New Game Inc.

Thats debatable and you know that. Please stop trying to start a fight.

Soundless as a theme so we can focus all our attention on the other facets of the game is a legitimate plan. I prefer a better silent game then a not quite as good annoying sound game.
 
Advertisement is a different week.
coders are unable to market. You need an Advertiser or above to do that.

you could have the Team Leader give their +10 without counting as an employee and give no sounds...

apologies for any spelling errors I'm on my phone
 
[X] Dragon Rage:

A downward scrolling shooter (character towards bottom of screen, as everything scrolls down to meet him). You play the part of a dragon destroying waves of alien ships, with each wave consisting of a small number (no more than 8 each) of identical enemies with very similar movement patterns. Multiple waves can be on the screen at a time. Take damage from hitting enemies (which also destroys them) and being hit by enemy shots. Destroying enemies gives points and temporary boosts. Each level you finish lets you pick one of two upgrades that then persists until the end of the game - described as your dragon growing and developing. If feasible, player should have a choice of slightly different starting dragons varying by color and starting abilities, and each upgrade should make small modifications in the appearance of the dragon.

You also have a limited number of full-screen attacks, known as Rages, that harm all enemies on screen (killing the weaker ones) and remove all bullets - taking the form of a fiery wave that begins at the bottom of the screen and proceeds quickly upwards, preferably with "Dragon's Rage!" displayed on the screen in large letters as it does

We're going for sound, and we'll see what we can fit in (music? blips? boss noises?). If we could actually get a single (rough) voice clip of "Dragon's Rage!" to go off when you hit the bomb button, that would be a major draw all by itself.

You can hold up to five rages (start with 1 on continue), and 3 lives (start with 3 on continue). Continues zero your score, but you can continue as often as you want. During the level, temp boosts show up that give you things like temporary invincibility, a survive-one-hit shield, some sort(s?) of temporary attack boost (speed or damage or something), extra points, temp double points, and extra rages. Getting some large number of points gets you an extra life. If you would go above your life cap, you instead get a nifty temp buff and a points bonus. You get a further bonus for killstreak. Dying ends the streak, as does letting any enemy escape the screen, but once your killstreak gets going, you start getting bonus points per enemy, and the longer it goes, the more points you get. Firing off a rage also breaks your streak, though you do get the bonuses for any foes killed in the rage.

For scoring, everything is some multiple of 10 points. The first nine times you fire off a rage, though, you get 1 point each - so that if you make it through the entire game clean, those who know what to look for can see it. Also, adding a quarter gives you a continue, but if you add a quarter while someone is playing, it also gives them an extra rage use.

High score lists for total points and length of killstreak.

Of course, that's a wishlist. We may well not get it quite to that level.

[X] AI II (1,000 Money, 1 Employee)
[X] Graphics II (1,000 Money, 1 Employee)
[X] Controller Input II (1,000 Money, 1 Employee) + boss
[X] High Score (500 Money, 1 Employee)
[X] Basic Sounds (1,500 Money, 2 Employee) ( 2 Employee ) - team leader is here
 
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[X] Sirrocco

I love it. It literally pays the player to feed the meter. One problem is you didn't technically include the actual pitch.
 
[X] Sirrocco

One thing that could be cool was if the game was entirely silent... Right up until the first boss appears.

If that proves too problematic, perhaps make the enemies silent?
 
Sirocco you don't have enough AI to pull off the pitch...
We may have to dial it back a bit if we roll *really* poorly, but it doesn't take as much as you might think.
- Enemy behavior works fine on bump-death, ranged attacks, and Pathway Movement. We get 6 points there, we're fine.
- Background is sidescroll level, for as many levels as we can manage - 6 points there gets us three levels total.
- hitbox we need enemy hitbox, ranged attack hitbox, and boundary hitbox. That's a total of 4, with everythign past that making things work that much better.

We pulled off a 6 on AI 1 with a moderately good roll last time. I think it's at least reasonable to expect that we might get that much again this time with AI 2, no? What are you seeing that I'm missing?
 
I'm paranoid about bad rolls. I expect to get a lot this time around.

Also I don't believe you have enough sound to get anything useful.
 
I'm paranoid about bad rolls. I expect to get a lot this time around.

Also I don't believe you have enough sound to get anything useful.
There's a big difference between "You don't have enough AI to pull off the pitch" and "It's possible that you might roll *really* *badly*, and get horked". If what you mean is the latter, don't say the former. If what you mean is "I don't like your plan for some reason, and am therefore trying to poke holes in it wherever I can" I suggest you do the research a bit better.

Also, we may well not have enough sound to get everything useful, but in the early 80s, you didn't have to cover everything. WE can go for high quality beeps and boops. We can go for decent quality music. WE can go for rare bursts of speech. If we get even *one* of those things, it'll pay off reasonably well. If we roll well enough to get more than one? So much the better.
 
No I really do think we don't have enough sound to get anything useful
okay... what do you think the bare minimum for "something useful" is, and how many sound points would you expect that to cost?

Also... it sounds like you're basically saying "Sound 1 is a trap choice, and never worth it." Is that what your'e saying? It seems awfully presumptuous to say that without having seen the sound-based purchase list.
 
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Speaking of sound what do you think of making a driving game that has a in built radio that can tune into any station a normal radio can so we neatly bypass all liscescing issues if we wanted to insert actual songs inside the game?
 
Good Theme Music I consider bare minimum. And I expect it would take 6 to get it up that high at least.

Speaking of sound what do you think of making a driving game that has a in built radio that can tune into any station a normal radio can so we neatly bypass all liscescing issues if we wanted to insert actual songs inside the game?

Genius... though thats also probably a hardware sort of thing. It could be part of the control schema though.

-edit-
WE COULD MAKE CRAZY TAXI EARLY!!!!
 
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Speaking of sound what do you think of making a driving game that has a in built radio that can tune into any station a normal radio can so we neatly bypass all liscescing issues if we wanted to insert actual songs inside the game?
We could offer a deal to individual radio stations: they invest in us a bit, and we give them a radio slot in our game.
 
We could offer a deal to individual radio stations: they invest in us a bit, and we give them a radio slot in our game.
Doesn't work. Radio stations are pretty local. Our game would be nationwide.
Good Theme Music I consider bare minimum. And I expect it would take 6 to get it up that high at least.
In that era? There are all sorts of things that you can do with sound that aren't even close to the difficulty of Good Theme Music that can still blow people's minds. Also, 6 is achievable with luck that's a bit better than average.
 
I assume since no-one included it, you dont want to continue to the next week. Im going to work on the update now so if this is wrong please tell me

Sirocco's Dragon Rage extended Pitch won.
 
Week 6 Game miniturn!

With a force of will you align the workers and the boss onto the right track, focused on the next game built to sate your thirst for money and expansion.
In fact, your will is so strong that you uh, may have accidentally forced some tech support guys into working for the company when they came over to fix some broken machines...Oops.
Oh well, free Coders...Oh great, now they are demanding salaries. Sigh stupid mind powers.

Sliding into the Boss you poke the Inspiration part of his brain, and watch as images of dragons and alien fighters fill his mind.
Jumping from your seat you exclaim "I have it! Our new game, a sequel to our old one but different in every way! Playing a Dragon ridden by the Hero and slaying spaceships."

With a quickfire spitting out of orders your wageslaves begin their work...wait didnt we only have 3 gro...We have always had 6.


The first group gets settled in coding out the AI and the enemy programming.
2d100 = 167 +CRIT
You, the floating cloud of psychic energy, oversee their actions personally, poking them when they get distracted and flaring their inspiration to produce a vast swath of brilliant code
ALL AI costs reduced by 1, to a minimum of 1/2 their initial value (1 becomes 0.5, 0.5 becomes 0.25, 4 becomes 3)

16 points generated for Enemy Behaviour, Landscape and Hitbox each


The second group is set with the Graphics, constructing Sprites and backgrounds and attack forms
2d100 = 118
An average effort given the time put in, but more than enough for many games to do well

Enemy design, Background and Character design set at 11

The third group, the first of the stolen Tech Support guys, are assigned to work on Control Input, overseen by the Inspired Boss
2d100 = 66 +20
Unused to the borderline-villain's actions and means of 'inspiration' the team falters and cowers instead of surging ahead past average.

Input set at 8 points

The remaining two teams get to work on the Sounds and the High Score.
1d100 = 27 +5 Team Leader
Unused to programming instead of just bugfixing, this group spends most of the time updating their skills to normal levels than actual coding. Even with the Team leaders trying to get them focused and pushing them along to practice ON the code they are meant to be working on.

Theme set at 3
Hit sound set at 3
Boss Themes set at 3

1d100 = 75
The final team however speeds ahead, turns out a few were gamers themselves and knew just how to put together a good high Score system

Score system is set at 7


--

Week 7 Gaming II miniturn

Spending points

Enemy Behaviour:
You have 16 points to spend

[ ] Bump-death (0.5 point)
[ ] Ranged attacks (1 points)
[ ] Melee attacks (1 points)
[ ] Increase challenge (0.5 point)
[ ] Increase challenge II (2 points)
[ ] Increase challenge: HARDCORE (4 points)
[ ] Pathway movement (2 points)
[ ] Follow Character (2 points)
[ ] Area attack (3 points)
[X] Increase Intelligence (Remainder points)

Landscape:
You have 16 points to spend

[ ] Labyrinth (2 points)
[ ] Sidescroll level (1 points)
[ ] 2nd level (1 points)
-[ ] 3rd level (1 points)
-[ ] 4th level (1 points)
[ ] Room-levels (x10 rooms/level, 3 points)
[ ] Pitfall (2 points)
[ ] Wallspike (2 points)
[ ] Roofspike (2 points)
[ ] Teleport (2 points)
[ ] Triggerplate (0.5 point)
[X] Increase Complexity (remainder points)

Hitbox:
You have 16 points to spend

[ ] Define Enemy hitbox (0.5 point)
-[ ] Shaped Enemy Hitbox (1 points)
-[ ] Shaped Enemy Hitbox II (3 points)
[ ] Define Character hitbox (0.5 point)
-[ ] Shaped Character Hitbox (1 points)
-[ ] Shaped Enemy Hitbox II (3 points)
[ ] Define Ranged-Attack Hitbox (1 points)
-[ ] Shaped Ranged-Attack Hitbox (3 points)
[ ] Define Boundary hitbox (0.5 point)
[ ] Define Walls hitbox (0.5 point)
[ ] Define Objective-locked boundary (0.5 point)
[X] Increase General-shaping hitbox (remainder points)

Enemy Design:
You have 11 points to spend

[ ] Boss creature (1 point)
-[ ] Cool Boss* (2 points)
-[ ] Cool Boss II* (4 points)
-[ ] Miniboss (2 points)
-[ ] Level boss (2 points/level)
[ ] Basic Enemy (1 point)
-[ ] Cool Enemy* (2 points)
-[ ] Cool Enemy II* (4 points)
-[ ] Multiple Enemy (0.5 point/type you want to add)
[X] Increase theme and originality (remainder points)

* applies to each individual type, must buy multiple times for multiple types

Background:
You have 11 points to spend

[ ] Basic background (1 point)
-[ ] Better background (2 points)
[ ] Level background (1 points/level -1)
-[ ] Better level background (2 points/level -2)
[ ] Basic Objects (2 points)
-[ ] Better Objects (4 points)

Character Design:
You have 11 points to spend

[ ] Basic blob (1 point)
-[ ] Semi-normal person (2 points)
-[ ] Distinctness (4 points)
-[ ] Awesome character (8 points)
-[ ] Awesome character II (16 points)
[ ] Basic sword (2 points)
-[ ] Better sword (4 points)
-[ ] Better Sword II (8 points)
[ ] Hurt animation (2 points)
-[ ] Better Hurt animation (4 points)
[ ] Death animation (3 points)
-[ ] Better death animation (6 points)
[X] Increase distinctive details(remainder points)

Input:
You have 8 points to spend

[ ] Joystick (1 point)
-[ ] Better joystick (3 points)
-[ ] Better joystick II (5 points)
[ ] Attack button (2 points)
[ ] Pause button (3 points)
[ ] Block button (2 points)
[X] Increase sensitivity to optimum(remainder points)

Theme song:
You have 2 points to spend

[ ] Basic Menu-song (1 point)
[ ] Better Menu-song (3 points)
[ ] Level soundtrack (2 points)
[ ] Better level soundtrack (4 points)
[ ] Different level sounds (2 points/level -2)
[ ] Better DLS II (4 points/level -4)
[X] Increase quality and rhythm (remainder points)

Hit sound:
You have 2 points to spend

[ ] Basic enemy hit (1 point)
[ ] Better enemy hit (2 points)
[ ] Basic Character hit (1 point)
[ ] Better Character hit (2 points)
[ ] Personal Boss hit (3 points /boss, requires Basic enemy hit)
[ ] Personal Boss hit II (6 points /boss)
[X] Enhance sound quality(remainder points)

Boss Theme:
You have 2 points to spend

[ ] Basic theme (1 point)
[ ] Better theme (2 points)
[ ] Attack warning-tempo shift (1 point)
[ ] Weakness warning-tempo shift (1 point)
[ ] Low health-theme change (3 points + buy Basic/Better Themes again)
[X] Tweak sound effects (remainder points)

High Score:
You have 7 points to spend

[ ] Top ten table (5 points)
[ ] Enemy kill points (2 points)
[ ] Time points (2 points)
[ ] Item points (2 points)
[X] Adjust default scores (remainder points)


EDIT: Oh sh** I stuffed up with giving you AI III, you were supposed to have Graphics III.
Because you researched Multiple Enemies. Eh it wasnt chosen anyway, so Ill fix it next game
 
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Welp everything but the sound action turned out well. I wonder if that is going to be a consistent theme for us. Everything we work on is great but our sound keeps lagging behind.

Didn't expect our sound to be quite that bad though I did expect bad...

Really loving that crit though. The AI cost reduction is going to see us well off in the future. I'm expecting great things from our future AI... hope they don't gain sentience. :p

As for highscore: I don't see us having a legitimate way to speed up the gameso we should have enough points for everything else.

I'm not particularly fond of the control limits but then again this type of game is notorious for not needing all that much.


High Score:
[X] Top ten table (5 points)
[X] Enemy kill points (2 points)
 
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Pretty sure the AI cost reduction is just for this game.

But yah, some nice rolls in general except for the sound.
 
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