[venator Inc.] Commodian [gmw #22]
Posted 03 November 2010 - 01:49 AM
Posted 13 November 2010 - 05:42 PM
On #20 it should be high instead of hight. On #4 you forgot to capitalize I.
Another error I noticed was that Bear Trap, Spike Cage, and Crusher were all listed as earth element. Aren't they actually metal element?
It would be nice if you had multiple user accounts.
The game was also shorter than I expected, but I guess you were avoiding the cliche of "last against infinite waves as long as possible" that occurs in a lot of RTS game maker games. It is possible to replay old missions for more Exp, but the battles are too easy. To increase replay value, and add competition to the game between players, I'd alter the stage select screen and replay slightly. To the right of the stage name you could list "Level: X" where X is equal to the number of times the player has defeated that specific stage. During replay the monster's stats will be boosted by the stage level. In that manner the 1 exp won through replay will actually have to be earned. You could also list on the stage select screen, or main menu, the total number of stage levels the player has cleared. Players could then compare their total stage levels to each other to determine who is the better player.
I was also wondering about when the play field gets lit up by the star. Does that effect game play at all, or is it just to look cool? Because the story says the commodians get energy from the star maybe they could be stronger when the star is on screen, or faster, or regenerate a little health every second. If you don't want to alter the current game, you might have that only occur during replay, or you could add a hard mode where that occurs.
Edited by Copernicus, 13 November 2010 - 05:50 PM.
Posted 14 November 2010 - 02:30 PM
There were even more spelling errors if I remember correctly, that's all Shirrit's fault ^^ haha
Ehh yes they are supposed to be metal element :/
Yes the game is short, but this game was made for a competition, themed "space". There was a deadline so we had to shorten it as we were running out of time
You got some great ideas/points there, if there's going to be a Commodian 2 we'll certainly use those points.
The star is just to look cool and make the game a little bit harder, but just a little bit
Posted 15 November 2010 - 06:26 PM
Edited by Copernicus, 15 November 2010 - 06:29 PM.
Posted 15 November 2010 - 08:56 PM
Commodian has been finished a long time ago, it is this very topic we are posting in now. Commodian 2 would be a sequel: other story, better gameplay, improved stuff, etc.
But we have never discussed if we were going to make a Commodian 2, it's just an idea. Maybe it would be wasted time, judging by the amount of comments/plays Commodian has had :/
Posted 16 November 2010 - 05:07 PM
From my perspective the project didn't seem that done because there were still some errors in the game's text. It'd only take 5 minutes to fix that. Your slogan for Commodian is, "The most complete Tower Defense you'll ever find," and if the traps don't even list the right element then I can't say it's complete.
What version of game maker did you use?
Posted 18 November 2010 - 06:21 PM
Posted 19 November 2010 - 03:27 PM
Posted 19 November 2010 - 04:42 PM
but yeah, I do not really think the studio's just gonna give the file away for someone to work on it Maybe, but what's in it for us?
Posted 28 November 2010 - 12:31 AM
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