From the current build of this one,. the title screen/menu.
The first wave-type is the basic system the original game had, where the darkMatter swarms around the edges, and the larger AI lifeforms seek out the player, firing blackBullets all the while.
Here you can see another wave, these all move only in the cardinal directions (no angles). Long lines of them spawn on the top and bottom edges and a sub-boss whips around from the sides dropping more,. they all fire blackBullets.
I have a large range if ideas for patterns, formations and groupings of this blackBullet darkMatter system. As well each type will have unique music. I was just able to get the music system playing on the device and I have been building a collection of music networks to draw on for this and other games.
Here is a test video of the new beatBox feature added to the Scary Robots game. In the Options menu use “bBox” to access this at any time when playing.
Watch this in HD! (I have finally worked out a good video capture process,. Yippy!)
In the final game, it will likely require the completion of a few levels to gain access to this music machine. Currently it simply features a few sounds I have selected, however the plan is to add Sound Selection and Effects manipulation controls as well, and what ever else we come up with.., Robot algorithmic beat creation??
This is an added feature that has nothing to do with gameplay,. (yet?) It is fun to create funky music from the games sound effects.
So here is the new DEMO to test out the game on your PC computer. Needs to be a gaming PC as nothing is optimized at this stage of development.
Just extract the whole folder anywhere on you PC and run the executable file to play the game. We have also tried to balanced the amounts of DarkMetal needed to open each level, it is much easier to open all five levels now. As long as you don’t get a fail! Fail cuts your DM in HALF! This is like Permadeath Light.
Some of the planned features for the game include;
More areas, the five levels of the DEMO take place in the first area (although the actual terrain is randomly generated), new areas will have different looks and feels, more and stranger plants as well as more and different Robots!
Game pad support is next up, for PCs,. as well as for OUYA testing.
More music and sounds, the current FX are minimal, with many placeholder, or missing,. more will be added.
Improvements to most of what you see now, as the development process is based on the idea of getting the ideas playable, and then iterating over and over to polish and expand on them.
Some ideas that will be tested for playability;
Wind – currently the clouds and their shadows on the ground move,. this will represent the wind that will effect the player and robots in the air,. as well as projectiles as they fly,.
Player built Structures – similar the the turret building in vectorLocust, some defensive/offensive builds may be added to expand on the basics of the battle mechanics.
As was done with Debug Formulation, a step-based editor for creating music, using the sounds from the game, will be included in the final version of Scary Robots. Work has begun implementing an interface into the Options Menus of the current game build. Here is a quick screen-shot.
This will let the player make funky music using the internal sounds from the game and will provide many options for tweaking the sounds and effects.
You can now try the alpha iteration of Scary Robots by pre-ordering the game.
Currently available for PC computers, with a OUYA console version planed for spring.
The game features High-def Low-fi graphics with lush audio and musical environments.
I am currently working on a new Android game,. seems to be based on an old GameMaker game I did called Black Bullet Hell. That one was released unfinished and still exists on various game sites around the net,. try this one: Black Bullet Hell (old windows game)
I have the basic game running at a solid 60fps on the Nexus 7 currently,. still need to add sounds and music but I did notice that the MOD music from the old game is still interesting to me, so perhaps I will simply build off that. Not sure we have a free method to add .xm module files to Android projects in ZGameEditor yet,. will check on SunVox to see if that is ready yet, as the mod imports straight into it and SunVox offers so many interesting real time sound mangling effects.
I am planing to do a multi-stage shooter with this BBHell implementation being just one stage, the next will be rather reminiscent of Robotron, and a third area is forming in my mind now as well. I have a very playable two finger shooter system; two fingers to aim (tap or pivot) one finger to move, relative to the touchdown position, so you can see where your are! This system is quite playable with the game designed for it, perhaps a tad slower paced than a traditional twin-stick game, however very fun on the touch screen device.
I also realized I can use the trick where I do not clear the screen when redrawing, and generate some interesting fading tracer effects,. it takes a lot of subtle brightness balancing to get a nice level of the effect, and this is working very will currently.
It is free, and a small 260kb download,. yet full of promise for development using the ZGameEditor. The game started as a small test case for Android deployment from ZGE,. I am quite enjoying it, and will continue to update this, as well as build a proper Windows release as well.
Do let me know any issues running it on you devices, as testing is tough with such a diverse hardware/software base. Requires “2.2 and up”, and is using openGL, so hardware 3d is needed.
This is another ‘slow-build’ style game, using that dynamic that I find interesting; each pod caught increases the firing rate of the player, by a very tinny amount,. by wave 5 it starts to get rather challenging. Like several of of my recent games it is not about shooting everything,. it is more about strategically shooting everything, eventually. But in this case you have no way to stop shooting. Casual Hard-Core,. if that is a thing, is what I am aiming for.
The start-up screen is referring to the Android version’s controls,. this Windows build simply plays by moving the mouse left and right, I will need to update that screen for the proper PC release,. . soon!
Sounds are in!,. working well here,. although Ville is saying that there are latency issues on his 2.1 phone,. I am mostly interested in supporting newer tablets,. but any low-end support is very welcome where possible. I will do some quick ‘light’ games, for old hardwares, as well as more intensive stuff.