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It seems every update takes me longer than the last to get around to… I apologize for the tardiness, I guess it’s a good thing I’m not doing monthly updates still, though. I wouldn’t have much to show this time if that were true.

 

Honestly, there’s not much to say with this one. I haven’t gotten to work on Hysteria since spring semester kicked in, and it’s really in high gear right now so I’m really wishing I had more time lately. But I did make some progress earlier in the year.

Last update, I mentioned points and combos. Well, I’ve added them in and made a few interesting changes to the usual formula.

When you destroy an enemy, the combo counter goes up by 1 and begins to fade out over 3 seconds. Once it fades completely, the combo is reset to 0. Higher combo levels, as you might expect, multiply the points you earn, but getting hit also eliminates your combo.

Now, here’s the fun part: Destroying an enemy gives you no points. The only way to gather points is to snag the little floating whatevers the enemies drop, or the bigger floating whatevers that also give you other cool stuff when you pick them up. When you grab one, you renew your combo, just like when you destroy an enemy. You’re reset back up to 3 seconds before the combo expires, but you don’t gain combo counter levels by picking them up. Just points.

What this mechanic does is adds an extra facet to the gameplay. It’s not just something more to pay attention to, but it makes it possible to design levels without a constant stream of baddies at all times, but still giving the player the chance to keep up their combos during those dry spots. It also makes things a bit more interesting. Do you grab the points now, or wait until they’re just about off the screen and see if you can get a higher multiplier on them?

 

Another few changes I’ve made, I also mentioned in the last update. I’ve simplified player health a lot, to the point where it’s feeling much more oldschool, but in a good way. I’ve also tightened up the movement a lot. Next, I think I’ll be focusing on specials, tuning up the level start and death sequences to actually reflect how the game is supposed to play, and throwing in some graphics on-screen. I need to get some simple interfaces going so it’s not just a really cheap test level.

 

So, who’s to say when I’ll be updating again… I sure hope it’s sooner rather than later, and that I’ll have a lot more to show off. Really, though, the foundation is starting to take shape. Given some better sound design (oops.. my bad) and visual assets I think I could have something I’d actually be willing to throw out there and see what people think about it. I’m still a long way from something I’m really willing to let people play, but I still think there’s a lot of life left in Hysteria Star, and I’m moving ever closer to a Hysteria I think people might really like.

Well, here’s hoping, anyway…

Laziness, thy name is Bit

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2 Comments

  1. I find that in space shooters like this one, I don’t even look at my score. What I care about is how far I can progress through the levels.

    • True, development is still in such an early phase that this feature might turn out to be a dud in play-testing, then I’d need to re-tool the system to work another way. The way I see it, the score would add something extra to the moment to moment gameplay for those players skilled enough to dedicate some attention to it, but otherwise it’s a passive thing you earn as you go, and only comes to play between levels when they have the option to spend earnings on upgrades.


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