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 Post subject: Carpe Universum Demo
PostPosted: Sat Mar 01, 2008 11:54 am 
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Download Here: http://www.wyrdysm.com/games/CarpeUniversumv12.zip
Game Website: http://www.wyrdysm.com/carpegame.php

Description
Carpe Universum is an intense Shoot 'em Up (SHMUP) game that features a music driven spawning system.

Also, you will be able to roll to dodge bullets. This means that you will never be hemmed in by bullets, if you die, you'll only ever have yourself to blame.

My objective with this game is to build a very intense shooter by encouraging aggressive play through the way the gun works and with the shield charge. The gun only fires if there's less than a certain number of shots already in existence, so if you approach really close to a target it fires a whole lot faster. The shield charge destroys bullets and enemies in your way but retreating from that position is much slower.

However, you can roll to the left and right at any time and you are completely invulnerable while rolling. This allows you to stay mobile.

The aim of all this is to encourage very dynamic play where the player roams around the entire play field rather than just sticking to the bottom of the screen all the time.

Screenshots
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Gameplay Video

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Last edited by th15 on Tue Sep 02, 2008 12:04 am, edited 3 times in total.

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PostPosted: Sat Mar 01, 2008 12:32 pm 
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Dude, that looks so much like Velo City (game I have been working on for a week between homework) . . . except my game uses simple vectors instead of hard-drawn rasters . . .

But you give me good ideas for gameplay elements. :D I will return to the creativity screen tonight!

Graphics are great, simple, and intuitive, and seem uncluttered. I like very much.

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PostPosted: Sat Mar 01, 2008 2:06 pm 
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Needs moar BF style graffix. Almost there.

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PostPosted: Sat Mar 01, 2008 3:13 pm 
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Hmmmm...at the moment it resembles a typical shooter. Wonder if some BsF/Warning Forever elements would be possible to implement there?


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PostPosted: Sat Mar 01, 2008 3:28 pm 
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Change those big ships in the screenshots to Moiras :)


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PostPosted: Sat Mar 01, 2008 3:52 pm 
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Oh, and also turn this from a demo to a fully-fledged game, sir.

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PostPosted: Sat Mar 01, 2008 4:03 pm 
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Quote:
You will be able to roll whenever you choose and you are invulnerable while rolling


You do realise what you've goten yourself into, right TH? :wink:

http://www.youtube.com/watch?v=mv5qzMtLE60

Anyway, I think specail movement should be on seperate keys to primary movement. Arrows to move, WASD to charge and roll and shift to fire vulcans (so you could fire with your little finger while keeping your index, middle and ringer fingers on D,W and A, respectively), maybe?

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PostPosted: Sat Mar 01, 2008 4:15 pm 
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Wonder why should I hold the fire button down like in most shooters? I mean, in most shooters, you are constantly holding fire button down without any penalty. What about making it so that pressing Z or X just switches fire mode so you wouldn't have to hold that button down?


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PostPosted: Sat Mar 01, 2008 4:16 pm 
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Because you need them to trigger the combos. Muscle feedback is a very important part of your reflexes. Which is why our 3d interfaces don't quite work too well yet.

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PostPosted: Sat Mar 01, 2008 4:39 pm 
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Artman40 wrote:
Wonder why should I hold the fire button down like in most shooters? I mean, in most shooters, you are constantly holding fire button down without any penalty. What about making it so that pressing Z or X just switches fire mode so you wouldn't have to hold that button down?

Some shmups'll punish you badly for recklessly firing, others'll just give you a bad score for holding the fire button the whole time.


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PostPosted: Sat Mar 01, 2008 5:28 pm 
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From the looks of the graphics, its very much a BF universe game. :P

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PostPosted: Sat Mar 01, 2008 7:40 pm 
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Boba Fetuccini wrote:
From the looks of the graphics, its very much a BF universe game. :P

Image :shock:

And I could point out that a few of those background "blobs" look similar to the meteors in BSF, too.

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PostPosted: Sun Mar 02, 2008 12:14 am 
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Those ships remind me of my ships ^.^

Will it stay with like this background? I rather like the unfinished feel.

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PostPosted: Sun Mar 02, 2008 2:27 am 
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Quite Challengeing.


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PostPosted: Sun Mar 02, 2008 4:46 am 
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Ixranin wrote:
Artman40 wrote:
Wonder why should I hold the fire button down like in most shooters? I mean, in most shooters, you are constantly holding fire button down without any penalty. What about making it so that pressing Z or X just switches fire mode so you wouldn't have to hold that button down?

Some shmups'll punish you badly for recklessly firing, others'll just give you a bad score for holding the fire button the whole time.


Shooters like Zanac?


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