I've been focusing on Raider for the last two or three days because I really WANT to work on it, whereas if I try to finish off the tedious things left on MARDEK 3, I just end up getting stressed and anxious. I'll do those when I'm with my girlfriend, in, uh... two days... o_O
And until then, I'll focus on this because otherwise I'd just be procrastinating, surely. I might as well get SOMETHING done.
I feel I keep needing to explain that because I know that people are waiting for MARDEK 3 but don't really care about Raider.
Anyway, I have made significant progress since the last version I uploaded yesterday.
I've uploaded a new version now, which shows you what I meant by 'world maps', and how there are many levels per world. I've always loved this sort of thing and drew these 'zones' all the time as a young child, wanting to make games but lacking the technical ability, and being influenced by games like Super Mario World, WarioLand, etc.
It's a nice feeling to FINALLY have them in a game! I find it... satisfying, to walk around the nodes on the map.
There are five levels in this 'zone' or world or whatever, but only three (four if you count the first 'level') have been done so far.
I would very much like to know how these others compare to the first level.
Are they too easy? Too hard?
If there are specific BITS that you think I should change, please tell me the room code...
Also though, I've been wondering about what gimmicks Raider could have to differentiate it between any other platformer, and I have had ideas that I've already started implementing!
I was playing some NES and SNES roms recently for inspiration, to see what other platformers play like (not that I haven't played loads of them before, but I was looking at specific technical details), and I came across a game I've not played before, but have heard of, called 'ActRaiser'... I looked it up on Wikipedia and it said that it was a combination of a platformer and a 'god game', a sim, and I found that fascinating and ended up playing it through to the end, unlike with most games I start playing these days.
Neither the platformer or sim sections were very good; they were rather mediocre and both had rather limited features and abilities and things. However, the mere presence of the sim bit AT ALL seemed very appealing to me and made me want to get through the platformer bits all the more.
After finishing ActRaiser, I found ActRaiser 2, and only played one level before quitting, because the sim aspect was REMOVED entirely. "WHY?! D:" I thought, since it was the only think that made the game stand out at all. The platformer aspects were improved upon in the sequel, but it meant nothing because the sim bit was missing...
So anyway, getting to my idea... It's something I've thought about in various forms before but I never decided on anything for definite.
I was trying to decide on how you'd move between the different zones, and I've been wanting to make it so that you fly around in your ship between them. I wasn't sure whether to do this as a simple sort of world map where the ship is basically just the 'cursor' that you control with arrows, or whether to have side-scrolling shooter-type segments between worlds like the Gummi Ship bits of Kingdom Hearts (or rather, more like SMECOF); that was my original idea but I didn't really want to DO it...
But then I came up with the idea of having a sort of... space exploration game thing between zones, where you fly around in your ship in a tile-based abstraction of space - a grid - rather than something more action-oriented.
What I decided on was splitting space into 'sectors', each one being the size of the screen, made up of tiles, and each sector could have different things in it, like zones for one, but also things like shipwrecks or asteroids which you could find items on or even land on to play short bonus levels. I could also have 'trader posts' and things where you can buy and sell items.
I'd also want to have combat against the ships of other pirates or the 'police' who are after pirates like Arkus, which would work in a Roguelike fashion (since the AI for action-based battling with spaceships would be too difficult), or sort of like FHO, in a way; for every move you make, all enemies move too, but otherwise they do nothing. I could have all the basic sci-fi spaceship stuff like different types of weapons, shields, sensors, etc, etc... It all seems rather easy, and you can see from the file I've uploaded that I've already got the basics sorted out in the space of like an hour or two.
Also, it'd give me a chance to actually USE the tactical-like battle system that was in FHO but which I'll likely remove in FHO's AS3 redesign...
It could open up a lot of appeal, PERHAPS, with a small 'cost' to me in terms of time and effort... But would something like this make the game more interesting to you people?!
Anyway, uh, here: [A LINK]