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Debug Formulation - gameplay to level 3
A grainy camera capture of gameplay from the new PC game Debug Formulation. The game is nearing completion and will soon be available for purchase. [Better quality video will be up soon as well.]
The game plays like many old-skool arcade shooter games however with some new challenging twists. When most targets are destroyed they drop a pod, these pods must be collected by the player (increasing the players pow meter), if the pods fall past the screen bottom the target will re-spawn. The player has a dual use cannon system that will fire a shell if one is loaded and will fire a rather short range shell propulsion blast each time the cannon button is pressed. This dynamic is strategically complected by the fact that holding the fire button will start the cannon cycling, the longer the button is held the faster the shells are loaded, however no propulsion blasts will fire in this case. When the cannon is cycling the ships engine is also accelerated (from the recycled propulsion blasts) allowing the player to move progressively faster as well as deeper up the screen. The max firing rate is also limited by the number of pods collected. (meter top left)
The game features many progressive levels of difficulty, each wave brings more nasty bugs that are also more aggressive, and challenging. Procedurally generated space backgrounds, sounds, and 'music', to go along with the bugs AI generated flight paths, and devious reactions to the players moves. The game can be played equally well with strategic single shot targeting, or insanely fast cannon cycling shot barrages, however a mix of styles seems to provide the best bug removal and pod collection balance.
The scoring system is still being worked on, as well as minor balancing and presentation improvements. The game will be released for PC first and possible for OS X and Linux based systems after that.
Made with the freeware and opensource zGameEditor. [ zgameeditor.org ]
Created by jph wacheski at iterationGAMES.
Видео Debug Formulation - gameplay to level 3 канала jph wacheski
The game plays like many old-skool arcade shooter games however with some new challenging twists. When most targets are destroyed they drop a pod, these pods must be collected by the player (increasing the players pow meter), if the pods fall past the screen bottom the target will re-spawn. The player has a dual use cannon system that will fire a shell if one is loaded and will fire a rather short range shell propulsion blast each time the cannon button is pressed. This dynamic is strategically complected by the fact that holding the fire button will start the cannon cycling, the longer the button is held the faster the shells are loaded, however no propulsion blasts will fire in this case. When the cannon is cycling the ships engine is also accelerated (from the recycled propulsion blasts) allowing the player to move progressively faster as well as deeper up the screen. The max firing rate is also limited by the number of pods collected. (meter top left)
The game features many progressive levels of difficulty, each wave brings more nasty bugs that are also more aggressive, and challenging. Procedurally generated space backgrounds, sounds, and 'music', to go along with the bugs AI generated flight paths, and devious reactions to the players moves. The game can be played equally well with strategic single shot targeting, or insanely fast cannon cycling shot barrages, however a mix of styles seems to provide the best bug removal and pod collection balance.
The scoring system is still being worked on, as well as minor balancing and presentation improvements. The game will be released for PC first and possible for OS X and Linux based systems after that.
Made with the freeware and opensource zGameEditor. [ zgameeditor.org ]
Created by jph wacheski at iterationGAMES.
Видео Debug Formulation - gameplay to level 3 канала jph wacheski
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9 февраля 2012 г. 1:55:06
00:05:54
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