Author Topic: Alien Breed 5 Episode II: Evolution  (Read 36769 times)

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Offline JamesV

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Re: Alien Breed 5 Episode II: Evolution
« Reply #60 on: December 04, 2014, 11:22:43 pm »
The level design is progressing along; I've got 3 levels done in terms of layout, I just need to added the pickup items and enemies, etc. now.

On another note, v2.x includes an in-game hints/tips system. During the first playthrough of the game, there are a few hints/tips that will show up on occasion for new players. Each of these tips will only come up once, although they can be reset in the main menu.

Hopefully this makes the game more welcoming and less frustrating if you have no idea what you're doing! There is also the "Intex Infobase" that's still available on the Intex computer terminals, which provides some additional information on certain elements of the game. The Infobase now includes images as well.


Offline chickendude

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Re: Alien Breed 5 Episode II: Evolution
« Reply #61 on: December 05, 2014, 12:03:20 pm »
It just gets fancier and fancier! Those pop-up menus are really nice, though in my opinion the full screen text ("SHUTTLE LANDING BAY TWO", etc) still doesn't seem to quite fit in with the rest. Everything else is so pretty.

Offline DJ Omnimaga

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Re: Alien Breed 5 Episode II: Evolution
« Reply #62 on: December 06, 2014, 10:43:18 am »
Ooh I like the tips idea. Just make sure to not overdo them like in Hyrule Warriors, though. I hate when I start playing a game and every two step I make there is a pop up appearing that says. Tips should only appear when necessary (eg when you get near a door or something).

Offline Streetwalrus

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Re: Alien Breed 5 Episode II: Evolution
« Reply #63 on: December 08, 2014, 12:56:05 am »
I love how it's progressing, the vents and crushers look great. :)

Offline TIfanx1999

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Re: Alien Breed 5 Episode II: Evolution
« Reply #64 on: December 08, 2014, 02:13:24 pm »
This looks really nice James. Also, is there a option to turn hints off if the player doesn't want them?

Offline JamesV

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Re: Alien Breed 5 Episode II: Evolution
« Reply #65 on: December 08, 2014, 03:52:36 pm »
It just gets fancier and fancier! Those pop-up menus are really nice, though in my opinion the full screen text ("SHUTTLE LANDING BAY TWO", etc) still doesn't seem to quite fit in with the rest. Everything else is so pretty.
Yeah I do agree - I've been thinking about this for sometime but yet to come up with a solution that I'm happy with that doesn't restrict how much screen room I have available for the mission text. I'll work something out eventually though. Actually I do have a perfect solution but it means re-writing a bunch of stuff that I'm not prepared for (yet..  :) )

Ooh I like the tips idea. Just make sure to not overdo them like in Hyrule Warriors, though. I hate when I start playing a game and every two step I make there is a pop up appearing that says. Tips should only appear when necessary (eg when you get near a door or something).
True. There are only 8 tips, although they all do appear relatively early in the first level of the game (and they only appear the one time each unless they're reset from the main menu). Having said that, I might be able to condense/remove 1 or 2 of them.. Or as Art_of_camelot has suggested below...

This looks really nice James. Also, is there a option to turn hints off if the player doesn't want them?
There currently isn't, but this is a good idea and I have enough room on the options screen to add this, so I think I'll do so. Thanks! :)

Offline TIfanx1999

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Re: Alien Breed 5 Episode II: Evolution
« Reply #66 on: December 08, 2014, 03:59:06 pm »
Very nice. :) I figured something like that would be an easy addition.

Offline JamesV

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Re: Alien Breed 5 Episode II: Evolution
« Reply #67 on: December 09, 2014, 09:50:23 pm »
I was brainstorming a bit today over lunch (as you do) on the 2 player co-op feature that I was hoping to include in v2.x. Seeing as the I/O port linkplay method has been encountering so many issues, I had a realisation that I should just make the 2 player co-op playable on one calculator, which will be much less complicated to implement, and will run much faster than the linkplay version.

Why I failed to think of this months ago, one can only wonder :P Especially given that the original Team 17 games were 2 player on one computer, as opposed to network games.

Anyhow once I get some more level design finished (5 level layouts are done now), I'll put my coding hat back on and try to implement this :)

Offline chickendude

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Re: Alien Breed 5 Episode II: Evolution
« Reply #68 on: December 10, 2014, 05:55:48 am »
I wonder how difficult it would be to just use another calculator as a second controller, not updating the screen, just sending across key presses and doing all the other calculations on the host calculator? I've never done anything with the linkport so i'm not sure what sorts of problems you might have. Either way, multiplayer co-op play on one calc sounds great, too, though i've got to admit i'll probably only ever be able to use the single player mode ;)

Offline JamesV

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Re: Alien Breed 5 Episode II: Evolution
« Reply #69 on: December 10, 2014, 03:42:03 pm »
I wonder how difficult it would be to just use another calculator as a second controller, not updating the screen, just sending across key presses and doing all the other calculations on the host calculator? I've never done anything with the linkport so i'm not sure what sorts of problems you might have. Either way, multiplayer co-op play on one calc sounds great, too, though i've got to admit i'll probably only ever be able to use the single player mode ;)
That's an interesting suggestion. I think at this stage I'll be running with the single calc co-op option, but I'll keep that in mind to experiment if there are any future versions.. :)

Offline JamesV

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Re: Alien Breed 5 Episode II: Evolution
« Reply #70 on: December 25, 2014, 07:28:24 pm »
Development is still moving along, I've implemented some minor code fixes/updates and continued with some more level design for Episode II as well.

+ The game now runs with 15Mhz enabled on the calcs that can do so.
+ Fire doors that are 2 tiles wide now close all together (so fire doors can now be in wider corridors).
+ The in-game tips system can be disabled from the options menu as suggested by Art_of_camelot.
+ Fixed a bug with buying ammo clips from Intex Terminals, as well as a few other minor bugs.

As usual, I've come up with more ideas for features to add in hah, but I'm still aiming to have this finished during the first quarter of 2015 :)

Offline JamesV

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Re: Alien Breed 5 Episode II: Evolution
« Reply #71 on: January 08, 2015, 01:43:00 am »
Whilst it's taking a while, the level designing is progressing - I'm about halfway there now :)

I've also been doing some coding of a new feature which wasn't on my original "to-do" list, but was just an idea I had recently. The game now has a short "cut scene" intro-type thing at the start, and each episode will also have their own ones as well. On top of this, the "epilogue" shown when you finish an episode will be ever so slightly more flashy that the plain v1.x version.

Offline chickendude

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Re: Alien Breed 5 Episode II: Evolution
« Reply #72 on: January 08, 2015, 06:00:27 am »
We're now into 2015 so the deadline's getting closer! ;) The cutscenes sound like a nice touch, too.

Offline JamesV

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Re: Alien Breed 5 Episode II: Evolution
« Reply #73 on: January 11, 2015, 05:36:43 am »
We're now into 2015 so the deadline's getting closer! ;) The cutscenes sound like a nice touch, too.
The pressure is on! ;)

Way back when I released v1.0, I had a request to improve the look of the mission text screen. Today I finally bit the bullet and made a minor improvement to it, simply by adding a thin wireframe border. It's not much as I need to keep as much LCD space free for the text, but I think it does the trick (less it more?).




EDIT: Today I went through and added it to the Intex Terminal / Radar Scanner screens too.

« Last Edit: January 12, 2015, 06:53:12 am by JamesV »

Offline chickendude

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Re: Alien Breed 5 Episode II: Evolution
« Reply #74 on: January 12, 2015, 06:59:31 pm »
That all looks a whole lot better in my opinion. It's simple, but fits in a lot better with how polished the rest of the game is.