
And in process of making another one, jesus christ.
At least I can use it in my studies.
Anyway, here's the short story and introduction:
Now that I have learned how to actually program, I might try to filter some left ideas now with properly writing things and fix some things people generally had problem with Aero Chimera:
==More humane difficulty levels==
I keep hearing the relentless difficulty of AC was what pushed lot of people off. While I am going to preserve the three difficulty-levels, I might be paying more attention. I kinda adjusted the normal to my skills ( "this should take me good time to clear" ). Then I slapped on autobomb and minimum rank on novice mode. Not a good idea.
And thus, novice mode should be an actual novice mode. Normal mode would be easier than general AC, while Death Mode... shall remain a cruel joke - in a different way, since I won't be probably be using suicide bullets.
==More appealing visuals and audio==
Another one that I heard was that AC looked awful - well, it's true, I usually drew the enemies 15 minutes before implementation and then forgot about them. So, goal is to actually work to make game look bit more appealing. Pre-rendering is because I have to actually work on my modeling skills ( studies he he ). Plus, it is one of the easier approaches as an one-man turd.
And things that didn't bother (lots of) people, but bothered ME
==Not programmed retardedly==
As I pointed out, the AC wasn't very... competently written. I was lot limited by my programming ability. Now I feel that I can probably do some of the ideas I had for AC, but was put off by lack of skill / frustration with the project.
==More uniform scoring system==
Scoring system started out as sort of 2-64x multiplier point-blanker. Then it sort of... bloated into becoming a mishmash of several scoring system. I had ideas of even incorporating additional modes ( like Recca-mode ). But for this game: current ideas involve sub-weapon whoring and hypers, the sort that still encourages speedkilling and point-blanking.
==basflkjmnalkf==
I am just feeling like doing one more shmup, now.
So, instead of Raizingish in direction, the shift is probably going towards something other. Less focused on rank.
While DOJBL and such will probably be a huge inspiration, I am hoping to still give it original spins. I still want to give it the sort of bleak vibe, "you are gonna end up dead"-feeling.
especially on death mode
What's to expect? A demo, probably, since my current goal is working towards a single-stage showcase of the gameplay and engine. But that is probably on side of the next year... Not as slow as AC, though.
And here's the devlog entry:
oh man I got beams done.