http://www.seamlesstexturegenerator.com/angrytanks-05-13-05.zip
I am considering working on my Angry Tanks game once again, as it is the nearest to completion of any of my game projects, and I am more rapidly running out of time to get something finished than I thought I was a month ago.
My plan would be to tear out the internet multiplayer because getting that to work has been extremely problematic and greatly increases the complexity of the code.
The game would instead contain a local two player mode, as well as computer controlled tanks.
Another part of my plan would be to remove the whole tank-health thing, and go with how the classic game worked, where one shot equals one kill. This would increase the sense of danger, and increase the number of explosions. Players would respawn a set number of times per round, and then when all players run out of respawns except one, the round would end and that player would be the winner.
Having your tank blown up would also cost you any weapon you had collected at the time, and you'd be back to the standard pea shooter.
Another part of my plan would be to remove the ability of the tanks to turn their turrets. Not only does rotating the turret cause confusion about which direction you're going to move when you press up, but with two players on one keyboard, it would get a bit hectic trying to give each player six keys for movement plus one to fire. Also, in many ways, not being able to turn the turret of your tank is more fun, because you can't simply pop out behind a corner on occasion to shoot past it and then duck back quickly.
Above and beyond this, I don't really know what I should do with the game to improve upon it. Obviously I need to get the AI working, as it does not yet.
Does anyone have any gameplay suggestions, or art suggestions or level suggestions or anything? How do you think I should make the game play?
Keep in mind that I plan to sell the game, and I need the game to have incentive for the user to purchase the full version. I need to have some kind of demo which shows off X number of weapons or something and offer more in a full version, or offer multiplayer in the full version but not in the demo, or limit the amount of time the user can play the demo.
With the current weapons and such how interested might you be in buying a full version of the game?
One powerup I plan to add that is not in yet is a shield that can take one hit, or one with three rotating panels, each of which can take a hit, like Mario Kart does with the shells.
I haven't decided if I will have explosions cause nearby objects to explode. I was going to with the health system in place, but if I have it so each tank has only 1 health, the explosions might make it too easy to take other tanks out.
Any ideas for additional weapons or powerups? Are you happy with the weapons the way they are now? I'm concerned people won't be satisfied with different colored spheres for weapons, but the whole point initially was to be kind of retro like that. It's not supposed to be a game with missiles and land mines.
Let me know what you think!
My other option is to try to do something with my Boing game (monkey ball/marble madness clone) as that too is pretty far along. That might be easier to make into a game that would sell. With that I'd have moving objects and things as obstacles to avoid with your sphere. I'm pretty sure it'd be a lot of fun, and there'd be pads that do different things like speed the ball up, and items to collect.
Which would you rather see me complete?
I am considering working on my Angry Tanks game once again, as it is the nearest to completion of any of my game projects, and I am more rapidly running out of time to get something finished than I thought I was a month ago.
My plan would be to tear out the internet multiplayer because getting that to work has been extremely problematic and greatly increases the complexity of the code.
The game would instead contain a local two player mode, as well as computer controlled tanks.
Another part of my plan would be to remove the whole tank-health thing, and go with how the classic game worked, where one shot equals one kill. This would increase the sense of danger, and increase the number of explosions. Players would respawn a set number of times per round, and then when all players run out of respawns except one, the round would end and that player would be the winner.
Having your tank blown up would also cost you any weapon you had collected at the time, and you'd be back to the standard pea shooter.
Another part of my plan would be to remove the ability of the tanks to turn their turrets. Not only does rotating the turret cause confusion about which direction you're going to move when you press up, but with two players on one keyboard, it would get a bit hectic trying to give each player six keys for movement plus one to fire. Also, in many ways, not being able to turn the turret of your tank is more fun, because you can't simply pop out behind a corner on occasion to shoot past it and then duck back quickly.
Above and beyond this, I don't really know what I should do with the game to improve upon it. Obviously I need to get the AI working, as it does not yet.
Does anyone have any gameplay suggestions, or art suggestions or level suggestions or anything? How do you think I should make the game play?
Keep in mind that I plan to sell the game, and I need the game to have incentive for the user to purchase the full version. I need to have some kind of demo which shows off X number of weapons or something and offer more in a full version, or offer multiplayer in the full version but not in the demo, or limit the amount of time the user can play the demo.
With the current weapons and such how interested might you be in buying a full version of the game?
One powerup I plan to add that is not in yet is a shield that can take one hit, or one with three rotating panels, each of which can take a hit, like Mario Kart does with the shells.
I haven't decided if I will have explosions cause nearby objects to explode. I was going to with the health system in place, but if I have it so each tank has only 1 health, the explosions might make it too easy to take other tanks out.
Any ideas for additional weapons or powerups? Are you happy with the weapons the way they are now? I'm concerned people won't be satisfied with different colored spheres for weapons, but the whole point initially was to be kind of retro like that. It's not supposed to be a game with missiles and land mines.
Let me know what you think!
My other option is to try to do something with my Boing game (monkey ball/marble madness clone) as that too is pretty far along. That might be easier to make into a game that would sell. With that I'd have moving objects and things as obstacles to avoid with your sphere. I'm pretty sure it'd be a lot of fun, and there'd be pads that do different things like speed the ball up, and items to collect.
Which would you rather see me complete?