I wrote a post for last week, but it failed to get published. Which means this week will be a combination of last week’s post and the new one.
I went back to Relentless Waves, and this time I feel like I’ve got a better idea of what to do. First is I’m reverting the idea from before about how shooting also drains your health. It seemed confusing and I found a more interesting way to attack instead. The game is back to having health and energy, except that you start with 10 heath and can never get more.
I decided not to have multiple weapons, because most of them would just be variations of “which direction does this shoot.” I instead have a way to cover all of them at the same time. The player is now a clock, it spins both its clock hands, and the direction those hands are pointing at is where your bullets will shoot at. The game will also get renamed to Time Attack, to fit with how you’re now a clock. I have made a new logo for this too.
The enemies are mostly similar, except one changed fairly significantly. The crane didn’t play too well when it can move around, and the player shoots at angles. I decided to try something much simpler: a castle that has 3 walls around it. The walls spin around the castle, and you shoot through the opening. Another fun thing about letting enemies move around is that I can have them spawn at different parts of the level. I changed the enemy rush a lot and created lots of unique spawn patterns for each of the enemies.
Originally I thought rules would have to affect how you gain more energy. The problem with the ones I tried before is that the game is more fun if you can easily get more, and those ones were too hard. I eventually realized that the current way is fun and doesn’t need variation. I then tried the idea of 2nd weapons again. Instead of costing energy, they take time to charge up, and you use them by right clicking. This worked, but then I realized I could have rules instead, and they can just do something every X seconds. This also allowed me to have multiple rules per game, allowing greater variety. This allows more options for what they could do, and should be more fun.
All the audio stuff is done, which means all that’s left to do is add more rules. I also made better code and UI to handle choosing what rules you’d like to play with. I have also put this code into All Shapes and Sizes, and you can now choose what bonus shapes you want to play with. I don’t know why I didn’t add that in originally, I guess it didn’t feel important.
I thought of another potential game idea. You have 12 slots to put cards into, and once you place a card there, you can never move it out. After you’ve filled all 12 slots, you resolve all of those cards in numbered order. The strategy is figuring out what order to put your cards in, and gambling on what cards other players will make you play. I thought the idea of having to organize your cards could work for Trade Secrets, but I don’t think it’s a good fit for that game, as several of your cards will be face down. That game also has some cards that care about all your cards, and there’s no point in organizing them. Which means I’m not combining this idea with that game, it’ll be its own game if I do go for it.
Another game idea I had was when I was brainstorming alternative weapons in Time Attack. Instead of shooting, when you walk, you create a trail of fire, and any enemies that touch the fire will take damage. This doesn’t work in Time Attack, because the player follows your mouse, and if you move your mouse really fast you create fire everywhere. It’s possible this idea just isn’t interesting at all, because you’re not actually doing anything other than walking around. But maybe there’s a way to make it work.