Virtuous Sword wrote: Here are some ideas about the "goal" of the game:
Is Shiptauir evil (wew, one slip of the tongue away from a bunch of slime)?
Is Shiptaur the ruler of planets, civilisations, or has an evil base, plans, soldiers etc.?
That's more or less the plan, and in the current beta you can see the first part, but the second part is going to be completely off-screen as it were. I outlined my plan for Shiptaur and the player back when Bob said someone else could work on it and you can kinda see it in the current alpha.
Quote: Maybe the game can be focused on rescuing civilians and fellow pilots from the atrocities of space-faring combat?
I like the idea that by shooting a cage or prison, it means that people get to be free (somehow. They'd probably die in space.) and this might make a good focus for the goal of the game. Providing reinforcements to civlisation against the cruel, brutal, tyrannical onslaught of Shiptaur. Something like that?
That's not going to happen, largely due to clashing tonally with the rest of the game.
Quote: POWERUPS
I imagine that getting the powerups should be the main source of points, and that's what the game should be focused towards. That, or there should be some special target that flies on screen and is elusive, like a meteor, satellite, alien, capsule, drone, or something like that which could feasibly spill goodies. It would be nice to have extra life as a powerup.
It'd be good if you incentivised the player to pick up power ups, for example, offering bonuses for successive pickups, perhaps in a short time span, or possibly get more points for collecting one of each kind of power up. Something like that.
Maybe having some flying meteors to avoid would spice it up too! And if you could destroy them that'd be a nice touch.
I'm not really going to change how power-ups are collected now, i.e., guess how many enemies escaped when Shiptaur asks. Extra lives could be a thing though, depending on how long the game ends up being.
Quote: GRAPHICS
Have you folks considered different backdrops for star dartle?
things like planets afar and up close, a fleet of spaceships in the distance or passing through the mids of some kind of mothership would make good level settings. Heck, why not an underwater level? Starfox had it all, and then some.
Why not have some levels flying near the ground, with the possiblity of crashing into it?
Planets are going to be shown, although less like a backdrop and more like a thing in the background you pass by. Ground levels aren't going to be a thing, given that you're already a fragile, fragile thing in the game.
Quote: And maybe it's quite a lot, but you could have branching paths, secret routes, and some story giving narrative structure to what's going on, even if it is a very simple game.
Well, it kinda has a branching path in the sense that the final boss is different in some cases.
Quote: It takes very little to spruce/spice up the gameplay, even if it just an aesthetic choice, or a few text boxes between waves. Ship pilots chattering nervously about war and politics, reminiscing about their sweethearts, whilst being threatened by Lord Shiptaur or coming up against skilled and 1337 enemy pilots, with possible rivalvry and implications.
I think a good idea might be to have to face off against an anti-Dartle, a fast ship that harries the play as they make their way across the level.
While the interwave text boxes aren't exactly what you're talking about here, I have done the spirit of both your ideas here if not the actual intention.
Quote: Btw the idea of using rocket thrusters to forward faster seems totally erroneous.
Most of the momentum is already travelling forward. going backwards would require much more thrust because you have to cancel your forward momentum.
Flying backwards and forwards would probably exhaust the ships fuel supplies
Spaceships not conforming to the ideas of actual physics is as much of a time-honored tradition in sci-fi visual mediums as sound in space. Though the general idea is the the ship is moving at a constant speed and the thrusters just let you move further. Presumably going backwards and sideways is done via advanced tech like anti-grav. (yes, there's no gravity in space, but if it works in X-COM and probably some book made beforehand, it can work here)
But for fuel, keep in mind this is supposed to be on the arcade-y side, so it's not so much on realism as it is on delicious space magic masquerading as science.
Quote: (now there's a thought! maybe in the next incarnation of Star Dartle. Star Dartle 4000? It would be cool if there was a bar that got depleted as you shot, and it would encourage players to be cautious about shooting. How about a shop, or upgrade menu, and stuff like that? Not sure, but I don't think I noticed any graphical changes to the ship when different weapons were picked up. I think it's kinda naff that weapons just turn into points. You should be able to trade them in, salvage them, and store them for an emergency, like an extra life or something.
I do want players to be cautious about shooting, but I don't want to give them the option of not shooting. Plus that's a fairly out of place mechanic in the NES era. I think most of them didn't care if you were shooting tens of thousands of bullets or doing nothing.
No shops though. It'd be another weird tonal shift.
Quote: Possibly the easiest way to spice up the game is to make it more akin to a bullet hell and throw things at the player, like a randomised barrage.
Now see, the problem here is that bullet hell games were largely a thing after the NES. There is Recca, which slowed the NES to a crawl. (I could be wrong about that though) That said, I'm not terribly fond of bullet hell games and the idea of having to find a path through enemy bullets. Maybe a wave dedicated to throwing a bunch of bullets at you, but not a whole lot of it.
Quote: Actually that's the other thing. How about some randomisation?
Procedural generation can make more content than anyone can do by hand.
I think there are many elements of star dartle suited to more chaotic and hectic battle.
The small ship size allows the player to stay focused on avoiding and dodging.
Lots of empty space can easily be filled with bullets, meteors, lasers, cosmic radiation, psychic slimes or fluffy wamblers. I like parodius :p
I think the current version is good on randomization.
Also, funny thing, while it might seem like the ship is small, by NES standards it's freakin' huge. Most player ships tended to be 8x8 pixels, while Star Dartle is the OHRRPGCE walkabout standard of 20x20. Off the top of my head the only space shooter on the NES with something that big was Silver Surfer, which is probably not a good ideal to live up to.