BPzeBanshee wrote:Well I've been playing it a bit today, the existing changes you've done to it have made it MUCH MORE PLAYABLE!
Fine
BPzeBanshee wrote:However, there is some issues that even my knowledge of the external variables can't change. Here's a list of what I've got so far:
BPzeBanshee wrote:- Multipliers of health depending on weapon choice. This was non-existant in all of the original Thunder Force games and I fail to see why you've implemented it in here. It only makes it all the more difficult to gauge an enemy's health. On top of that, the way you've made it so that shooting the damn thing with CLAWs is an even worse-off choice than the Sever. So working out which corridors to go through to get the CLAWs purely for wider shooting range is not worth the tradeoff since it's unbalanced. And why is it that its a + of health to CLAWs and x for Sever?
I know that ennemies health adjustement based on weapons owned by the player is complex and is a shortcut I employ to adjust mid-boss and boss strength according to the goal: make the game challenging. By shortcut I mean that the real process to do that would be to add to mid-boss / boss:
- new bullet patterns
- new weapons
- new movments
- new "parts" (meaning new arm, pod, shield...)
Considering that it takes a lot of time to add those points, compared to increase life points, I started to do that.
Now the fact that I currently add points if the player owns claws and then I also multiply the life points if the player owns for example the Sever weapon is pure logic:
- the claws give wider attack range
- the claws allow to fire more bullets (x2)
Whereas the Sever is an upgrade of the laser twin shots:
- twin shots: 2 bullets giving 2 x 1 damage point
- Sever laser: increased speed and 6 damage points
If you have claws and Sever (which will occur only starting with the 3rd level), you get a potential 12 damage points per fire (given that the target is large enough) whereas if you have only claws: 2 x 2 = 4 and sever only: 6.
So I add points because claws adds power and I multiply in case of any weapon upgrade since an upgrade is a real multiplication of the player fire power.
You also noticed that getting the claws through the corridors is harder than getting the Sever and it's purposely done since you also get a wider shooting range which really helps in the second part of the level and will also help if getting other weapons.
I really find the claws that powerful because there power apply to all the weapons and (maybe not managed currently) also they provide a kind of shield against ennemies bullets. Finally know that in this spin-off, you may be able to get more than 2 claws
Unless I get more time to enhance mid-boss and boss I think I'll keep these complex calculations to set the health
BPzeBanshee wrote:- the Asteroid's cannon. Nothing too wrong with it how it is but you can't shoot through it, as if it were a solid object. Why?
The laser is pure energy. You've seen the pirats asteroid explode under its power. And since its pods are not protected by the guardian while it's firing,
we can keep the laser as this: "solid"
BPzeBanshee wrote:Also, I'm interested to see how the stage will change if there is a delay between firing.
Hmmm, I don't understand your remark.
BPzeBanshee wrote:- the boss. Stupid deaths occur too often because the hitbox of the homing lasers include the very light bits of the tail. This has to change. Have you noticed the times when you've died because the 'satellites' shoot missiles right inbetween your weapon firing?
Ok for the trail, it's changed. Parts being smaller than 60% of the original size are no more hitable. And yes I've noticed that the missiles remain
challenging because they can avoid twin shots. In fact, I think this is THE hard part of this boss because once you understand how to destroy efficiently the guardian and avoid the big laser there is far less challenges (which is also good for a first boss

).
BPzeBanshee wrote:- The bullets seem to be difficult to see at times, however I can imagine it'll be too big to avoid if it gets upscaled by the same amount. I'm interested to hear your view on this?
Hmmmm, by difficult, you mean too small, too fast or is it a problem of layers? I've asked myself if I would also upscale them but they are maybe too small.
Please answer my question then we can check if upscaling them can be ok.
BPzeBanshee wrote:Oh, and something else I noticed about the frame rate of the game. I seemed to get a perfect 75 FPS in the corridors until I got the CLAWs. Then the screen whitening timed out earlier than it did when I played before with the Sever. I couldn't kill the halfboss where I could with Sever (will try again with 0 addition of health with CLAWs later on), and it took me ages to get anywhere with the boss only to have it kill me by the tailend of a homing laser. It reduced slightly more when the Stargate appeared.
Ok, you are talking about framerate and computer power. I think you've reached the limits here
When you have claws, the number of bullets to check for collision detection is increased. Also the algorithm is different when there are 3D objects (corridors and space portal) thus increasing also CPU consumption (although numerous optimizations have been done). Slowness can give music desynchronization which explain why the whitening (based on music position) occured at a different time: music is not impacted by slow framerate.
I'll think about other remaining optimizations that are hard to implement as of now.
BPzeBanshee wrote:Not entirely related but switching the level withing game.properties left it on Normal mode by default despite choosing Easy last time I played. A good idea would be to have a default setting in the game.properties for difficulty so that when someone plays again they have the difficulty at the mode they had before (ie. they picked Maniac, then when they start again it shows Maniac rather than whatever it started off with).
I see your point. I think this is more related to a coming in the future mini database to keep tracks of player preferences and also high scores. In fact, game.properties is not writable by the application. It can only be edited with an editor and is read at startime once.