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Forums > CSDb Entries > Release id #137897 : Aviator Arcade II Preview
2015-04-19 23:21
mhindsbo

Registered: Dec 2014
Posts: 51
Release id #137897 : Aviator Arcade II Preview

We just released the preview of Aviator Arcade II. Very interested in your feedback. A lot of the feedback from the RGCD 16K compo is in the preview and we are continuing to push to make this one of the best vertical shoot-em-up games on the C64 ... let us know what you think and what you would like to see!
2015-04-19 23:29
chatGPZ

Registered: Dec 2001
Posts: 11357
on thing that is certainly missing are powerups/weapons
2015-04-19 23:38
mhindsbo

Registered: Dec 2014
Posts: 51
They are there. Three of them in the preview and a total of 6 implemented so far. You can see the "2X" being picked up (by shooting it) here: https://www.youtube.com/watch?v=T9jivnHYW9U
2015-04-20 06:42
Oswald

Registered: Apr 2002
Posts: 5086
top notch gfx, controls, hit detection, no glitches.

imho difficulty is too steep. there's hardly time to react to a tank coming towards you. first level difficulty would be like level 5-6 by todays standards, but by then you would get better weapons, so it would be still easyer :)
2015-04-20 14:42
chatGPZ

Registered: Dec 2001
Posts: 11357
thats why i was thinking there are no powerups.... i have played my share of shooters, and in comparison this one is either a) too hard or b) powerups pop up too late.

as a rule of thumb: make level 1 so it is almost impossible not to make it. level 1 should be "kindergarden" level for getting familiar with controls and everything.
2015-04-20 17:00
mhindsbo

Registered: Dec 2014
Posts: 51
good feedback. the learning curve might be a little too steep. will incorporate as we continue level design and balance. could absolutely pop powerups earlier

try the game on easy (hit F7 in the menu to get to the options). perhaps it should default to easy until the game has been played a couple of times?
2015-04-20 17:09
chatGPZ

Registered: Dec 2001
Posts: 11357
mmmh. there is a saying among game developers that basically says "if you need adjustable difficulty - or an energy bar - then your game balancing is broken". these things shouldnt be necessary in the first place. (unlocking a "hard" mode once the game has been completed is another thing, thats appreciated of course)
2015-04-20 18:17
encore

Registered: Aug 2010
Posts: 67
Actually had more fun than I first anticipated, which is a nice surprise. :)

At the end of the levels it goes from full speed scrolling to immediate stop. My suggestion is to smoothly decrease the scrolling speed - it would feel better (and less binary) and it would also tell the player to prepare for the final part of the stage.
2015-04-20 19:08
mhindsbo

Registered: Dec 2014
Posts: 51
@encore: i like the idea of gradually decreasing scrolling speed :-) ... non-trivial and will add a little overhead, since all objects need to change speed accordingly ... but cool :-)

@groepaz: i hear you on degree of difficulty! energy bar is per design though ... was not meant to be a game where one hit kills you, but to allow for a little more "abandon" in the style of play
2015-04-20 20:46
MagerValp

Registered: Dec 2001
Posts: 1074
No complaints about the difficulty from me, I made it to level 3 on the first try - then I had to answer the phone. A pause key would be nice though :)

The only thing I don't like so far is that you lose your powerup when the level ends.
2015-04-20 22:15
mhindsbo

Registered: Dec 2014
Posts: 51
press F7 during play to pause. F1 = music on/off, F3 = fx on/off, F5 = autofire on/off

I think it would be fair to keep powerup across levels :-)
2015-04-20 22:17
chatGPZ

Registered: Dec 2001
Posts: 11357
regarding powerups: make sure the game can be completed after losing all powerups (losing a life).... some shooters solved it (imho) nicely by dropping all powerups when the player dies, so they can be picked up again immediatly.
2015-04-20 22:21
Heavy Stylus

Registered: Apr 2007
Posts: 62
Hello peeps, I rarely post here, but it is fun to see many names I recognise writing about this game :)

@mhindsbo - actually, I'm siding with Groepaz on this one regarding difficulty. I normally detest energy bars, but here I think it is balanced well against the 'restart from the beginning of the level'. However, I totally think you should scrap the difficulty settings. Get it balanced at 'normal' level, then UNLOCK 'game+' with harder difficulty on completion of the standard game.

Regarding power-ups, I'd like to see three way fire \ | / and twin fire (front and rear) added, if possible.

Also, consider dropping the 'shoot power-ups to collect', and instead have the power-ups cycle through the available options when shot, and fly over to collect.

@encore - I felt the same when I first played the compo version way back, it's rare to find a shmup on the C64 that feels so tight on the controls. I really like this one :)
2015-04-21 04:57
alwyz

Registered: Dec 2011
Posts: 31
Not much to contribute, just want to add some positive feedback on how much fun this is, from the top secret mission papers to the heat seeking missiles, this game has that certain rare "magic" and "cool" factor.. If i could add anything it'd be the ability to hold fire for bombs and 360 directional firing (but maybe that would make the gameplay messy, not sure).

Can't wait for the finished product.
2015-04-21 19:08
mhindsbo

Registered: Dec 2014
Posts: 51
@alwyz ... lots to contribute! it is very good to know what works in addition to what should be changed / added

the bomb is triggered by the fire button when you chose auto-fire. does that do what you are looking for?

holding the button (without auto-fire) gives continuous fire, so you don't have to jam the button continuously

with holding the button and 360 I assume you mean that the bullet will then fire in the direction of the joystick (and stop controlling the plane)
2015-04-21 19:10
mhindsbo

Registered: Dec 2014
Posts: 51
lots of great suggestions. thank you! I am compiling a list and will publish it shortly. Perhaps do a 'poll' over on lemon64 so I can get an idea of how many like which features. keep it coming (although I can't promise to implement them all ;-)
2015-04-25 18:16
mhindsbo

Registered: Dec 2014
Posts: 51
I just wanted to say thank you for all the feedback! Some great suggestions that also gives energy to the continued work. Here are some of the feedback/suggestions that we will work on (in addition to completing the next ~7 levels, new enemies, etc).

- Cycle through power-ups by shooting them multiple times. Fly over to pick the selected one up
- 3 way + back/front shots power-up... and other power-ups
- Keep power-up when going to a new level
- Special explosions for the bosses to make killing them more gratifying
- Give 'feedback' on killing bonus objects (special audio cue?)
- Slow down scrolling gradually at level end and flash warning in HUD
- Animated chars for e.g. water, lava, etc.
- Extra player every 100K points?
- A great ending sequence
2015-11-07 11:27
Matt

Registered: Apr 2002
Posts: 598
right then.
how are things pogressing with this game?
any news? I'm happy to hear about it.
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