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Latest News
Yet More Raider! Posted on 05/03/10
Latest Art
Latest Music
 1dec09
Latest Game
 Raider: Episode 2
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| (Or beta testing will start then, anyway.) |
Hello, person!
Welcome to Fig Hunter dot com, a website showcasing the Flash games and other creative endeavours of Pseudolonewolf!
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| Released on 1/9/09 LATEST GAME: Raider Episode 2
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The first second instalment in the fiendishly difficult Raider series.
Play as Arkus Zei, a space pirate, as he raids the long-dead ruins of a large Hindalarr ship planet, looking for treasure! Several moments of gameplay! Frustration guaranteed! Isn't that what everyone wants in games?!
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Current Project:
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MARDEK 3 Final Fixes Progress Percentage
| There are various tweaks and fixes, reported by testers, that still need doing. Here's the progress:
| 133/304 (44%)
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DEVELOPMENT BLOG
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Recent Progress
| M3 | Sorry for not updating this thing... I've been getting a lot done, but I've felt like I've been 'all over the place' mentally recently, though I can't remember any specific reasons why... I've done most of what I need to do this week, so I'll still likely be looking for testers on Sunday. | 1 month ago |
| | M3 | Sorry I've not been updating this! I've been doing THINGS on MARDEK 3, but not as much as I'd like; I suppose you could say that, uh, 'psychological reasons' have hindered my development in the last day or two, or three. Today was better than Monday and Tuesday, though, and I got some things done that I've been meaning to do for months. There's still a lot left though... hmm. I'll try to do a lot tomorrow. | 2 months ago |
| | M3 | I've been making progress on the huge To Do List... I've done 11 things on it! All small things, and the easiest ones on the list, but even so, it's something. | 2 months ago |
| | M3 | I've always used notebooks to store hand-written notes about my games, usually in the form of To Do Lists with little boxes that I cross off when the task is done. These have been building up for a while for MARDEK 3. I've just gone through a full notebook which goes back to as early as August in 2008, and though most of the To Do Lists have all their boxes ticked, some boxes were still empty... I've compiled all of these things into a huge, final To Do List of all the minor tasks. It's, uh... long. In Word, each thing is on one line, and they take up about four and a half pages (at font size 11pt)... Hmm. I can do most of them during beta testing though; only a small few still need to be done before that. | 2 months ago |
| | M3 | And now I have done the last bit of writing at the end of the game, so all the plot is fully done now! There's still some more writing to do for things like dreamstones and NPCs, but it's minor in comparison. I've done like three days of assigned work today, and it's still only 2pm! Hopefully I can get loads more done before I sleep! | 2 months ago |
| | M3 | I've just spent all morning writing some more dialogue that needed writing and making various necessary tweaks. Progress is coming along brilliantly; I'll write more about this in the Weekly Update, which I'll do in a few hours after I've achieved all I'll achieve today. | 2 months ago |
| | M3 | Just spent hours adding that dialogue to the game and doing additional things around it (like, uh, sprite movements)... | 2 months ago |
| | M3 | Hurrah! I've finished writing the first draft of this writing! I'll probably just keep this 'first draft' as the final one since I doubt I can be bothered changing it much. I got it done faster than I thought though - it actually got to be FUN once I really got into it - so I think I'm ahead of schedule now. Still, there are a few other things to do, so I'm not finished yet! | 2 months ago |
| | M3 | I've done maybe about 60-70% of this writing that I need to do now... If I can finish it today - and it seems possible - then I'll be ahead, and almost finished with everything that needs doing. Which is nice. | 2 months ago |
| | M3 | Though I said in the last messages that I was two days behind in my schedule, apparently I've got a week assigned to a task that shouldn't take that long, just because I kept putting it off last time for a week and never finished it, so I assumed I'd do it again. It's a load of dialogue, and it's hard to work on... I've started it now though and planned out the general structure; I just need to write the words! If, uh, that makes any sense. If I finish it today (seems unlikely, but I can try), then I'll be like two or three days AHEAD of schedule... (By this schedule, beta testing should begin at the start of February... if I can do things as quickly as I estimated. But I'm notoriously bad at estimating, it seems.) | 2 months ago |
| | M3 | Made and animated the secret boss model thing that I needed to do. Huzzah! Now though I'm a couple of days behind, I've got all day left and may be able to catch up. | 2 months ago |
| | M3 | Animated the other one, too. Or one of the other ones, I mean. Two left to make and animate... | 2 months ago |
| | M3 | I've been working slower than I'd like... But I finally got around to animating one of these monsters. | 2 months ago |
| | M3 | I've made two new monster models, but neither are animated yet so I don't consider them complete... Still, it's something. | 2 months ago |
| | M3 | And another reskin... 3/6. The rest will take a lot longer though; probably the rest of the day. But they're all I've got assigned to today anyway... | 2 months ago |
| | M3 | And another monster... A reskin again. 2/6 done now. (Whoops! I typed '1 out of 3' last time? I meant to type '1 out of 6'!) | 2 months ago |
| | M3 | Made a monster... This one's a reskin, and it's 1 out of 3 that I need to do for the dungeon (including the boss); three of which need new models (which are always off-putting since they require a lot of drawing an animation AND they bloat the already-too-full Resource Library, which is why I do so many reskins). | 2 months ago |
| | M3 | Made the battle background... | 2 months ago |
| | M3 | Added the treasure to this dungeon, which involved making some new items. Now I need to do the battle background, the monsters and the boss... | 2 months ago |
| | M3 | I've made all the areas for this dungeon, but I've yet to add treasure and monsters to them. | 2 months ago |
| | M3 | I've done the tileset for the second secret dungeon... | 2 months ago |
| | M3 | Made some necessary tiles... | 2 months ago |
| | M3 | I did some rather trivial bit where you have to place some plot items on pedestals to open up a portal, which should have taken five minutes and took something like THREE HOURS because of some irritating dialogue-related problem that came up during it! How frustrating! | 2 months ago |
| | M3 | I did a lot of particle effects and attack balancing for that boss last night but neglected to mention it. | 2 months ago |
| | M3 | I finished animating the boss battle model thing, though it may still need some tweaking... | 2 months ago |
| | M3 | I've made the secret boss battle model, but I still need to animate it... | 2 months ago |
| | M3 | I forgot to mention last night that I'd finished the Secret Boss Battle music, and I suppose I'm relatively satisfied with it so I'll keep it, and I can move on... | 2 months ago |
| | M3 | I composed 'SecretDungeon V3', my third attempt at creating something I find acceptable. I might just use this one so then this is just DONE and out of the way... | 2 months ago |
| | M3 | I made some other monsters and added treasure to one of the secret dungeons. Now I just need to make the boss of that dungeon, which... may take a while. It's offputting. Once it's done though, I'll need to do another secret dungeon, some more writing, then I'll essentially be done... | 2 months ago |
| | M3 | After a couple of days of not doing any game-related work, I'm getting back on track (or trying to, at least). I made a monster reskin! Yay. | 2 months ago |
| | M3 | Oh, I forgot to write that I made two monsters today. They were only 'reskins', and it's not much, but I'll do more tomorrow! | 2 months ago |
| | M3 | Today, I've not done very much yet! I made it so that Mardek's 'M!' is oriented properly no matter whether his portrait is flipped or not (it faces left in battle, but right elsewhere), and, uh... Oh, right. I made a sprite. I suppose I should get back to doing more work... Monster now, maybe? This dungeon needs some! | 2 months ago |
| | M3 | Made the battle background for that dungeon. | 2 months ago |
| | M3 | I've been making areas for the secret dungeon; I've finished them now (there are five), but I've yet to do things like add treasure, monsters or a battle background. I also composed two versions of the music for the area, but I'm pleased with neither and intend to try again... | 2 months ago |
| | M3 | I composed the piece of music for the secret dungeons, but it's not as appropriate as I'd like so I'm going to try again... | 2 months ago |
| | M3 | I've been working on the tileset and areas of one of the two secret dungeon things. And although there's already too much music in MARDEK 3, I feel compelled to compose a piece especially for the secret dungeons, so I'm doing that now. I like composing, you see, and I think areas only become memorable if they have their own music. I know I'd seek out secret areas JUST to listen to their music, and if it was just a generic dungeon track, I'd be disappointed... | 2 months ago |
| | M3 | You can now quit to the title screen from in the game by using ESC... It's odd that I've gone so long without adding such a basic feature! Especially since I've been closing and restarting the game in order to load different saves for ages now... | 2 months ago |
| | M3 | I just, uh, 'synchronised waterfall animations'! | 2 months ago |
| | M3 | Now 'gem switches turned on show on the map screen'. Isn't that, uh, informative?!? | 2 months ago |
| | M3 | There was a bug before where a skill didn't gain AP if used from the menu. I've now fixed it, and it took far longer than it should have done! | 2 months ago |
| | M3 | Though this was a feature in the two released chapters, I've only just added the 'map revealing' thing to this engine remake. Until now, dungeon maps just appeared fully as soon as you walked into them, allowing you to see layout you'd not even explored. Now, the map is revealed as you move. Again. | 2 months ago |
| | M3 | Made a secret area... I still need to do a few more of these. | 2 months ago |
| | M3 | I just finished yet more skills and particle effects and things, as well as the highly exciting feature which shows stat boosts or reductions during battle in a different visual way to before. Exciting beyond words. | 2 months ago |
| | M3 | Something else I've been putting off for months but which I just did is spells which hit all enemies at once, but have only one single particle effect. Usually, spells would use a different particle effect on each target (or, uh, the same one, but as many times as there are targets), hitting them one by one. Now, these group spells just create one huge particle effect in front of the party, and damage everyone at once. | 2 months ago |
| | M3 | I did ANOTHER animation, skill and particle effect that I've been putting off for just as long... I'm making good progress, then! | 2 months ago |
| | M3 | Huzzah! I've finally finished a skill animation and particle effect thing that I've been putting off for months! The game feels so much closer to completion with this minor thing done, for some reason... | 2 months ago |
| | M3 | Here I am at 4:26am on the 25th of December, still awake and working on MARDEK 3 (skills and stuff, STILL)... What a life I lead! o_O | 2 months ago |
| | M3 | I've just spent hours making more skills and particle effects, and redrawing the potion item images for some reason? It wasn't even worth the time, since they don't look significantly better or anything... | 2 months ago |
| | M3 | Yet more particle effects... I've got LOADS of these to do! I thought I'd be able to get them all done in a day, but there were more than I thought, so it's likely to take at LEAST a week... Hmm. | 3 months ago |
| | M3 | As well as doing more particle effects and skill details, I've added some new protective status effects which were sort of half-added before but didn't work. Uh, now they do, though! They're just things like 'Protection from Fire', etc; nothing exciting. | 3 months ago |
| | M3 | Making particle effects for items is so very exciting!!11!1 | 3 months ago |
| | M3 | Yet more menu stuff... Hmm. This all needs doing, but it's not interesting enough to mention since it's not a 'notable game feature' or anything. | 3 months ago |
| | M3 | I've spent hours just making particle effects... Seems to always take longer than I'd expect. Hmm. I've got a lot of them done which I've been meaning to do for MONTHS now, though! I've just kept putting off particle effects because they're 'unnecessary details' that the game doesn't need to run, and I found the thought of working on them tedious. Once I get started on them though, they're less tedious than I expect. | 3 months ago |
| | M3 | I've finished all of the 'status effect particle effects' now... It took ages, tweaking them to the point where I was satisfied (or rather, the point where I couldn't be bothered tweaking them anymore). | 3 months ago |
| | M3 | I've been doing skill-related stuff today. Many characters' skills don't work or don't have particle effects, so I'm fixing that. I'm also adding and removing skills, tweaking them, and adding looping particle effects for status conditions, which didn't exist before in this version (I can't remember if they did in the OLD version or not)... | 3 months ago |
| | M3 | I got quite a bit done today (and ended up going to bed stupidly late because of finishing things off), but it's mostly been work involving menu tweaking (adding scrollbars to skills menus, etc) and skill-making (I've finished MOST, but not all, of the necessary particle effects for that character's 'Blue Magic' abilities). Finally, I'm getting back on track! | 3 months ago |
| | M3 | I'm making particle effects... which is tedious! | 3 months ago |
| | M3 | I've been working for ages on the skills for one character... They learn the abilities of enemies, like Final Fantasy's Blue Magic, so I'm having to make various learnable skills, give them to monsters, create particle effects for them, etc. Some are skills that exist from earlier in development, but many are new since the movelist for this character was... lacking. | 3 months ago |
| | M3 | I made a certain ability work; it didn't before. Hooray. | 3 months ago |
| | M3 | A character could use abilities from their skill list even if they hadn't learned them. Now they can't!!1 Truly, these are game-changing features here. | 3 months ago |
| | M3 | I'm going to try adding every little thing I do for a while, so, uh... "Just tweaked damage numbers for items in battle!1" Exciting. o_O | 3 months ago |
| | M3 | I added a thing like in Beast Signer, where a (!) appears over your head when you're about to encounter a battle, allowing you to optionally skip those that are too weak. | 3 months ago |
| | M3 | I'm working on 'minor additions' to MARDEK 3 that I've got lists full of... They need adding at some point, so I might as well do them now, while writing is a challenge. | 3 months ago |
| | M3 | I've been composing some short pieces of music for this thing I need to do... | 3 months ago |
| | M3 | Well, I've started on the huge load of writing that I need to do for the bit I'm stuck at (I'd rather get this out of the way than focus on other things), but I don't think I'm in the right state of mind. I get a headache just by concentrating, and really have to force myself to effectively remember what I've just written. This is surely the result of tiredness or something though, so I'll hopefully have more success later. For now, though... I'm unsure. Maybe I'll just keep forcing myself. | 3 months ago |
| | - | I've not been working on MARDEK 3 at all for the last three or four days, since I've been totally and utterly distracted by a game called 'Live a Live', apparently. Sorry! I've now finished that though, so I'll try to get back to work again. | 3 months ago |
| | M3 | All I have achieved so far today is, uh... a small bit of writing and one character portrait thing. Not much. I've got to one of those parts which feels like a wall; it's hard to get started on it and I need to do it in order to be able to move onto other necessary things. I've given myself until the end of Sunday to finish it, and it'll take about a day if I really work on it, focused... So, uh, let's hope I manage to keep on track! | 3 months ago |
| | M3 | And, after much procrastinating, I made portraits for those actors too... | 3 months ago |
| | M3 | I've been making various sprites of, uh, actors, apparently! | 3 months ago |
| | - | Though the thing says that MARDEK 3 is coming in February, that's really just a 'latest date' so then I don't promise January then fail to meet it because beta testing takes too long. I'm AIMING for January. | 3 months ago |
| | M3 | Oh, and I also finished all the library books too. | 3 months ago |
| | M3 | Been working on bits of dialogue and sprites and tiles and things for the final parts of the chapter; an epilogue of sorts. | 3 months ago |
| | M3 | I've just written like 40 books in the in-game libraries... which took a while! But it's needed doing for months now, so I'm glad I'm almost done (there are still a few left to write). | 3 months ago |
| | M3 | Apart from that, I also did various minor fixes and tweaks, bits of NPC dialogue, testing, etc... The game has also been without the ability to click on a monster's HP/MP bars to view detailed stats about it for the last... two years, or however long it's been, so, uh, I just did that now. Yes. It's been on my To Do List for months, so it's relieving to have it done at last. | 3 months ago |
| | M3 | I've worked on MARDEK 3 all day, but have so very little to show for it, since some strange bug appeared early on that I've never seen before which didn't appear to have any apparent cause... It caused saves to be corrupted at seemingly random times. I think it was the version of Flash Player. | 3 months ago |
| | M3 | There are these things called 'Dreamstones', which you acquire as items either from completing sidequests or from chests, and then 'watch' from the Encylopaedia. They show a character's thoughts from a previous point in time; they're used to tell backstories and things. There will be 16 in total; I've just written 8 of the scenes and I'm going to start on the other 8 immediately. | 3 months ago |
| | - | Updated the Rules page to mention the Rating System... | 3 months ago |
| | M3 | Shops can now have limited amounts of some item in stock, and if you sell something to them, you can buy it back off them later. Isn't that exciting?!?! | 3 months ago |
| | - | (I keep forgetting about this thing...) | 3 months ago |
| | M3 | I need to remember to update this as I go along... I've been making progress on MARDEK 3 and largely sticking to my schedule, but I seem to be doing things at half the speed I anticipated (or rather, hoped for). I don't know whether this is merely a 'warm up' to a faster production rate or as fast as I'll get, but perhaps I should try adjusting my task list tomorrow to be more realistic... | 3 months ago |
| | - | Well, I've finished YESTERDAY's tasks now, but not todays... bah. I suppose I'll just nudge the whole timetable forward a day or something. I am making progress at least, though. | 3 months ago |
| | - | I seem to be getting ill... *Wonderful* timing! It's some stomach-related infection; just one of those generic ones people get during Winter. But it's distracting, and because of it, I only managed to get about a third of my work done today... It'll obviously delay my progress somewhat. Bah. | 4 months ago |
| | M3 | I keep forgetting about this! Anyway, today I did all I assigned for myself; a side quest, 'some menu stuff', and various miscellanous refinements that aren't worth going into (I can't remember them all anyway). Relatively productive! | 4 months ago |
| | M3 | I've been working on MARDEK 3, but forgot to update this, so, uh... I've done 'some stuff', yes! Hopefully I can finish it by Christmas... All that's left to do is 'refining' and sidequests, but that may take some time. | 4 months ago |
| | - | I'm baaaaack...!!1 | 4 months ago |
| | M3 | Dialogue before and after the Final Boss... Now all that's left is the Epilogue bit, then the main plot is done! | 6 months ago |
| | M3 | Made and animated the Final Boss battle model... | 6 months ago |
| | M3 | I forgot to mention it while doing it, but I've spent today rewriting the plot of the remaining chapters (I've not done yet; still working on it) and also making the 'final dungeon' thing for chapter 3. Still need to do the Final Boss though... | 6 months ago |
| | M3 | More progress done on the end bits that can't be contained in a single statement like 'made a tileset' or 'wrote dialogue'... | 6 months ago |
| | M3 | I've been writing dialogue for the near-end bits, and there's probably a lot of it! Still more to do, but I hope to have the plot done this weekend! | 6 months ago |
| | M3 | Mostly finished the Almost Final Battle thing! Just a bit more dialogue now and then I'll be at the End... | 6 months ago |
| | M3 | I spend far too long composing a piece of music for the game... But now it's done and I can move onto the last few plot bits! | 6 months ago |
| | M3 | Plot conversation again... I've almost done them all now! | 6 months ago |
| | M3 | Yet another plot conversation... This one took too long because I had to do a lot to, uh, 'prepare for it', sort of. | 6 months ago |
| | M3 | ...And now I've fixed it. Good. | 6 months ago |
| | M3 | Another plot conversation thing... And now for no apparent reason the targetting in battle seems to be broken! Agh! | 6 months ago |
| | M3 | Wrote a plot conversation thing... | 6 months ago |
| | - | I spent basically all day working on the chatroom, but it works adequately now at least! | 6 months ago |
| | R2 | Spent quite a while doing a re-branded non-exclusive version of Raider 2 for Mofunzone... | 6 months ago |
| | M3 | Made a character portrait thing of a very important character! | 6 months ago |
| | R2 | Uploaded Raider 2 to Newgrounds. Ratings appreciated! [LINK HERE!] | 6 months ago |
| | M3 | Made a piece of music that I never even knew I needed to do until just now! Good thing it only took like twenty minutes! o_O | 6 months ago |
| | - | I uploaded the Raider 2 music to the Music section... | 6 months ago |
| | M3 | Made some NPC face portrait things... | 6 months ago |
| | R2 | Released Raider 2! | 6 months ago |
| | R2 | Finally refining and adding sponsor branding to Raider 2... It should be released very soon! | 6 months ago |
| | M3 | Spent several hours refining bosses and dialogue... But now that dungeon is all done! Hooray! Only like... half a dungeon left now! | 6 months ago |
| | M3 | Finished a plot conversation and ANOTHER boss battle... o_O | 6 months ago |
| | M3 | I animated the boss an hour or two ago, but at the moment I'm still doing tweaks to the animation and balancing for its attacks... | 6 months ago |
| | M3 | Wrote some dialogue relating to that particular boss... | 6 months ago |
| | M3 | FINALLY got around to making a certain boss battle model... though I still need to animate it. | 6 months ago |
| | R1 | YET MORE work on that Raider 1 for Miniclip, things to fix, etc... HOPEFULLY it is done with now! | 6 months ago |
| | M3 | Just spent like several hours reticulating all the splines... What a chore! | 7 months ago |
| | - | Uploaded FHO music to the Music page! | 7 months ago |
| | M3 | Drew and animated a new monster battle model... I have to do two more new models today. | 7 months ago |
| | M3 | Made a puzzle thing for this dungeon, to make it mildly more interesting. | 7 months ago |
| | M3 | Added treasure to the rooms, which also required making some new items (weapons, armour, etc). | 7 months ago |
| | M3 | All the areas are finished now, but there's still not much in them. I need to add things... | 7 months ago |
| | M3 | AREA. 2 left... Or, uh, 3, actually. I just remembered another one that this dungeon needs. | 7 months ago |
| | M3 | AREA. About 3 more... | 7 months ago |
| | M3 | AREA again. 4 left! | 7 months ago |
| | M3 | Another area... About 5 left for this dungeon. | 7 months ago |
| | M3 | Made AN AREA... Exciting!1 This is one of several areas that I need to do for this dungeon that the monsters were also for... | 7 months ago |
| | M3 | And another... These monster don't take long because they're actually just reskins. Doing new models takes a LOT longer. | 7 months ago |
| | M3 | Another monster... | 7 months ago |
| | M3 | And another monster! | 7 months ago |
| | M3 | Made another monster... | 7 months ago |
| | M3 | Made a battle background image (and did a mediocre job, as always with those things!) | 7 months ago |
| | R1 | Just spent ages working even more on that Raider 1 for miniclip, due to things that needed fixing... agh. Frustrating... | 7 months ago |
| | M3 | Another plot conversation and a plot-related battle... | 7 months ago |
| | M3 | Made a monster... | 7 months ago |
| | M3 | I've been making areas for this dungeon, still... It's taking a while, but I'm making good progress! | 7 months ago |
| | M3 | Made first area of the dungeon that will use that tileset, and setup the general mood of the dungeon. Also, slight menu adjustments... | 7 months ago |
| | M3 | Finished a tileset! Probably the last one needed for MARDEK 3...! | 7 months ago |
| | M3 | I just made a door sprite!!!1 Isn't that the BEST THING EVER??!/1 | 7 months ago |
| | BS | I've been making changes to the Beast Signer battle system, which you can see in the uploaded (new) version. | 7 months ago |
| | BS | I'm working on the skills in Beast Signer... Trying to get a structure sorted out. | 7 months ago |
| | - | Yesterday was a waste because of some lovely Anxiety disorder that I seem to have, but I hope to get stuff done today... | 7 months ago |
| | M3 | Did a plot conversation, but I'm not enthusiastic about MARDEK 3 right now... Maybe I should work on Beast Signer this week? | 7 months ago |
| | M3 | Made an NPC sprite! Wow!11 | 7 months ago |
| | R1 | Finally finished the non-exclusive version for Miniclip... Now I can get back to MARDEK 3! | 7 months ago |
| | M3 | Arbitrarily decided to change the battle menus a lot to be more like the new Beast Signer ones (horizontal)... | 7 months ago |
| | - | Internet connection was down for several hours... Grr. | 7 months ago |
| | R1 | I am currently working on necessary modifications for a non-exclusive license version of Raider: Episode 1, for Miniclip... Hmm. | 7 months ago |
| | - | Huzzah, it does! This will be used for quick updates for my games, to show exactly what I get done each day. | 7 months ago |
| | - | Testing to see if this thing will work... | 7 months ago |
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Yet More Raider!
Posted by Pseudolonewolf on Fri 5th Mar 2010, 8:27pm
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I've been focusing on Raider for the last two or three days because I really WANT to work on it, whereas if I try to finish off the tedious things left on MARDEK 3, I just end up getting stressed and anxious. I'll do those when I'm with my girlfriend, in, uh... two days... o_O
And until then, I'll focus on this because otherwise I'd just be procrastinating, surely. I might as well get SOMETHING done.
I feel I keep needing to explain that because I know that people are waiting for MARDEK 3 but don't really care about Raider.
Anyway, I have made significant progress since the last version I uploaded yesterday.
I've uploaded a new version now, which shows you what I meant by 'world maps', and how there are many levels per world. I've always loved this sort of thing and drew these 'zones' all the time as a young child, wanting to make games but lacking the technical ability, and being influenced by games like Super Mario World, WarioLand, etc.
It's a nice feeling to FINALLY have them in a game! I find it... satisfying, to walk around the nodes on the map.
There are five levels in this 'zone' or world or whatever, but only three (four if you count the first 'level') have been done so far.
I would very much like to know how these others compare to the first level.
Are they too easy? Too hard?
If there are specific BITS that you think I should change, please tell me the room code...
Also though, I've been wondering about what gimmicks Raider could have to differentiate it between any other platformer, and I have had ideas that I've already started implementing!
I was playing some NES and SNES roms recently for inspiration, to see what other platformers play like (not that I haven't played loads of them before, but I was looking at specific technical details), and I came across a game I've not played before, but have heard of, called 'ActRaiser'... I looked it up on Wikipedia and it said that it was a combination of a platformer and a 'god game', a sim, and I found that fascinating and ended up playing it through to the end, unlike with most games I start playing these days.
Neither the platformer or sim sections were very good; they were rather mediocre and both had rather limited features and abilities and things. However, the mere presence of the sim bit AT ALL seemed very appealing to me and made me want to get through the platformer bits all the more.
After finishing ActRaiser, I found ActRaiser 2, and only played one level before quitting, because the sim aspect was REMOVED entirely. "WHY?! D:" I thought, since it was the only think that made the game stand out at all. The platformer aspects were improved upon in the sequel, but it meant nothing because the sim bit was missing...
So anyway, getting to my idea... It's something I've thought about in various forms before but I never decided on anything for definite.
I was trying to decide on how you'd move between the different zones, and I've been wanting to make it so that you fly around in your ship between them. I wasn't sure whether to do this as a simple sort of world map where the ship is basically just the 'cursor' that you control with arrows, or whether to have side-scrolling shooter-type segments between worlds like the Gummi Ship bits of Kingdom Hearts (or rather, more like SMECOF); that was my original idea but I didn't really want to DO it...
But then I came up with the idea of having a sort of... space exploration game thing between zones, where you fly around in your ship in a tile-based abstraction of space - a grid - rather than something more action-oriented.
What I decided on was splitting space into 'sectors', each one being the size of the screen, made up of tiles, and each sector could have different things in it, like zones for one, but also things like shipwrecks or asteroids which you could find items on or even land on to play short bonus levels. I could also have 'trader posts' and things where you can buy and sell items.
I'd also want to have combat against the ships of other pirates or the 'police' who are after pirates like Arkus, which would work in a Roguelike fashion (since the AI for action-based battling with spaceships would be too difficult), or sort of like FHO, in a way; for every move you make, all enemies move too, but otherwise they do nothing. I could have all the basic sci-fi spaceship stuff like different types of weapons, shields, sensors, etc, etc... It all seems rather easy, and you can see from the file I've uploaded that I've already got the basics sorted out in the space of like an hour or two.
Also, it'd give me a chance to actually USE the tactical-like battle system that was in FHO but which I'll likely remove in FHO's AS3 redesign...
It could open up a lot of appeal, PERHAPS, with a small 'cost' to me in terms of time and effort... But would something like this make the game more interesting to you people?!
Anyway, uh, here: [A LINK]
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Raider AGAIN: Test Level 1
Posted by Pseudolonewolf on Thu 4th Mar 2010, 6:05pm
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Well, I've been working on MARDEK 3 for weeks now for many hours a day without any real breaks and, uh, it's getting stressful and tiresome, especially so close to the trip with my girlfriend. I've been thinking of Raider recently largely because I wanted something other than MARDEK to think about, and I've been feeling a strong desire to work on Raider because of it.
So, I started actually working on it...
I am NOT going to be postponing MARDEK; consider Raider something I'm doing in my 'free time' whereas MARDEK 3 is work. I'll probably get more done on that when I'm with my girlfriend and I feel less stress in general because of that, but Raider is much more fun and much less stress to work on.
So anyway. Now that I've explained that to hopefully prevent loads of comments about how it's totally wrong for me to focus on some rubbish like Raider when MARDEK 3 is so close to being done, uh, I have been thinking about level designs!
I said in the last news article (which was written like a day or two ago...) that I intend to have several short, easier levels per 'world' instead of just the one; I've decided to do five per world.
I've made one of them... Or rather, I've made some maps which give an idea of how big and difficult I intend the levels to be (I may or may not use this for the first level), and I want to show it to people to know whether they think the length and difficulty is okay. Remember, there'll be five of these per world, and this is the first level. I want to know if anyone has any particular trouble with it...
Also, please play on Intermediate... I may actually REMOVE difficulty as an option later on, having 'Intermediate' being the ONLY difficulty (since it seems the difficulty option will cause a lot of problems if I make all the various changes that I intend to).
Please note that I only spent a few minutes working on this, and all I did was open the old file and make new maps. I HAVE NOT added or changed any features yet because I've not spent long enough working on the game, but I'll do that over the course of time.
One thing I'll add is treasure chests, containing items or powerups, and there are several places in this level which will eventually have those but which now look empty and pointless. So if you see what seems like a waste of space, imagine a chest there or something.
Anyway, here's a link: [A LINK]
Too easy? Too hard? Too short? Too long? Too dull? TOO EXCITING FOR MERE HUMAN WORDS??!1/
Oh, and don't bother mentioning any 'bugs' in the menus or that there's no music; as I said, I just opened the file and made some new maps rather than fixing up all that sort of stuff properly.
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Raider Ideas
Posted by Pseudolonewolf on Wed 3rd Mar 2010, 10:47am
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I mentioned in the Weekly Update that I've been sort of planning on changing Raider to make it appealing if I'm going to finish it at all, because to try the same not-very-successful formula three more times to finish off the series might be very foolish indeed.
I don't want to lose the old fans, but I do want to bring more people into it. I wouldn't expect the frustrating difficulty to be the only appealing factor, surely... But then again, the game is so basic that it could well be. Hmm.
I originally planned for the game to be more, uh, complex than it is, but went with what was a simpler route just so then I could get the game finished at all. Now that all the hard parts are done, though, I can perhaps return to something more complex and interesting?
Firstly, I would get rid of the one-huge-level-per-world format and replace it with something more like... two or three or four smaller levels per world. Perhaps I wouldn't even make the difficulty that different, but it'd come across as less daunting if you weren't expected to finish one huge level all in one go.
Since I'll be including all five episodes in the one game, I'll have a sort of 'planet map' thing like in SMECOF, for those of you that remember that, where you can see all the planets (or the first level's prison ship thing) available and travel to them once they're unlocked. This would mean that you could travel BACK to earlier levels, and I'll get to that later.
When travelling to a specific world, you'd find yourself on a sort of tile-based top-down world map thing... For those of you who've played Super Mario Bros 3 on the NES or SNES, it'd be like that; very, uh, boxy, with clear paths and levels on those paths. Maybe. Or something like that, anyway.
Each world would generally have two or three compulsory levels then a boss level, but some levels might have two exits or something, or there might be secret off-the-path levels with relics or items or something.
I MAY consider doing segments when flying between worlds where you control your ship and play a section like SMECOF, but those sorts of games are not something I'm competent at making (due to inexperience with them; I'd have to figure stuff out as I went along), and it might lengthen development more than I want (I just want this game to be finished and done with).
Something I would definitely want to do is to sort of... merge the current HP systems and stuff with the 'RPG mechanics' of Raider Zero... Or rather, it'd have mechanics more like the Zelda games or something, where you have an inventory and so on, but your 'stats' are determined by your 'heart containers', your weapon and your armour.
Your HP would be in the same form as the pixelated Raider rather than Raider Zero's numerical value, and you'd start with 3 HP or something and get an additional one after each boss, though there could be some (or even the equivalent of 'heart pieces') scattered throughout the levels (particularly secret levels). Each single HP may be 4 HP like Zelda though, with average attacks doing '1 HP', but some weaker ones doing only 0.25 HP or something... Hmm.
You'd also be able to pick up and store life-restoring items, like the Adrenaline Shots in R0, maybe...
I'm unsure how weapon and armour upgrades would be handled, actually...
I'd also like to give the player special attacks for beating bosses, like the ability to shoot electricity for beating the Wraith, and the ability to shoot fire for beating level 2... I'm unsure whether to just make these new weapons, or something else like 'magic'.
I want to add SPECIAL ACQUIRED ABILITIES which seem to be the norm for platform games, with things like Double Jump, etc. You'd acquire these on special levels rather than after beating bosses, usually. I'd have to work out which abilities I'd make available.
With these, you could return to earlier levels to unlock new paths or find treasure. There'd generally only be one Artefact (or were they called Relics? I forget!) per level, and they would generally be difficult to find, with many of them requiring later abilities to get to.
Powerups may also be lying around, granting you increased or special powers temporarily.
There'd obviously be features like the ability to save your progress with this 'more complex' system...
Anyway, for you few Raider fans, would changing it like this RUIN the appeal of the game for you?
For the rest of you, is there anything else I should add, change, remove, etc, if you care about Raider at all?
(And just to be clear, whatever I decide to do, I won't do it until I've finished MARDEK 3. That's my priority right now. I just thought I should start preparing for Raider because I'll be trying to finish it after MARDEK 3 is done, as it's the only AS2 project I intend to finish before switching over to AS3 and redoing various other games... and if I'm prepared, I can get started as soon as I release MARDEK 3.)
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