eebrozgi wrote:
It's hard to say anything very constructive without a playable demo. Could benefit from a bit faster pace, maybe. Other than that, it looks very nice.
Well, the proto was aimed for our teachers, who were not very able in SHMUPS, so difficulty was adjusted to meet their skill level. Plan was to make final game start slow, and then ramp up the speed and difficulty quite fast, so that most players might have the possibility to get the hang of it. There might be option for experienced players to jump straight into the deep end.
For playable demo, I might be able to get it for webplayer soon, but as this is very rapid prototype, it'll require rather high end PC and will feature numerous bugs and oddities.
Final version, which I am intending to make would be reprogrammed from scratch with C# (Proto was done with Unityscript/java), redoing most 3D and texture assets, getting proper sounds, doing optimizing, etc.
Expected performance increase is estimated to be approximately 300%. Probably more. I really didn't know anything about programming when we did that and was learning as we went on. Now I have relatively large amount of programming experience, and looking at that old code almost makes me cry.
What is the function of the meters in the lower left corner?
Bottom right is hull integrity, top one is shield status, and lower left shows you shield recharge progress(charging one shield block at time). The way they are represented is deemed bad and that will be redesigned.