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    Stroll Wars - Rumble in the Woods

    Work In Progress
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    • spikey
      spikey F last edited by

      Almost there... but I thought the game programmer is always the best player of the game??! Looks like this is not true. ;-)


      I am unsure about the cooldown after three shots. I saw this in games, but it feels not like "empowering" the player. My kids hate the cooldown too. But without it the players just stay in front of each other and try to hit the button as fast they can 😂
      Any advice on best shooting frequencies?

      vinicity 1 Reply Last reply Reply Quote 3
      • vinicity
        vinicity F @spikey last edited by vinicity

        @spikey said in Stroll Wars - Rumble in the Woods:

        Almost there... but I thought the game programmer is always the best player of the game??! Looks like this is not true. ;-)


        I am unsure about the cooldown after three shots. I saw this in games, but it feels not like "empowering" the player. My kids hate the cooldown too. But without it the players just stay in front of each other and try to hit the button as fast they can 😂
        Any advice on best shooting frequencies?

        One idea to make the players feel more empowered could be to add the ability for the user to charge a super powerful shot by holding down the fire button? Then there is a risk element added, since the player is vulnerable while waiting for the shot to charge...

        1 Reply Last reply Reply Quote 4
        • waldron
          waldron F last edited by

          alternate the shots so player 1 shoots 3 then can't shoot until player 2 has spent his 3, might break the game or make it so the player tries to waste the other players shots by darting back and forth.

          1 Reply Last reply Reply Quote 2
          • Jongjungbu
            Jongjungbu F last edited by

            These are some dangerous woods to stroll through! ;)

            1 Reply Last reply Reply Quote 2
            • xevdev
              xevdev F last edited by

              Try a shield button that bounces the shots back and stuns them.

              1 Reply Last reply Reply Quote 4
              • Retrocade_media
                Retrocade_media F last edited by

                You could have shots do more damage the closer you are to someone when you fire. That way players want to get closer to each other, but at the risk that the other player can also do more damage to them.

                1 Reply Last reply Reply Quote 3
                • Jongjungbu
                  Jongjungbu F last edited by Jongjungbu

                  Put a random powerup spawning on the map, like spreadshot or rocket launcher. They’ll all chase after it. When you get it, it doesn’t have ammo but rather a timer; so you can’t simply grab and squat waiting for your opponent. You need to chase them, use it or lose it.

                  1 Reply Last reply Reply Quote 3
                  • PickleCatStars
                    PickleCatStars F last edited by

                    Put some pugs in it :)

                    xevdev 1 Reply Last reply Reply Quote 2
                    • xevdev
                      xevdev F @PickleCatStars last edited by

                      @toxibunny oh I like that some NPC that attacks everyone.

                      1 Reply Last reply Reply Quote 1
                      • DomDom
                        DomDom F last edited by

                        @toxibunny Just wondering are you happy with the 8 direction movement and shooting given that the Switch has analogue sticks which would make it simple enough to allow for 360 degrees of motion. But maybe the 8 direitions is a design choice, if so fair enough. I was just wondering because somewhere I've got a similar project based on Tron Deadly DIscs which does have full 360 movement/aiming and I think that to a degree this feature would help a bit with the problem of button mashing whenever something crosses the line of sight because this way all directions are potentially hittable,

                        1 Reply Last reply Reply Quote 2
                        • spikey
                          spikey F last edited by

                          Thank you, this was very helpful feedback. When I get back to my switch I do some tests, maybe I release it first. The only 8 direction movement is probably something that hinders the player. Sadly the characters graphics are limited, but maybe i can still allow the movement.
                          ...and with the other ideas i can enrich the gameplay afterwards, like npc or items.
                          @toxibunny with pugs you mean the dog? Or is this slang for npcs?

                          1 Reply Last reply Reply Quote 3
                          • PickleCatStars
                            PickleCatStars F last edited by

                            Yep, the dog. I think they’re hilarious :)

                            1 Reply Last reply Reply Quote 2
                            • spikey
                              spikey F last edited by

                              The list of todo's finally shrinked to two: highscores (yay! @vinicity I guess I can also use the planned version with multiple game modes ;-)) and rounds, because revenge is sweet, I guess?

                              The keyboard controls (I know for a 5 player game, its an overkill, but I will update Smack Man afterwards) are a bit tricky:
                              When holding down a key, the key appears once in the buffer and disappears afterwards for 0.5 seconds, so I automatically re-apply the last key after 0.5 seconds, for one more time (because after that 0.5 seconds the key is reappearing every frame again in the key buffer. Problem left: diagonal movement, when pressing two keys at the same time are currently jumpy. Maybe its not possible to do keyboard control anymore, if I try the free-direction movement idea.

                              vinicity 1 Reply Last reply Reply Quote 1
                              • vinicity
                                vinicity F @spikey last edited by

                                @spikey If you are doing "wasd" type keyboard controls, can't you use separate keys for diagonals, like "q" for up/left, "e" for up/right, etc.?

                                spikey 1 Reply Last reply Reply Quote 1
                                • spikey
                                  spikey F @vinicity last edited by

                                  @vinicity thank you for your comment. The diagonal movement can be handled, because the buffer will just contain "aw" if both keys are pressed. But I think the player with the keyboard has a disadvantage because somebody controlling the character with the analog stick will be able to move in other directions as 0, 45, 90, 135, 180, etc. e.g. 60 degrees. With the keyboard I can only stick with multiples of 45 degrees. So, currently I will restrict the analog stick control. But thinking about why it was done like this in the early days, brought me to the point, that it was just not possible with the joysticks from C64 or Amiga (yes, in the arcade games, it probably was). So, I guess there is no reason to stick with this limitation if I not for the retro-style reason. The priority for this game is: max out the fun for a simple idea and adding later additional things (to extend the fun) like items or extra power, like all these cool suggestions above (thanks a lot by the way!), when it works.

                                  The alternative way, would be to not directly use the input to move the character, but to move a direction pointer around the character and just move on a button press into this direction. But this hinders when shooting at the same time.

                                  1 Reply Last reply Reply Quote 1
                                  • spikey
                                    spikey F last edited by

                                    So many times, you think its almost done, and then you find a 5 things that don't work. But I got only 2 things, now, so, I guess, I am as close as I have never been. Well, thats probably always equal true.

                                    1 Reply Last reply Reply Quote 3
                                    • DomDom
                                      DomDom F last edited by

                                      It's like that loading progress bar that goes up to 99% pretty quickly then stays there for about an hour. Good luck with the last "2" things.

                                      1 Reply Last reply Reply Quote 1
                                      • spikey
                                        spikey F last edited by spikey

                                        ID: NXKL3XCHN8
                                        (I add the controls help screen later)

                                        1 Reply Last reply Reply Quote 3
                                        • vinicity
                                          vinicity F last edited by

                                          Looks great! Will try it with the kids tonight!

                                          1 Reply Last reply Reply Quote 1
                                          • spikey
                                            spikey F last edited by

                                            Added the controls help screen. And the help text caused a crash by a memory leak, when using the strReplace() function in a loop. I removed it now.
                                            (committed it but its pending)

                                            1 Reply Last reply Reply Quote 1
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