pretty interesting idea, and not too impossible to implement either, I'll look into it! I'm still unsure on what the goals of the game will actually be but it may just be flying around delivering cargo or something...?
I think the delivery concept is a good one. Like you find a person looking for something (maybe a ham sandwich), then you have to go find it - or someone who has it, and then see what they want...and so on...you gotta keep traveling around to collect what people need. And you'll need to get fuel too because flying around ain't cheap!
The ultimate goal is to find one key thing that you need to leave the planet and go on to the next one. Maybe the first planet is a 3x3 map, then 4x4 and so on until the last one which is big. There is one special tile that is where you need to go to leave once you get the special item.
And when the map is built, every tile gets a friend/enemy flag. You have to land to find out but sometimes it could be an enemy that you have to battle. Simple battle, nothing too fancy but still risky enough. Victory would give you stat boosts or maybe a special item.
The great part is for your game is that just flying around and landing is fun and cool, so even just a simple "find the item" puzzle sitting on top would be plenty.
@morningtoast Wow...I think you should be the one developing this game, you seem to have it all planned out haha XD All of those ideas are really interesting and I'd love to add them to my game however I think I need to change the way I'm currently exploring the map.
As of 1.2 I have a pre-drawn map of 32x32 that the player flies around. Instead I think I'd have to use the map to create the different preset 'rooms' and just have the player move around the default 128x128 area and draw different parts of the map when you reach the edge of the screen?
As always, thanks a bunch for the great feedback!
I like what I'm seeing. Nice menu and the travel is still fun even when I have to stop for fuel. Keep it up!
Me too, I've been quite busy lately with Mock exams and such but hopefully I'll be able to make more stuff now. Thanks again Toast :D
So I been playing this just for fun and have a few more thoughts that I'm just gonna toss out there. Some of them may already be on your list, dunno...
Reverse the delivery. Instead of going out and bringing back the orb. You have to deliver the orb(s)...your base gives you an order of X number of orbs. You have to go deliver them. When you deliver, you get some fuel. The quicker you deliver, the more reward you get. Once you make all deliveries, return to base and get more - or maybe the base "alerts" you to come back, etc. |
Offer color palettes as unlocks. Once you make X total deliveries, you can unlock a color and choose your theme. I remember you showed this game early on with green/white palette and I loved it. It inspired me to make Bullet Cave and do color unlocks too.
I don't know why I didn't think of picking up the deliveries from the big base and taking the parcels to the smaller bases around it... oops haha. I'll probably change that in the next update.
I think that the palette unlocking idea could be pretty cool but I'm not sure how much it would add to the game play. I do, however, intend on adding something like that in the future even if it's just a menu option. If I was going to add palette unlocks I think that it would be a neat idea to allow the player to buy them from a store with currency they earn from delivering packages.
I'm currently working on adding some simple enemies to the game that just float around (space mines?) to give the player a feeling of risk when they're delivering the packages and try and give the game more... purpose, I guess.
Ooo yeah...the in-game marketplace sounds awesome. All sorts of things you could do if there's a merchant feature.
NICE! Great idea with the mines slowing you from just cruising around screen to screen. The change of the drop giving your fuel vs health is a nice touch too.
Onward and upward!
PixelCod, I really enjoy this game. The mechanics are great and the design work is solid. I am currently working on a sandbox game about a honey bee and am in need of a programmer. I would compensate you for your time. Please let me know if you are interested.
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