Neogun5th June 2018
There's some merit in balancing the groundspeed in a scrolling shoot em up.
I took the decision to set every object's speed relative to the base groundspeed. This is hugely beneficial. The initial groundspeed was set to 10. That is, every game tick the background scrolls at 10px. With the parallax effect the distant layer scrolled around groundspeed - 8. The obstacle layer scrolls at groundspeed + 2.
But the aliens and other objects move proportionately and this has produced some nice balance to the action. A slower ground speed works better on the iPhone as for a right handed player there's always the chance that alien threats emerging from the right are masked by the hand.
Neogun5th June 2018
Balancing a shmup. Desire to attack vs desire to collect vs necessity to attack. Attacking & collecting are best placed far apart forcing the player into a decision. Obstacles add to the challenge and force a decision.
Neo30th April 2018
Further graphical work on Neo.
The post-apocalyptic setting is taking some shape. We'd like more pipes and electrical things going on and perhaps some light animation to the background. But the balance of washed browns with the bright sprites set against it works.
Neo27th April 2018
Many developments to Neo, not least the name change from NEO2079 to simply Neo. Or possibly Neo:Battlestar since Neo and Akari are sisters.
We've put more work into the balancing and sprite detail though the backgrounds remain untouched. We have however done away with the starfield and gone for a full screen scrolling backdrop.
Neo 207924th April 2018
A new title graphic for Neo.
We're looking at renaming Neo to Neo:Battlestar in line with the theme of Akari and Neo being sisters.
Neo 207916th April 2018
New graphics for the power-up containers. Rocks just weren't cutting it.Tweet
Neo 207915th April 2018
Doubled the resolution for the game. Now running at a good hi-res and should be more than suitable for Apple TV.
Improved explosion spawn alignment. Improved speeds on all sprites for more engaging action.
Increased font sizes.
Added colour array for sparks. They now fade from white through yellow to deep red.
Power-ups and entities now have a detonate attribute that ticks down and explodes the object at zero.
From 50 - 0 the entity blinks every 4 ticks.
Neo 207914th April 2018
Added a new alien formation and alien artwork. Art is loosely based on the sand dragon found in Nintendo's Mario series.
Playing with the aliens snaking around. Working so far.
We have an issue with the aliens not belonging to their environment just now. It'd be cool to have some that tank along the ground, for example.
Adjusted the colour palette to be more in the blue / grey range. All visuals look more striking against it now as they are in the red / orange / yellow range. Lasers and explosions look sweet!
Neo 207913th April 2018
Further playing with power ups and entity spawning.
Added another chance for the floating rocks / debris to appear.
Tightened up the laser power and damage per strike on aliens.
o.damage is subtracted from
Sparks always fly but only hp < 0 will spawn explosion and the trigger the kill() event.
Added a neat bump feature to the debris. When damage is less than hp it knocks the debris back 4px. Looks good with a flurry of laser bolts.