Hypership Out of Control!

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FunInfusedGames
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Hypership Out of Control!

Post by FunInfusedGames »

I'd like to introduce my upcoming release for Xbox Live Indie Games, Hypership Out of Control. 1 to 4 players are in control of a ship that continuously speeds up. The longer you live, the faster you go and the more difficult it becomes to survive. While you can use your lasers to destroy small space debris or destroy larger objects via several of the game's powerups, the focus is on going fast and avoiding obstacles.

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There are currently 7 different waves to complete (considering adding as many as 10), 6 or so powerups, and a whole lot of fun :D

I'd love to hear what you think about my game and any suggestions you may have.

Lastest video:
http://www.youtube.com/watch?v=iqyRgE2Ga20

Full sized screen shots:
http://www.funinfused.com/hypership/ScreenShots.aspx
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genecyst
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Re: Hypership Out of Control!

Post by genecyst »

it seems really fun, i like the speed up concept.
i think you should work a little bit more on bg graphics.
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FunInfusedGames
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Re: Hypership Out of Control!

Post by FunInfusedGames »

i think you should work a little bit more on bg graphics.
Glad you like the concept!

The backgrounds are pretty plain right now... I'll try and squeeze in some more interesting items into them before release.
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Re: Hypership Out of Control!

Post by Joneswilliamsc »

genecyst wrote:i think you should work a little bit more on bg graphics.
No, I don't think so that he should practice on BG graphics. Because as I think that the color combination he has set that type that the back ground looks nice in it. In the both of the image the color combination which you have used its really very awesome.
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Re: Hypership Out of Control!

Post by genecyst »

i don't speak in terms of colour palette,or quality of the bg - bg graphics are really nice- but i think he should work them with more particulars, so when the speed grows up a lot you can have a more intense speedy feeling and a less "looped" apparence.
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Re: Hypership Out of Control!

Post by FunInfusedGames »

I wouldn't change the backgrounds as they are now, but I do think I could use a few more new things floating by in the background (planets, small asteroids, floating cat heads that shoot bees... well maybe not the last one). They'd have to be dark probably so as not to stand out or confuse the player (don't want them to think they'll hit the background).

I previously had some motion blur when reaching max speed... maybe I'll play with that a bit too (increase the sense of speed).
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Re: Hypership Out of Control!

Post by Udderdude »

It seems really simplistic, and I think anyone really experienced with shmups is going to lose interest rather quickly. Not bad for a start though, I guess.

What I think might help is to design the levels so there are multiple paths, some of which contain more coins but are more difficult to navigate.

Also it seems like it would be easy to exploit the 'Slow down once you die' to die right before a difficult part and then do it easily. Make it so collecting coins raises a bonus counter for them, and that counter resets when you die.
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Re: Hypership Out of Control!

Post by FunInfusedGames »

Udderdude wrote:It seems really simplistic, and I think anyone really experienced with shmups is going to lose interest rather quickly. Not bad for a start though, I guess.
It's not a deep game by any means, but there are lots of old Atari games that weren't deep and were a ton of fun too. Its a bit of a departure from traditional shmups but I do believe the game is a lot of fun.
What I think might help is to design the levels so there are multiple paths, some of which contain more coins but are more difficult to navigate.
I've been trying to add in bits like that and will likely do so more as development progresses. Because of the speed of the game though, it can be difficult for a player to determine which path is the easy and which path is the hard in time to really choose (of course with repeat plays, it becomes more obvious).
Also it seems like it would be easy to exploit the 'Slow down once you die' to die right before a difficult part and then do it easily.
I would disagree... dieing costs you a life whether you do it purposefully to avoid a hard section or during a hard section. Either way, you've just lost one of your lives to complete that section.
Make it so collecting coins raises a bonus counter for them, and that counter resets when you die.
I like that idea... it would give more meaning to coins than just points as well. I think I'll work on adding this.

Thanks for all the feedback!

FYI, just posted some new screens last night if anyone is interested: http://www.funinfused.com/hypership/ScreenShots.aspx
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Re: Hypership Out of Control!

Post by monkeyman »

FunInfusedGames wrote:
Udderdude wrote:What I think might help is to design the levels so there are multiple paths, some of which contain more coins but are more difficult to navigate.
I've been trying to add in bits like that and will likely do so more as development progresses. Because of the speed of the game though, it can be difficult for a player to determine which path is the easy and which path is the hard in time to really choose (of course with repeat plays, it becomes more obvious).
A simple solution would be to take the Outrun approach: Left=easy Right=hard.
This allows for split second decisions without knowing what comes next.
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FunInfusedGames
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Re: Hypership Out of Control!

Post by FunInfusedGames »

monkeyman wrote:
FunInfusedGames wrote:
Udderdude wrote:What I think might help is to design the levels so there are multiple paths, some of which contain more coins but are more difficult to navigate.
I've been trying to add in bits like that and will likely do so more as development progresses. Because of the speed of the game though, it can be difficult for a player to determine which path is the easy and which path is the hard in time to really choose (of course with repeat plays, it becomes more obvious).
A simple solution would be to take the Outrun approach: Left=easy Right=hard.
This allows for split second decisions without knowing what comes next.
That could work. Thanks for the idea!
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Re: Hypership Out of Control!

Post by FunInfusedGames »

Just wanted to mention that Hypership Out of Control has been approved for sale on Xbox Live Indie Games. We're just waiting for Microsoft to post it to the Marketplace, hopefully in a few hours (I don't really know for sure though). In the mean time, check out our new trailer showing up-to-date game footage: http://www.youtube.com/watch?v=t-6IY3jyi_k

Thanks for all the suggestions and support!
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Re: Hypership Out of Control!

Post by FunInfusedGames »

Good news, Hypership is available now! Get it here http://marketplace.xbox.com/en-US/games ... 258550659/ or under the Indie Games tab on your Xbox!
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Re: Hypership Out of Control!

Post by SteevTee »

Downloaded this yesterday - loving it! Keep up the good work.
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Edwards80
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Re: Hypership Out of Control!

Post by Edwards80 »

I had a quick go at this before work this morning. Great fun. No-Brainer for 80points.
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Re: Hypership Out of Control!

Post by FunInfusedGames »

Thanks for the comments! I'm really glad you both enjoyed the game.

Just thought I'd mention too, a few days ago a new version game out with some bug fixes and the ability to revive dead players (press Y) by gifting a life in multiplayer mode.

Also here is the latest trailer:
http://www.youtube.com/watch?v=t-6IY3jyi_k
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Re: Hypership Out of Control!

Post by FunInfusedGames »

We're in the process of adding Reverse Mode to all gameplay modes in Hypership for an update scheduled in December as part of the Indie Game Winter Uprising ( http://www.indiegames-uprising.com/ )

Check out video of one of the reverse waves here:
http://www.youtube.com/watch?v=t9vOxBL73xY
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Edwards80
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Re: Hypership Out of Control!

Post by Edwards80 »

Cool :D Still playing this game a lot.

Has anyone else noticed a strange effect when playing the mode with no top speed. When you die and the screen stops, everything else seems to be moving slightly.

Play for a while at a high speed and look at your hand :D you will see what I mean.
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Re: Hypership Out of Control!

Post by FunInfusedGames »

Edwards80 wrote:Has anyone else noticed a strange effect when playing the mode with no top speed. When you die and the screen stops, everything else seems to be moving slightly.
Everyone once in a while, it looks like my TV is climbing up the wall and onto the ceiling. Its a pretty trippy effect :D
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Re: Hypership Out of Control!

Post by FunInfusedGames »

Just thought I'd mention that a new 1.2 version of Hypership is now available, featuring a reverse wave option for every game mode!

All new changes:
- Ability to reverse waves for all existing game modes.
- New online high scores lists for games played in reverse.
- Added a new song that plays during the main game.
- Slightly wider lasers, reduces cheap deaths at the finish line.
- Minor graphics update to score border.
- Fixed scrolling bug on High Scores list when a guitar controller is plugged in.
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Re: Hypership Out of Control!

Post by FunInfusedGames »

Been a while since I've posted in here. I hope everyone is still playing Hypership Out of Control but now we've got fantastic news for Windows Phone 7 users, as of this morning Hypership is now available for WP7! It features 10 brand new waves and true database driven online high scores. We've already got over a hundred users competing, it should be a lot of fun. The game is currently free but ad-supported.

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Re: Hypership Out of Control!

Post by FunInfusedGames »

More good news for mobile users wishing to player Hypership. First, the big news... Hypership is coming to iOS! We're testing what may be the final beta version now and expect a release in the very new future. Hypership iOS features Game Center integration for online leaderboards and achievements.

Additionally Hypership iOS and the WP7 version (via an upgrade) are getting a new graphic overhaul. The WP7 update should be available soon, if not already.

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Re: Hypership Out of Control!

Post by FunInfusedGames »

Hypership Out of Control for iOS is now available in New Zealand and should be available to other locations worldwide later today. Hope you like it, let me know what you think!
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