Lately I love doing long posts. So here is another one. This time around it’s all good I recently remember than I did not post too much details on my game, Pointless Assault.
However while I’m in limbo waiting for a certain update called DarkAI and model pack 6 or 5 and don’t forget model pack 4. I have nothing better to do with my time. And a lot has changed over the last few months to the extent I had to rethink a lot of things.
So without any further delays here is what I have in mind for this arcade shooter.
Changes
So far
1.A Single map will be used with every level still being different in entity placement textures light mapping ect. The reason behind this is not laziness. Due to the volatile nature of frame rates in FPSC frame rates are not always on the same standard, this made me choose the best over all level and work my way to better frame rates from there.
The basic idea still sticks but small changes have been made to accommodate new ideas and expand on old ideas. I had plenty ideas for games but this one stood out more. Well let start of with some history behind FPSC. It’s funny how it evolved to what it is today. It started as arcade shooter, it still is but a lot more involved than before. When I started proto typing levels to see what would look good some of the first screen shots had the levels that formed part of the proto typing. I did complete the first version of the game with 25 levels but never released it because I didn’t like what I saw. It was a rush job just to say I did it. And the levels clearly showed it.
That made me go back to the drawing board and for 2 to 3 months I worked on only one level refining the level trying out new ideas. That is how a got around to the curved wall segments, call it a craze but I’m still nutty about curved segments and this has left a lasting impression on me. I’m always trying to fit in that one last curved segment. In way sticking to that one level I learnt quite a lot, and at last I made some progress. I then started adding entities that took about another 2 months of placing deleting moving them around till I got the best results.
And bam I hit a blank spot I guess every ones gets one of those “I don’t know what to do next”. I stopped all work and started playing games again which I have pretty much neglected last few months the ideas slowly started coming back to me again.
Now I play and finish at least one game a week I have better overall ideas.
Now that you now have a little insight lets talk about the other changes I have in mind.
Note some changes are still in ideas stage and might never make it in game. A few things have been dropped already.
Because as I said Pointless Assault will not have any story line it doesn’t mean it can’t be a little more entertaining and more immersive.
I can say it will have some sort of a story but that is all I’m going to say at this stage I don’t want to spoil the fun.
The first idea was to have one life level say 100 health points on all levels. Instead your going to be surprised what I have up my sleeve next because scripting does not allow for random levels that is all I’m going to say. What I can say is there will be three different levels of difficulty how I’m going about is the surprise.
Some things that made it into the game but was not in the demo released.
1. Funny Player quirks
2. Random sounds playing okay not really random it he steps in the trigger zone but it would seem that way.
3. Small mini tasks like jumping platforms
4. 3 doors to choose from each door has a boss behind each boss is a zone trigger only one will end the level one would spawn a new boss and one will kill you.
5. X amount of triggers in certain areas of the level will spawn hard to kill entities to get to special weapons.
These are some of the features have for the game I won’t spoil rest of the feature list but be prepared for any thing.
So there you have it pretty much every thing I wanted to say about Pointless Assault.
Pointless Assault RC1 Demo
http://fileho.com/download/534fc0519603/pointless.rar.html