Wow. We're very thankful for the feedback and can really tell we did the right thing by posting our "early" progress.
Anyway, like before, I'll do my best to answer the big questions and address people's observations in the order they were posted.
Regarding the amounts of gore, yes. We have major plans to step up all aspects of the particle effects. Think: slowly dissipating mists of blood, giblets, squirts and bursts. We know we're not there yet and are glad we got called out on it. It's a priority for sure.
Regarding specials, we absolutely agree we have to be careful. Now that we know Shmups is watching, we won't show any specials off until they are close to being right and ready for critical feedback.
Regarding the quantity of PCBs and kits (I think this was the question), we have zero clue. Personally, I'd like to start getting prototypes into people's hands asap. However, the tentative plan is to get half a dozen dedicated cabinets made and set up in locations around the US so people can test it out even in its incomplete state. In addition to that, we're planning on sending some early prototypes of the board out to people interested in writing a story or covering it in any way. Holler if you're one of those people.
Regarding SKYCURSER themed promo items, YES! We're super excited about the promo items and have even considered Zippo lighters with the logo on them OR leather bomber jackets. Could be really fun.
Regarding California Extreme, maybe. That wasn't on our radar; however, we are going to be at the Louisville Arcade Expo in March for sure and another big convention in April. Stay tuned to our social media (twitter and facebook) if you're interested in where we're going to be next.
Regarding multiplayer, sorta. The plan is to have the time attack portion of the game (aka Meat Mode) be two player. Story mode will likely be a one player situation. The cab pictured above is misleading and has too many buttons and one too many joysticks. Sorry about that. We had the hardware sitting around and the cab already had the holes so we just went with it for the prototype. Confusing for sure.
Regarding saving scores, yes. The game currently saves high scores and we're working on network connectivity so that there can be universal high score lists.
Regarding the sprite being too big, yeah. It's big. For what it's worth, I promise it doesn't detract from the gameplay.
Regarding Game Maker (the game engine and dev environment) and the PCB, it's pretty slick. Essentially, we write the code once and then the Game Maker engine compiles it for a hardware target. Currently, we're building for x86 (intel) but the early versions and hopefully future versions will compile to ARM and Linux. We've had to give up our hardware fetishism a bit in order to keep things practical in regard to development speed and cost. If anyone out there is a linux nerd, holler at us. We need a scripting buddy. Similarly, if anyone is an ARM nerd, get at us. Oh, and the connection from the board to the cabinet is full JAMMA.
Regarding game sound, it's a priority for sure. Luckily, Chris, the Art Director, has a recording studio at his house.
Regarding the Game Maker tips. Thank you. Huge. We may have more questions for you.
Regarding the hardware being a custom board, sorta. The current board was sourced from an OEM manufacturer in China we found on Alibaba. It's solid and flexible but not quite at the price point we want. It's also not in an attractive package - just a raw board with wires popping out of it.
Regarding the "cockpit camera" obscuring the player sprite, yeah. We know. The internal debate is over how we're going to iterate upon the concept; i.e., continue to provide rich feedback to the player regarding the hero's status for the purpose of emotion building. We want people to see Guy (the hero) and what he's going through as the game progresses. The next major build of the game will have the cockpit cam area containing weapon meters, contextual queues, and story telling components. However, just like any good director knows, editing is crucial. Since we're still in alpha mode, who knows what will happen. High likelihood that there will be some element of "doom guy" though. We won't ship with anything that detracts from basic gameplay.
Regarding hit boxes, one of the gameplay elements in SKYCURSER is the dynamic between meat and metal. In a sense, meaty enemies are weak on their metal parts. Metal enemies are weak on their meaty parts. We haven't fully realized this concept yet; however, the Mission #1 boss does have a special hit box for the missile stuck in his dome (I'll share another pic with an updated boss sprite that contains the missile). Given its recessed position on the larger boss sprite, the missile was a "fun" programming challenge for us amateur game devs.
Double regarding, the hardware isn't sexy. Right now it's a Core 2 Duo with a Mobile Intel Express 4 series chipset. Not ideal but nonetheless, more than a capable target for the stage we're at. Since we're committed to Neo Geo level graphics, we're not going to have any modern blending or graphic assists. Everything will be hand pixeled(sp).
Again, thank you all for your feedback and early support. When I said previously that "we think we understand" you all, I truly believe we were right - a group of passionate gamers that are really going to support us making the best shmup we can.
Thanks again and keep it coming if you've got it,
Phil
p.s. regarding, regarding, regarding
