Thanks for all the comments on this.
This project has been sitting quietly on my hard drive for a while now, so it's good to hear all the positive comments. Hopefully it's enough motivation to get back on it.
My main goal when producing this was simplicity, and that it had to run on an arcade machine with just a joystick and 2 buttons. It was nice to limit things down to these basics, because I think it really focused things where they need to be without adding complicating factors in. I like the plodding along gameplay, followed by really intense moments when you get in a close shootout with a friend. When there is full time intensity it all gets lost somewhere.
Anyways, my plan for this is to make some more levels, and even allow for custom levels to be made. The title screen and config menu will need to be created still, and that game flow logic portion is always my problem spot. Then I will need to polish up the graphics a bit and then it's out the door!
And to answer Taskmaster,... I've got a few more thing I could dig up, but they may be better left out of sight! I work up a lot of concepts, and if I don't feel they bring anything new, or are not that fun to play, they go straight to the "abandoned" folder. NeonBlast is a good example of this because while I thought it was fun to play, it was just another Geometry wars knockoff, and I didn't feel like further developing something that simply wasn't bringing anything new.
This project has been sitting quietly on my hard drive for a while now, so it's good to hear all the positive comments. Hopefully it's enough motivation to get back on it.
My main goal when producing this was simplicity, and that it had to run on an arcade machine with just a joystick and 2 buttons. It was nice to limit things down to these basics, because I think it really focused things where they need to be without adding complicating factors in. I like the plodding along gameplay, followed by really intense moments when you get in a close shootout with a friend. When there is full time intensity it all gets lost somewhere.
Anyways, my plan for this is to make some more levels, and even allow for custom levels to be made. The title screen and config menu will need to be created still, and that game flow logic portion is always my problem spot. Then I will need to polish up the graphics a bit and then it's out the door!
And to answer Taskmaster,... I've got a few more thing I could dig up, but they may be better left out of sight! I work up a lot of concepts, and if I don't feel they bring anything new, or are not that fun to play, they go straight to the "abandoned" folder. NeonBlast is a good example of this because while I thought it was fun to play, it was just another Geometry wars knockoff, and I didn't feel like further developing something that simply wasn't bringing anything new.