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Post news RSS Void Raiders - unedited gameplay & soundtrack preview

Time has come to show you another unedited gameplay video of the game. In addition

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Hello again!

This time, i ve got some interesting things to show and tell you. Not like in case of last week boring level generation.

Ton of minor upgrades

I spent last week mostly by polishing and optimizing of whats done allready and while i ve been encountering slow downs time to time with last week build now the game sits on steady 400fps in average again and that leaves us room for future upgrades or adding more meat for the grinder in form of more weak, but strong in numbers enemies.

Mission objectives

Finaly, i ve been toying with this for couple of days and after many more or less successful attempts i made decision for not-randomized mission objectives as randomized objective generation is just too much for me at the moment when paired with random generated level map. Let me explain how it works on first mission:

Floor 1: objective is to collect random number of Void Cells whitch are scattered around the level and then reach exit room. Void cells placement is randomized each time.

Floor2: objective is to disrupt enemy chain of command and your task is to kill all the enemy officers spawned around the level and then again, reach exit room.

Floor3: kill the boss and grab the loot.

As you see the placement of all objectives is randomized every time level is generated for you(well except boss as he ll always be in boss room) however the objective will be always the same for given floor. In begining i thought this is the compromise between what i would love to do and what iam able to do, but in the end i realized it ll alow me to have more control over gameplay and ll lower the chance the game ll generate level whitch sux totaly.

Enemies spawning

If you read last week update you probably noticed i was worried about spawning and respawning enemies properly in random generated environment. The solution was simple and again leaving headphones at home before my every day morning hike to leave my "thoughtflow" undisturbed by listening to audibooks helped a lot.


Basic enemies still keep respawning to force player to move around constantly or he/she risks running out of ammo soon. I finaly figured out how to avoid "fail train" effect as enemies whitch were chasing player around whole level did that pretty often.
These basic enemies are now backed up by their stronger mates and another batch of basic soldiers however these are not chasing the player around, but they are guarding the rooms and mission objectives. These ll respawn only when you fullfill the mission objective as i dont want player to be bored while heading to exit door as basic "chasers" are no match for player when faced alone.

In short, the combination of diferent enemy behaviors was key to success to make my vision of gameplay true. You can check and let me know what do you think by yourself as gameplay video of second floor is waiting just for you!:-)

Music

Yes, yes, yes! Game finaly have proper music! Big thanks Boc_Uma for undertaking this task! There is little preview below and please beware its still work in progress as we agreed on cooperation just couple of days ago. We think we allready have some nice fiting tunes allready but there are still bigger things to come in near future.

Thanks for reading! Hope you are excited about the news same as we are and hope you ll visit this profile next week. Cant promise anything but i strongly belive i ll finaly have public alpha version release date!

Have a great day!

Tryzna

Comments
DonleyTimeFoundation
DonleyTimeFoundation

Man - this game looks fun. And you know what? THAT'S ALL THAT MATTERS WHEN IT COMES TO A GAME! YES!

Good looking stuff too! has a bit of the old *** Sega game Alien Syndrome going and that's a good thing.

-Tim

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LurkersLair Author
LurkersLair

Thanks Tim! Hope gameplay will only confirm this! Spent quite some time on enemy spawning mechanics to keep player occupied most of the time while not feeling overwhelmed by swarms of enemies forming "fail trains" around the corners.
Still have some more tweaks in my head and hope i ll manage to implement all of them until first public test release.

Thanks for comment!

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DonleyTimeFoundation
DonleyTimeFoundation

I'm watching this one. Really has a nice vibe. I'd love to see the playtest if/when it goes public.

Best of luck,

-Tim

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LurkersLair Author
LurkersLair

Thats great! Sent you a personal message.

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Bombini
Bombini

This game looks like a lot of fun!
I like the atmo and pacing!

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LurkersLair Author
LurkersLair

Hey Bombini! Great to hear from you again! Im checking Space Pirate progres regulary on Stencyl forum and i must say im glad you like my new project! Hope i ll be able to improve it even further as its still realy early in development. Thanks for comment!

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Bombini
Bombini

Haha!
I didnt realize it was you. Cool! But yes... the style looks similar.
This game looks more the cool!
How do you setup the lights? Blendig layers?
Let me know when you have something to test.
Cheers!

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LurkersLair Author
LurkersLair

Basicaly have the controller object drawing black rectangle over the screen. Then the controller checks for all the light source objects and drawing sprite(in most cases white ball) in subtract mode so im basicaly making holes in that black surface covering the screen. Its really simple system and it took just about 10 lines of code take care about that. Again, thanks and i ll do my best to provide playable build asap!;-)

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cfarina
cfarina

Can't wait to play this! Looks super entertaining.

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LurkersLair Author
LurkersLair

Thanks! Hope gameplay ll overcome your expectations and ll be at least mega entertaining!;-) Thanks for your support!

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ww181217
ww181217

looks awesome!!!

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LurkersLair Author
LurkersLair

And we belive it ll play awesome! Cant wait to present you free and playable build soon.

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gamescroller
gamescroller

Fantastic update once again! Good call on the objective generation by the way. Get the core game bug free before playing about :).

Looking forward to next week and a possible playable demo! I'll be sure to keep a look out for streaming purposes ;)

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LurkersLair Author
LurkersLair

Thanks! Glad i did not disapointed so far;-) Next update ll be about half day delayed as im running short on time to finish this week schedule, but there is good chance i ll finaly announce public alpha release whitch ll contain full first mission(2 floors + boss floor including the boss)and one playable character.

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