New Game Inc.

On enemy behavior I think we should do Everything. I can see an enemy type that follows you around and tries to kill you up close and personal. So don't stay still.
 
Unfortunately we don't have any top down so we have to use side scrolling. Firing in one direction yes. Though we should be able to fly anywhere on the screen we want to. Not just side to side.
I figured we'd just have a top down sidescroller. Anyway, typing up my point selection now and then we can argue about if people like it or want something else...
 
Arent you doing a Top-down shooter?
Firing in one direction, moving back and forth along the bottom of the screen
Basically, although I was thinking "within a bounded box along the bottom third" rather than "back and forth along the bottom"
Unfortunately we don't have any top down so we have to use side scrolling. Firing in one direction yes. Though we should be able to fly anywhere on the screen we want to. Not just side to side.
"top-down" is just "side-scrolling" turned 90 degrees. I think it'll be acceptable.
I figured we'd just have a top down sidescroller. Anyway, typing up my point selection now and then we can argue about if people like it or want something else...
Cool. I'll throw together mine, and then we can compare notes.
 
@lordchaos99
So having a brain fart/non-comprehension moment. How do these costs work?

-[ ] Multiple Enemy (0.5 point/type you want to add)
[ ] Level background (1 points/level -1)
 
They cost half a point each. So buy 2 for 1 point

If you have 2 levels its 2-1 so 1 point
5 levels: 5-1 = 4

Because it deals with the other levels, the first level is the initial options. I probably could have said the Basic is for each level individually but eh, its done now.
 
[X] Bump-death (0.5 point)
[X] Ranged attacks (1 points)
[X] Melee attacks (1 points)
[X] Increase challenge (0.5 point)
[X] Increase challenge II (2 points)
[X] Increase challenge: HARDCORE (4 points)
[X] Pathway movement (2 points)
[X] Follow Character (2 points)
[X] Increase Intelligence (Remainder points)

[X] Sidescroll level (1 points)
[X] 2nd level (1 points)
-[X] 3rd level (1 points)
-[X] 4th level (1 points)
[X] Increase Complexity (remainder points)


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


[X] Boss creature (1 point)
-[X] Cool Boss* (2 points)
-[X] Cool Boss II* (4 points)
[X] Basic Enemy (1 point)
[X] Increase theme and originality (remainder points)

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


[X] Basic blob (1 point)
-[X] Semi-normal person (2 points)
-[X] Distinctness (4 points)
[X] Hurt animation (2 points)
[X] Increase distinctive details(remainder points)


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


[X] Level soundtrack (2 points)


[X] Enhance sound quality(remainder points)



[X] Tweak sound effects (remainder points)


[X] Top ten table (5 points)
[X] Time points (2 points)


__________________________________

Preliminary plan. I cut out most sound effects so as to make our main theme NOT suck. @GM, question, would it be possible to spend another turn working on this to get more points?
 
Alright, here's a quick preliminary plan.

[X] Ranged attacks (1 points)
[X] Increase challenge (0.5 point)
[X] Increase challenge II (2 points)
[X] Increase challenge: HARDCORE (4 points)
[X] Pathway movement (2 points)
[X] Follow Character (2 points)
[X] Area attack (3 points)
[X] Increase Intelligence (1 point)
[X] Sidescroll level (1 points)
[X] 2nd level (1 points)
-[X] 3rd level (1 points)
[X] Increase Complexity (13 points)

Not really sure what else to get for this one... I didn't go for 4 levels because I want to get a boss for each level.

[X] Define Enemy hitbox (0.5 point)
-[X] Shaped Enemy Hitbox (1 points)
-[X] Shaped Enemy Hitbox II (3 points)
[X] Define Character hitbox (0.5 point)
-[X] Shaped Character Hitbox (1 points)
-[X] Shaped Enemy Hitbox II (3 points)
[X] Define Ranged-Attack Hitbox (1 points)
-[X] Shaped Ranged-Attack Hitbox (3 points)
[X] Define Boundary hitbox (0.5 point)
[X] Define Walls hitbox (0.5 point)
[X] Increase General-shaping hitbox (2 points)

@lordchaos99 You have "Shaped Enemy Hitbox II" under "Shaped Character Hitbox" which I'm assuming is a typo.

[X] Boss creature (1 point)
-[X] Cool Boss* (2 points)
-[X] Level boss (6 points)
[X] Basic Enemy (1 point)
-[X] Multiple Enemy x2 (1 point)

Not really sure about this one...

[X] Basic background (1 point)
-[X] Better background (2 points)
[X] Level background (1 points/level -1)
-[X] Better level background (2 points/level -2)
[X] Basic Objects (2 points)
[X] Basic blob (1 point)
-[X] Semi-normal person (2 points)
-[X] Distinctness (4 points)
[X] Death animation (3 points)
[X] Increase distinctive details(1 point)

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

I considered putting in a block button, figured maybe it would be some magic forcefield you put up or something, but I think having fluid controls is more important. Though a block button in a top-down shooters is fairly rare, might be innovative at this time.


[X] Level soundtrack (2 points)

Man that roll sucked.

[X] Basic enemy hit (1 point)
[X] Basic Character hit (1 point)
[X] Basic theme (1 point)
[X] Attack warning-tempo shift (1 point)
[X] Top ten table (5 points)
[X] Enemy kill points (2 points)
 
[X] : Plan Happerry

Enemy Behaviour
:
[X] Bump-death (0.5 point)
[X] Ranged attacks (1 points)
[X] Increase challenge (0.5 point)
[X] Increase challenge II (2 points)
[X] Pathway movement (2 points)
[X] Follow Character (2 points)
[X] Area attack (3 points)
[X] Increase Intelligence (5 points)

We have enemies that go on paths, we have enemies that chase after you and try to ram you to death, we have enemies that fire AOE projectiles you have to dodge or who blow up in AOE explosions, and they're fairly smart in general. If we want we could buy Hardcore difficulty, but I think at this point we don't want to lock out the casuals.

Landscape:
[X] Labyrinth (2 points)
[X] Sidescroll level (1 points)
[X] 2nd level (1 points)
-[X] 3rd level (1 points)
-[X] 4th level (1 points)
[X] Increase Complexity (10 points)

We have a lot more points then we actually need here. Maxed out in Sidescrolling levels and then we can have a top down Labyrinth at the end where you have to penetrate the enemy space station and find the boss room or such. And we have a lot of points to make them all really neat levels.

Hitbox:

[X] Define Enemy hitbox (0.5 point)
-[X] Shaped Enemy Hitbox (1 points)
-[X] Shaped Enemy Hitbox II (3 points)
[X] Define Character hitbox (0.5 point)
-[X] Shaped Character Hitbox (1 points)
-[X] Shaped Character Hitbox II (3 points)
[X] Define Ranged-Attack Hitbox (1 points)
-[X] Shaped Ranged-Attack Hitbox (3 points)
[X] Define Boundary hitbox (0.5 point)
[X] Define Objective-locked boundary (0.5 point)
[X] Increase General-shaping hitbox (2points)

Bought everything but wall hitboxes here. The Objective-locked Boundary can be for making you kill the miniboss before you can enter the boss room, the Boundary hitbox is for the Labyrinth and sidescrolling levels, and really good attack, enemy, and character hitboxes are self evident.

Enemy Design:

[X] Boss creature (1 point)
-[X] Cool Boss* (2 points)
-[X] Miniboss (2 points)
[X] Basic Enemy (1 point)
-[X] Cool Enemy* (2 points)
-[XXX] Multiple Enemy (0.5 point/type you want to add) {Two basic enemies, one extra cool enemy)
[X] Increase theme and originality (.5 points)

We have a boss, it's a good boss, we have a miniboss somewhere in the game, we have a basic enemy that shoots you, a cool enemy that shoots you with lasers, and then three more enemies. I figure we can have a basic enemy that charges at you, a basic enemy that fires a shotgun blast of bullets at you, and a cool enemy that fires AOE rockets at you. And we have a half point to make sure things look a bit original.

Background:

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

This has one point left over, but nothing left to spend it on. We have a good basic background, we have level specific backgrounds to make things look cooler, and we have good looking random space objects that can fly by and maybe get in your way. Or other objects.

Character Design:

[X] Basic blob (1 point)
-[X] Semi-normal person (2 points)
-[X] Distinctness (4 points)
[X] Basic sword (2 points)
[X] Hurt animation (2 points)
[X] Increase distinctive details(0 points)

We have a distinct space dragon rider person, he has a basic weapon, and his dragon flinches when things hit it.

Input:

[X] Joystick (1 point)
-[X] Better joystick (3 points)
-[ ] Better joystick II (5 points)
[X] Attack button (2 points)
[ ] Pause button (3 points)
[X] Block button (2 points)
[X] Increase sensitivity to optimum(0 points)

We continue our reputation for decent joysticks, we have an attack button to shoot enemies, we have a block button to block when shots or enemies are about to hit us (I think players need to block to run over enemies.), and we can unleash our super attack by hitting both buttons at once.

Theme song:

[X] Basic Menu-song (1 point)
[X] Increase quality and rhythm (1 points)

We don't have the points to get anything good here, so we might as well go for a better then bare bones basic menu song and continue having gameplay be musicless.

Hit sound:

[X] Basic enemy hit (1 point)
[X] Basic Character hit (1 point)

A basic sound when we hit something and when we get hit.

Boss Theme:

[X] Basic theme (1 point)
[X] Attack warning-tempo shift (1 point)
[X] Tweak sound effects (0 points)

Players know the boss is here since that's when the music starts, and we give warnings in the music when the boss attacks.

High Score:

[X] Top ten table (5 points)
[X] Enemy kill points (2 points)
[X] Adjust default scores (0 points)

We have a high score table, and you get points by killing enemies. We lack the points for anything more, so we might as well embrace the simpleness.
 
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[X] Plan Sirrocco

Enemy Behaviour: 16 points

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

We can have it all? We get it all. Increasing difficulty with level (described later) designed to not shut out the casuals or demoralise the completionists too much, while still giving the hardcores the challenge they crave.

Landscape: 16 points

[X] Sidescroll level (1 points)
[X] 2nd level (1 points)
-[X] 3rd level (1 points)
-[X] 4th level (1 points)
[X] Pitfall (2 points) (equivalent thereof)
[X] Triggerplate (0.5 point) (again, equivalent thereof)
[X] Teleporter (4 points) (two spots. Fly into one, fly out the other. Some enemies have paths that do this too.)
[X] Increase Complexity (5.5 points)

Again, we have almost an embarrassment of riches here. Might as well throw as many interesting effects into the levels as we can.

Hitbox: 16 points

[X] Define Enemy hitbox (0.5 point)
-[X] Shaped Enemy Hitbox (1 points)
-[X] Shaped Enemy Hitbox II (3 points)
[X] Define Character hitbox (0.5 point)
-[X] Shaped Character Hitbox (1 points)
-[X] Shaped Enemy Hitbox II (3 points)
[X] Define Ranged-Attack Hitbox (1 points)
-[X] Shaped Ranged-Attack Hitbox (3 points)
[X] Define Boundary hitbox (0.5 point)
[X] Define Walls hitbox (0.5 point)
[X] Define Objective-locked boundary (0.5 point)
[X] Increase General-shaping hitbox (1.5 points)

Objective-locked boundary is a wall coming down that you must either destroy, or destroy the generators of before ti crushes you against the bottom of the screen. Boundary is a box covering about the bottom third fo the screen. Walls are interesting things that you have to fly around, rather than through (asteroids, castles, mountains, or whatever)

Enemy Design: 11 points

[X] Boss creature (1 point)
-[X] Cool Boss* (2 points)
[X] Basic Enemy (1 point)
-[X] Cool Enemy* (1*2 points)
-[X] Multiple Enemy (6*0.5 points)
[X] Increase theme and originality (2 points)

I'd like to have more bosses, but I think that having a bunch of distinct smaller enemies is more important (and we get them cheaper, too). Also, theme and originality are pretty important for this series

Background: 11 points to spend

[X] Basic background (1 point)
-[X] Better background (2 points)
[X] Level background (3*1 points -1)
-[X] Better level background (3*2 points -2)
[X] Basic Objects (2 points)

Last two levels share the same background (see below)

Character Design: 11 points

[X] Basic blob (1 point)
-[X] Semi-normal dragon (2 points)
-[X] Distinctness (4 points)
[X] Death animation (3 points)
[X] Increase distinctive details(1 point)

We die in one hit, so no hurt animation. Death animation is good, though, and we want our dragon to look *good*. No sword because we're killing things with dragon fire, rather than sword swings

Input: (8 points)

[X] Joystick (1 point)
-[X] Better joystick (3 points)
[X] Attack button (2 points)
[X] Rage button (2 points)

This is Dragon's Rage. We need a Rage button.

Theme song: (2 points)
Hit sound: (2 points)
Boss Theme: (2 points)

[X] Nothing. Absoutely Nothing. (...unless we can cash in all of it for a single voice clip of "Dragon Rage" when you hit the rage button, which would be cool, but seems unlikely). Further discussion below.

High Score: 7 points

[X] Top ten table (5 points)
[X] Enemy kill points (2 points) (max kill streak length)
Top Ten Table to give the Harcores somethign to aspire to, and Kill Streak table to give them something to work on while making their way to Nightmare Mode, so they don't get bored en route.

/** Further Explanations **/

Some of my numbers on the levels may seem a bit off. That's deliberate. Only three levels are available in the course fo standard play, and they show the three given backgrounds. (pastoral countryside, war-torn countryside, and outer space). They also correspond to the first three levels of AI. First level is standard, second is increase challenge, third is increase challenge II. At the end of the third level, you fight the boss, and if you defeat it, you get the "Winner" screen. If you manage to defeat the boss without spending a continue, you get a nice big banner across the screen that says "Congratulations!" "You won the game on a single credit!" "Welcome to Nightmare Mode!". At that point, you continue on with the outer space background at Increase challenge: HARDCORE levels of difficulty. You may not continue in Nightmare Mode, and the "put in a quarter, get a free rage" effect is disabled. Points in Nightmare Mode are doubled, and the enemies are increased in number as well - meaning that surviving even a relatively short time can do some rather nice things to your score.

No I really do think we don't have enough sound to get anything useful

I'm going to admit it. You absolutely called this one.

I voted for no sounds because... well, we do have the start of a schtick going, and this is a direct sequel (of sorts). We won't want to keep the silent treatment going long, but for the moment, silence is better than poor sound, and this is seriously poor sound.
 
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To bad we can't make a level difficulty select. That way we could get hardcore mode and then medium difficulty and easy difficulty at the title screen.

[X] Plan Sirrocco
-[X] Spend a Week Debugging. (But we can leave easter eggs bored coders left in if we find them.)

We are going to want to state that winning the game on a single credit does something interesting in the instruction list you see on all control panels of old arcade games. Otherwise it might go entirely unkown to the greater public. That said the way you worked it out it should draw in the casual and moderate gamers almost as much as hardcore gamers.

As for the sound. It was an educated guess and a bit of a gamble. If we had rolled well we could have gotten decent music at the start but given what we saw from the others... well I just could feel the dice getting ready to roll poorly right then.
 
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To bad we can't make a level difficulty select. That way we could get hardcore mode and then medium difficulty and easy difficulty at the title screen.
I've been kinda assuming/hoping this is one of the things having a Coder unlocks for research.

And I think that letting people find out about Nightmare mode by themselves would be fine if that plan wins. People like their Easter Eggs.
 
To bad we can't make a level difficulty select. That way we could get hardcore mode and then medium difficulty and easy difficulty at the title screen.

[X] Plan Sirrocco

We are going to want to state that winning the game on a single credit does something interesting in the instruction list you see on all control panels of old arcade games. Otherwise it might go entirely unkown to the greater public. That said the way you worked it out it should draw in the casual and moderate gamers almost as much as hardcore gamers.
Eh? If they're good enough to deserve it, they'll discover it on their own. Also, having it be a secret that people whisper around might give it a bit more cachet. As Easter Eggs go, it's pretty findable - and that moment when someone actually hits it for the first time, completely unaware that it was there? That moment is going to blow them away.
 
Eh? If they're good enough to deserve it, they'll discover it on their own. Also, having it be a secret that people whisper around might give it a bit more cachet. As Easter Eggs go, it's pretty findable - and that moment when someone actually hits it for the first time, completely unaware that it was there? That moment is going to blow them away.

You make a compelling argument. If we get known for good easter eggs like that I would certainly see every one of our future games to be play tested hard.

That said I'm hoping we are smart enough this time to play test our games for a week before release so we can figure out what other bugs are in the game. I would certainly not mind the extra wait if it allowed us to locate the bugs early and iron them out or even add our own. Perhaps a dice roll? It would certainly add realism and depth to this quest.

I'm really hoping your recommendation gets allowed by the GM. It sounds so fun and we aren't even playing it! :D
 
A hacker unlocks a lot of stuff yes.


And do note that people found the Pink Boss Easter Egg. That requires never using Magic ever. Even against the Bump-death and Knight-slayer enemies DESIGNED to be hit with magic.
Without instructions.
It blew them away then, it'll do it now too. Hardcore gamers be psyched

Teleporter is, well it wasnt an option but thinking about it it probably should have been. Approved and will be added as a 2point feature


And yeah, Im adding in an (optional) Debugging week
 
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Well, I'm convinced.

[X] Plan Sirrocco
-[X] Spend a Week Debugging. (But we can leave easter eggs bored coders left in if we find them.)
 
[X] Plan Sirrocco
-[X] Spend a Week Debugging. (But we can leave easter eggs bored coders left in if we find them.)
 
[X] Plan Sirrocco
-[X] Spend a Week Debugging. (But we can leave easter eggs bored coders left in if we find them.)
 
[X] Plan Sirrocco
-[X] Spend a Week Debugging. (But we can leave easter eggs bored coders left in if we find them.)

Might as well.
 
You know what would have been funny? Having an audio file of all the coders and bosses each saying dragon rage in their most in theme voice they can manage. Then setting it on random so whenever Dragon Rage gets fired off it picks one of the files at random and you get a different voice doing it each time.
 
You know what would have been funny? Having an audio file of all the coders and bosses each saying dragon rage in their most in theme voice they can manage. Then setting it on random so whenever Dragon Rage gets fired off it picks one of the files at random and you get a different voice doing it each time.
Awesome. Hilarious. *so* beyond our Sound points budget. Possibly for the remake?
 
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