![]() ![]() NOTE: All orders ship with the current version of this game at the time of shipping. (Comes with box, box insert, instruction manual, overlay and game cartridge w/label) * Note that progress and high scores are saved to this cartridge. With more than four dozen different bonuses to collect you can upgrade your ship to be invincible. Vectorblade features over 100 unique levels of gameplay and four boss-fights. Together with his lightning fast reflexes the aliens do not stand a chance against humankind. Pilot Major Rex is our only hope! His new ship ‘Vectorblade’ is equipped with the latest technology. Their spaceships approach our solar system and prepare to launch deadly weapons upon us. Our civilization is in grave danger, we are threatened by aliens. Vectoreblade is currently the largest Vectrex game so far, coming in at 192k. The game is a tribute to Warblade, by Edgar Vigdal, as an addictive and involved game. Forrest could very well be underground, it is simply subterranean, etc.Vectorblade takes inspiration from the 'Golden Age' of video game development, in the form of a bottom up shooter. This way you have no new tilesets or overworld maps to worry about, you still get all the variety of new areas as you explore and go through doors, unlock new paths or new movement options to reach new paths and new areas, and there is no real need for them to sensibly connect, because through each doorway it is simply understood is a new zone (e.g. each campsite would have a save feature for your progress so that by the end game you can load up your save-file and freely explore all zones to your heart (and other organ's) content. Over time you can memorize where to go to find that enemy you want to "play around with" and yet as you defeat bosses and unlock new skills you gain access to more complex locations. I'm gonna go with what i originally thought the game was anyways: metroidvania format but your "hub" was more like scattered campsites (a la dark souls) to recuperate in yet the world is one large connected maze that has various entry and exit points to localized areas. as well as a way to get players to the hub more freedom in player choice, and less late game enemies, with player knowledge deciding how far they progress in later stages hub map can contain mixes of enemies, with stages being exotic, and even outlandish in design ![]() late game issue persists, but now also is based on the order of stages you go through as well knowledge from previous stages can be easily used set levels, but multiple paths at the end of each allow the player to choose where they go. less freeform then an overworld with one path through the game. Set level path allows planning around specific moments, and knowledge requirements from previous stages More freeform then M3, no clear level order, but allows the player to go any way they can reach. =dos(commanderkeen/secret agent) overworld= requires an overworld (new sprites,tiles, etc ) considering what kind of game this is, getting to world 6 over and over for one enemy could get quite tiresome levels have an order, but also choice, yet no skipping to the end a clear view of what kind of setting you are getting into (forest, desert,etc) a clear view of where you are in the world As such, i really can't get into the mood I'd like to work on enemies. As of right now, I can't go forwards without some direction of what I want the game to be like. This post is to present some ideas of where to go, as well as get feedback on those possible ideas. Floating around each other with no real connection, progression, or direction. As of right now, every part of this game has been disconnected test screens. So, lets get into the topic of level layout.
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