Jetboard Joust - Defender-Inspired Cute Retro SHMUP - Alpha Now Available For MacOS and Windows

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Re: Jetboard Joust - Defender-Inspired Cute Retro SHMUP - Alpha Now Available For MacOS and Windows

Post by Havie » Wed Feb 20, 2019 6:33 am

Can I just say - 'Wow'. like the selection of old arcade style enemies; the galaxian type look great! Keep up the good work.

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Re: Jetboard Joust - Defender-Inspired Cute Retro SHMUP - Alpha Now Available For MacOS and Windows

Post by BitBullDotCom » Mon Feb 25, 2019 8:29 am

Havie wrote:
Wed Feb 20, 2019 6:33 am
Can I just say - 'Wow'. like the selection of old arcade style enemies; the galaxian type look great! Keep up the good work.

Thanks - it's been a long and sometimes painful journey but I'm beginning to feel like the end is in sight now!
====

James Closs, Director & Wielder of Code, BitBull Ltd

http://www.bitbull.com | http://www.joystickjunkyard.com

@BitBullDotCom | @JunkyStickJoy

====

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Re: Jetboard Joust - Defender-Inspired Cute Retro SHMUP - Alpha Now Available For MacOS and Windows

Post by BitBullDotCom » Wed Feb 27, 2019 2:04 pm

One of the things that’s struck me whilst going through and actually playing Jetboard Joust (rather than working on individual parts in isolation) is that one of the most satisfying aspects of the game is when you get to take out loads of enemies in one go with a really destructive weapon such as the R.P.G. or Grenade Launcher.

So I decided to emphasise this side of the gameplay a little more before I finally drew a line under enemies and weapon types. I wanted to add some more ‘swarm’ type enemies and another super-destructive weapon to assist in taking them out.

Rather than work on new enemies from scratch (I really need to get this game done!!) I thought I’d re-engineer some of the ancillary enemies I’d created for the boss fights. There’s three of these, and they all fit together pretty well as a kind of ‘set’ of weird alien invertebrates – jellyfish, squid, and a kind of carnivorous worm!

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Given the nature of these enemies, and that fact that they’re only going to exist in fairly large batches, I thought it would be nice to have them born from some kind of egg sack rather than teleporting into the game individually like everything else. I spent a fair bit of time working on a nice, pulsating egg sack(!) and think the end result works pretty well. The egg sack is the same for each time of enemy but I quite like the idea that you’re not quite sure what you’ll be in store for when you burst it open!

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Then, just because I wanted to, I also added another enemy that’s like a really tiny version of the baiter-inspired enemy that acts as the game’s time cop. As it looks like a tiny UFO it’s also a reference to the big and little UFOs in Asteroids. These don’t spawn from egg sacks though!

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The new weapon is something I’d been thinking about for some time (and even unsuccessfully experimented with a bit) but only became a solid idea after seeing the scene where Rico takes out the tanker bug in Starship Troopers (shown above - sorry to keep going on about that film).

I’m calling it the ‘Cluster Bomb’ – it fires a single explosive charge which splits into several smaller charges when it explodes, these smaller charges then repeat the procedure. Each charge is sticky, which means it will become attached to any enemy that comes into contact with it. The charges only detonate after a certain time period, not on impact.

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As you can imagine, this weapon rapidly creates full-on mayhem. Originally I had each charge leaving a smoke trail when it explodes but, unfortunately, this was causing the refresh rate to drop when tons of charges were fired at once (by the player and enemies) so I think I’m going to have to stick to just using particles for most of the explosions. Shame, as it looked really cool with all the smoke, but I guess running all those individual custom shaders at once is asking too much. In later versions I’ve added a very slight randomness to the time the charges deonate so everything’s not quite so symmetrical, I think I prefer it like this.

I’ve also been working on a couple of new palettes. One using the (now slightly #indiedev cliché) red and black ‘Downwell’ style palette and another based on the colours available on the Commodore 64. I really like the C64 one. As I was always a Spectrum guy I’m realising the genius of whoever picked those 16 colours 35 years too late! I like the Downwell palette too but I couldn’t get it to work with visually with the background parallax so I decided to lose the background and stick with the three colours. It is retro after all…

Dev Time: 4 days
Total Dev Time: approx 259.5 days
====

James Closs, Director & Wielder of Code, BitBull Ltd

http://www.bitbull.com | http://www.joystickjunkyard.com

@BitBullDotCom | @JunkyStickJoy

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Re: Jetboard Joust - Defender-Inspired Cute Retro SHMUP - Alpha Now Available For MacOS and Windows

Post by BitBullDotCom » Thu Mar 21, 2019 4:33 pm

This blog should really have been Configuring Things Out pt. 2 but I thought ‘Die and Try Again’ was more appropriate really.

Now all the enemies and weapons are finally done I’ve been going back over the game worlds, playtesting and (re)adjusting all the various character/weapon stats and levelling rates. The only way of balancing the weapons is to simply play the game a lot, and if I feel I’m either avoiding particular weapon because it’s too weak, or that I’m constantly gravitating towards a particular weapon because it’s too overpowered, I tweak the stats as appropriate. It’s been a very time consuming process and I have to say I’ve been at something of a low ebb whilst doing it.

Unlike fixing a bug, you don’t ever get to the point where you think something is ‘done’, and I know I’m going to have to go through this whole process again at least one more time to refine things further before the game is complete. It’s really getting to me now.

The thing that’s made this phase so much tougher than the first configuration ‘pass’ is that I’ve been through every single boss and mini-boss fight in the first four worlds and attempted to adjust the difficulty for each. There are over fifty of these and, by nature, they are supposed to be tough, so this entails a *lot* of failure both in terms of dying in-game and in terms of setting the difficulty level either too easy or too hard.

Most of these challenges are mini-boss battles featuring the Guardian enemy and a new weapon unlock or upgrade. To maintain a certain amount of narrative ‘flow’ (and to stop me being lazy) I’m having the enemies guarding the unlocks armed with the same weapon they are protecting. The strength of the enemy is heavily dependent on the strength of the weapon, therefore a tweak to the stats of said weapon (because I think it’s too weak or too strong in-game) has a knock-on effect in every single battle that features it. It’s a cyclical process and one that I’m starting to think could go on forever, like painting the Forth Bridge. On a good day though I see it more as a kind of gradual ‘whittling down’ with every pass getting me nearer to the ideal balance.

Here's one of the many mini-boss battles, and a small glimpse of the 'die and try again (and again, and again)' process I've been going through...

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It also makes a difference what weapons are available to the player during these battles. I was choosing these weapons completely randomly (but based on a consistent seed) though towards the end of the process I realised this wasn’t working and I needed a better balance of weapon choices. Consequently I’ve divided the weapons into four categories – long range, short range, wide range and explosive, and I make sure a balance of weapons from each category is chosen. I think I may ditch the consistent seed as well so each time you enter a level the weapon choice is a lottery, albeit a balanced one.

There’s also been a myriad of bugs and other gameplay tweaks I’ve made along the way though at this stage I’m trying to restrict myself to fixing bugs/tweaks that actually affect the balance of gameplay and noting everything else down on Trello cards for later attention. There’s currently around fifty of the Trello cards (groan) and there’s at least another ten things I haven’t noted down yet!

I’ve also been back through the first four major boss fights and made a proper attempt to balance the difficulty of these with the (rough) stats the player should have achieved by that point in-game. If you’ve been following this blog you’ll remember how much time I’ve spent on these boss fights already, so it’s been doubly demotivating having to go back to them, debug them again, run through the fight procedure again and again AND again whilst discovering yet more bugs and issues that need fixing. On a positive note though, it’s been nice to revisit them in different colour palettes... couple of examples below...

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Lastly, and I know this is going to sound like archetypal first-world moaning, I’ve been surprised how physically exhausting this process has been. Basically playing (often ludicrously difficult) boss fights for eight hours a day for eight or nine days straight takes its toll. I try to be as careful as I can be about posture but my shoulders ache, my wrists and elbow joints ache, and my back is fucked. Yes, I know it’s not exactly working down a mine, but being physically in pain doesn’t do wonders for one’s motivation. I can’t wait to finish this game and take a break from this shit.

Oh yeah – one thing that’s kept me going through this process is the fact that I can just turn the game sound off and listen to music. I’ve finally succumbed to subscribing to Spotify and have been listening to a lot of Tangerine Dream. Strange coincidence – I finally got round to watching Netflix’s enjoyable Bandersnatch interactive movie at the same time and what does that feature? A ZX Spectrum game developer slowly going insane trying to finish a game whilst listening to lots of Tangerine Dream! Weird…

Right, on to those bloody Trello cards…
====

James Closs, Director & Wielder of Code, BitBull Ltd

http://www.bitbull.com | http://www.joystickjunkyard.com

@BitBullDotCom | @JunkyStickJoy

====

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Re: Jetboard Joust - Defender-Inspired Cute Retro SHMUP - Alpha Now Available For MacOS and Windows

Post by notrobot » Sun Mar 24, 2019 1:27 pm

Much respect for keeping going with it!
I can tell it's going to be awesome when it's finally done...

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