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Pseudolonewolf`s Avatar Yet More Raider! Fri 5th Mar 2010 8:27pm

Category: Raider

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]
80 comments

 

80 Commentson 40 roots

DeNovo`s Avatar
Rating Orb E β DeNovo 24 United States MelancholicSanguine 244C 201F
7 years ago | (1)
[LINK]

This is a 31-page, detailed review of platformer design; I couldn't find one that was only about flash, or even only about 2D platformers, but it covers several very important concepts:

1. Available tasks and learning curve resulting from their introduction
2. Purpose, placement, and supply of quota items (coins, rings, or other collectible items).
3. Activities rewarded, and the permanence of the rewards for those activities.

Using this on Raider, I note a few things:
1. You only ever get to shoot, jump, stab, and climb. They're immediately available, but don't have any tricky combination beyond ladder-jumping.
2. There are *no* commonly present collectible items, and the collectibles have no actual effect. The exception is health, which spawns infrequently.
3. You reward exploration when the player not only explores, but has the requisite skills to surmount your challenge. Notably, the punishment for failing these challenges is frequently death and loss of progress. The relics really aren't worth the time if the player's goal is to actually get to the end.

This means that you could make your game more interesting by adding any of these elements; while Raider may not need gold coins littering the path, the ability to run instead of walk, or roll, and so forth, along with rewards that actively change the player's experience, and areas of clear challenge with reward, along with hidden areas with no challenge but reward in addition to the "tough secret challenges" you already have may encourage the player to explore more. Other questions like power-up permanence and so on arise, and those are up to you.
Deathscout`s Avatar
Rating Orb Deathscout 15 United States MelancholicSanguine 117C 16F
7 years ago | (0)
My only suggestion is for a plat former. There are two games, a series, called Oddworld, I know this isn't really helpful, but the gameplay itself was fun in the fact that it has some features that many other games do not. It has Gamespeak, You can run (which probably should be implemented into Raider) and a good plot. I'm not saying that you should match it, but some jumps that you'd have to run to make would be cool, and maybe people that you could aid or not would net a different ending. Possibly, Maybe. Maybe even some puzzling levels would be nice. Now I'm going to assume that it would take too long to write an A.I. for any people so that takes out part of my help people thing but. Maybe some choice actions you could make?
AdamC`s Avatar
Rating Orb AdamC 30 United Kingdom 4C 0F
7 years ago | (10)
One thing I'll say about the current Raider incarnation: It needs an auto-save on completion of a sub-level. It's changed from an "in-one" game to a more complex one, and not having a save will make it very hard to finish

Raider Zero fan`s Avatar
Rating Orb Raider Zero fan 15 United States CholericSanguine 498C 371F
7 years ago | (5)
Good idea, and I think the exact same thing, but the current Raider is one huge level, not sub-levels like these tests. Autosaves between rooms would make it too easy, I think.
Tripledot`s Avatar
Rating Orb Tripledot 15 United States SanguineMelancholic 24C 42F
7 years ago | (3)
I think he means between the "levels" that are on the spaceship (as in saving after level 1in zone 1). The subdivisions. Not rooms, I think. I can't really explain it more eloquently. I don't know why you'd think he was suggesting constant auto-saves. It would be quite silly having a checkpoint every room (then again, other platformers have done it before...)!
oddysen`s Avatar
Rating Orb oddysen 17 Norway 159C 8F
7 years ago | (3)
I thing that the only reason that something like this isn't in place is the fact that this is a BETA, do you think pseudo is so daft that he wouldn't include a save function?
3 Replies
AdamC`s Avatar
Rating Orb AdamC 30 United Kingdom 4C 0F
7 years ago | (6)
The one concern I have is that I really enjoyed the original Raider, so I hope all of it is included, even if only as bonus side-level content. =)
Raider Zero fan`s Avatar
Rating Orb Raider Zero fan 15 United States CholericSanguine 498C 371F
7 years ago | (0)
The original Raider will stay, except there'll be a new version of it, subdivided into different zones, but with no other changes. I think we can expect the future episodes to include more features, such as more enemies (not just different sprites with the same capabilities, either) and new hazards like the lasers. Also, I'm not sure if this is planned in the main episodes, but eventually we might see the RPG elements of Raider Zero being grafted onto the current Raider! Isn't that awesome?
AdamC`s Avatar
Rating Orb AdamC 30 United Kingdom 4C 0F
7 years ago | (6)
Honestly? I love Raider already, but I love the idea of an expansion =)
oddysen`s Avatar
Rating Orb oddysen 17 Norway 159C 8F
7 years ago | (1)
Liked this one, almost perfect, but maybe add adversity in some way, hidden places etc. But the thing that would make the biggest difference is if you add "real" treasure, when you think about it, what kind of space pirate would risk his life getting, umm, more life?
oddysen`s Avatar
Rating Orb oddysen 17 Norway 159C 8F
7 years ago | (1)
To solve the "enemy hits enemy" problem you could let the use the energy as healing and have him say something like "Hmm, these robots phasers seem to be calibrated to the same freqensy as the robots". (to problem isn't in my opinion that they do kill each-other, but that, why haven't they done it before?"
Raider Zero fan`s Avatar
Rating Orb Raider Zero fan 15 United States CholericSanguine 498C 371F
7 years ago | (2)
Personally, I think friendly fire adds an element of strategy to the game. Trying to maneuver the jumping bots in front of the turret was tough, but paid off, and was a good idea on Pseudo's part.
1 Reply
Raider Zero fan`s Avatar
Rating Orb Raider Zero fan 15 United States CholericSanguine 498C 371F
7 years ago | (1)
Actually, there already is real treasure (secrets). Pseudo will no doubt add secrets to this version at some point. Also, an injured pirate would no doubt risk a lot to get hold of a nice big syringe of high-quality adrenaline :P.
Gargoyle`s Avatar
Rating Orb Gargoyle 17 Australia 10C 3F
7 years ago | (1)
Nice, quite a bit easier than the original but i guess that's the point. Like having a map and having to go back after turning the switch in the 'control room.' The screen centering after death is an issue which I'm sure you can easily change. It glitches sometimes when you walk back from where you came from so maybe you should look into that(if you want details feel free to ask me). The other problem is the issue of lives and health. The difficulty is fine, I find it too easy but I understand you need to please the general public so I won't complain about that(Playing on hard would probably still be challenging enough). Though I enjoy the system with lives and health I think it'd be better if you have more health and lives were a lot harder to get. Maybe if enemies didn't drop lives it would improve things, especially if they could still be found chests.
JebRadec`s Avatar
Rating Orb JebRadec 24 United States 10C 0F
7 years ago | (4)
Seems pretty good so far. The only thing you might want to look into is the camera position when respawning at checkpoints. Having to walk back and forth to center the camera each time I died got a little annoying.
whiteanger`s Avatar
Rating Orb whiteanger 17 Canada CholericPhlegmatic 119C 7F
7 years ago | (5)
I would deffinetly look into a game like this. It seems much more amusing than Raider 1 and 2, having much more choice rather than trying to have perfect jumping skillz. The idea sounds interesting and I'm happy another great idea is in progress!
Tama Yoshi`s Avatar
Rating Orb Tama Yoshi 18 Canada PhlegmaticCholeric 68C 33F
7 years ago | (4)
Well, that's SMW style all the way, and it probably is a good thing. Except the game has little depth anyways. Sure, the alternate exits are good... But aside of that, there is little depth. The levels feel very repetitive indeed.

One thing is sure: The difficulty is not a pain anymore, which is great.

Inspiring ourselves from the SMW again, there were switch palaces.

Also, in stage... I think 3 F, there's a drone that walks on the roof, but it kind of floats >_>
Eleanor Rigby`s Avatar
Rating Orb E Eleanor Rigby 15 United States PhlegmaticCholeric 1184C 365F
7 years ago | (2)
I like how the game seems to be very SMW style, but isn't at all a clone. I've noticed that many Flash games are pretty much Mario clones (Such as a sort of recent one about a Ninja searching for his girlfriend, or something), but Pseudolonewolf did a great job in making it very original. It's a hard line to walk.
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