Hello, thanks for the suggestions. Current plans are to include a "special wave" on every fifth wave, and as I'm looking for more ideas for these, I might try implementing them in some form. I want to reply to the spirit of these suggestions, though, if for no other reason than to let folks know where this is going and why.
I've gotten lots of private suggestions that seem cool, but would make the game very complicated. My goals with Torrent are two-fold: 1. Break new ground. Space Invaders has been done to death, and Asteroids hasn't. I'd like to provide a simple-to-learn, fun and infinite arcade game while remaining true to a simple concept-- blasting lots and lots of asteroids. While they'd be fun, complex missions, cutscenes, a storyline, automated drones would make the game too complex for what I envision. 2. Iteratively develop a reusable, easy-to-use, cross-platform engine for sophisticated accessible gaming. I recently broke the engine away from Torrent itself, and that which is Torrent is surprisingly small. My next game will build on the engine component, expanding it and its modules to support 3-D, embedded scripting, more physics and perhaps even multiplayer games. But I needed a simple concept to start out with, and it happened to be Asteroids-like. And, if all goes to plan, that next game will give you all the complexity you could possibly imagine. Though no non-prototype code is written, there's a reasonably advanced blueprint in my head already. Think Lone Wolf., in outer space, with both missions and a "campaign mode" for longer, more open-ended games. It's also loosely inspired by another very old but wildly-successful concept--Elite. Check it out if you aren't familiar. You might be intrigued. More than that, I'm not saying. :) So Torrent itself will be rather limited in scope, but I think it makes more sense to produce a fun but somewhat limited product that still breaks new ground, then focus my attention on this next project (which is what I wish I could be working on now. :) And my interest in game development hinges more on concepts like procedural synthesis, so many of my concepts will probably be light on story and cutscenes but heavy on random elements and open-endedness. Despite this initial simplicity, however, I'm not planning to leave those of you desiring complexity out in the cold. On Jan 19, 2007, at 2:06 AM, Dark wrote: > Nice, I look forward to trying this one out. > > If the game engine can now handle inserting audio, perhaps you might > considder adding some extra game modes to give some more variation > to the > game. One option might be having a mode that's actually possible to > complete > and get an ending (maybe with cutscenes as well), in addition to > the endless > levels mode. > > You might also considder different missions with different > objectives, such > as collecting supplies for your base, (grabbing power-ups), fending > off > alien attacks in open space (no asteroids), or fighting off aliens > in an > asteroid mining zone where you need to protect the asteroids and > not destroy > them. > > Obviously this all depends upon what you can make the engine do, > and how > much stuff you'd be willing to insert into the game at this stage, > or into > an upgrade? or a sequel? > > Whatever happens, I'll look forward to trying out Torrent. > > Beware the Grue! > > Dark. _______________________________________________ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.