Delta Sector: Operation Shadow Strike

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  • evilbutterfly
    FFR Player
    • Apr 2003
    • 5784

    #1

    Delta Sector: Operation Shadow Strike

    is a series of games I'm planning and creating. Currently I've been working on the first one, a shmup titled Operation Shadow Strike. There's an old thread for it in the now-hidden programming subforum, but since it's hidden now (and because more people will see this here), I'll be posting all updates and news in this thread now. =)

    Current Version: Test Version 7

    Old versions: Test Version 6

    Thank you Oni for the hosting. =)

    Note: From this point on I start rambling about the game. I added pictures to break up the monotony of my typing, so if you don't think you're likely to read it all, just DL the game and ignore from here on. If you wanna know more about the game, read on:

    Synopsis of the game:

    Operation Shadow Strike is a horizontal scrolling spaceship shoot-em-up, or shmup. In the game you control Echo One Niner (E-19), pilot of one of the advanced Shadow Stealthfighters. At first, you can choose one of 3 distinct variants which all start with just a simple machinegun. As the game goes, your ship will acquire 2 more primary weapons and a secondary based on the ship variant you chose (though for now, in the test version, all weapons are available from the start). Also, as you beat each difficulty you will be rewarded with new ships, each with distinct characteristics and special abilities (as I create these ships, the test version will likely have them available immediately, for testing).

    Pictures of the current weapons:

    Rail Gun:

    Laser:

    Plasma Weapon:

    The various missiles:

    Shield Burst:

    Rail Gun with Hyperdrive active:

    Unlock in other shmups, in Operation Shadow Strike you're not alone. The Operator and your Commander, along with various other allies, will send you transmissions to inform you of your objectives, warn you of danger, or otherwise communicate. On Easy mode, they will issue tips and hints that should help new players. On Hard, there may even be taunting transmissions from enemies. In addition to radio chatter, your allies will be flying, driving, even running along with you, engaging enemies independently and doing their best to assist you. Keeping these allies safe, in addition to dodging enemy fire yourself, will be extremely helpful in achieving victory.

    Old image of transmissions in action:
    I'm a programmer, not an artist. =(

    Operation Shadow Strike also will avoid the frustration of one-hit-deaths that are the standard in normal shmups. When hit, your ship will become unstable, shaking more and more violently as you take more damage. Although a single shot normally won't kill you, the resulting loss of control will usually spell doom for pilots. In order to allow novice players to beat the game while still challenging experts, the game will feature a range of difficulties that properly handicap the player or enemies to make the game easier or harder. This should allow people who generally hate the instant deaths and extreme difficulty of the shmup genre to fully enjoy this game.

    It's hard to show in images, but here's a bit that I caught from in-game:

    As you can (sorta) see in the image, your ship shakes and lil bits break off (more than just fireballs will come later).

    Operation Shadow Strike will feature a well-balanced variety of ships and variety. The 3 primary weapons will all have situations where they excel, and knowing when to use each weapon will be essential to success, especially on harder difficulties. The various ship variants will all have unique weapons that are balanced against each other. The unlockable ships will generally be stronger than the standard ships, but will require much more skill to use to their full potential. The gameplay will drastically shift depending on which ship you use, especially due to the secondary abilities of the ships.

    Finally, the graphics. Right now, they are admittedly bad. I'm a programmer, not an artist. My friend Matt, however, IS an artist. He's also a very important team member and will be working on taking my mangled mess of graphics and churning out beautiful sprites. Be patient, the triangles and squares WILL give way to detailed ships and amazing explosions. =)

    For example (as posted below), here's Matt's version of the player ship:

    And some concept art:

    As you can see, he's a lot better at images than I am. We're working on it, I promise.

    Overview of the story:

    (this is covered in the intro of the game, which at this point is voiced by a very monotone computer-generated voice, so if he makes your ears bleed, read this)

    October 4th, 1957: The Soviets launch Sputnik, the first man-made satellite. Little did we know, an astronomer on a planet named Plox happened to be looking in our direction and saw the satellite enter the space around Earth. Ploxian culture put a great deal of emphasis on exploration and knowledge, and the discovery of life on another planet caused much excitement. The Ploxians sent a group of ambassadors to Earth to set up a warpgate that would allow for instantaneous travel between our planets. When they arrived after their long journey, the people of Earth greeted the alien visitors and helped in construction of the warpgate.

    The opening of the warpgate saw vast improvements on both Earth and Plox. A surplus of food from Plox helped wipe out world hunger on Earth, while human laborers gave Plox a way to cheaply perform tasks that previously had to be done by expensive machines, since the Ploxians were smart but very weak and frail. The influx of easy and well-paying jobs greatly increased the standard of living on Earth, wiping out poverty almost entirely. With nobody wanting or needing anything they couldn't get, world peace ensued and a period of peace and prosperity began. As the world's nations combined into a single planetary government, militaries were phased out and soldiers converted to police officers. Things were great.

    After many years without problems or conflict, stories began to surface of unsettling behavior from the Ploxians. Humans wandering out of the Ploxian solar system, known as Gamma Sector, told stories of huge Ploxian warships that greeted them and told them to they were entering restricted space and had to leave. These stories were printed in Earth's tabloids and generally weren't believed (the tabloids weren't right about UFOs and aliens that showed up on Earth, after all). The government, with no wars or other major problems to deal with, took interest and sent high-ranking undercover police officers to investigate. They did, in fact, get greeted by large Ploxian cruisers whenever they crossed the border between Gamma Sector and its neighboring solar system, Delta Sector. Government leaders grew nervous and talks began of a mission to investigate Delta Sector further.

    Using private funding from top business leaders, who were convinced that the Ploxians must be hiding something of value, the Earth government organized a top-secret mission to quietly and quickly invade Delta Sector and find out what the Ploxians were hiding. Top-ranking officers were offered a chance at the top-secret mission. They were not told what the mission entailed, only that it was important and secret. Those who accepted were assembled at a warpgate on Earth. The gate led to a temporary base set up on the outskirts of Gamma Sector. The human forces were poised to fly into Delta Sector and begin Operation Shadow Strike.

    You play as a pilot, call-sign Echo One Niner, who is one of the human troops charged with flying the Earth's prototype Shadow Stealthfighters into Delta Sector. As will be explained in the cutscene before level 1, you are assigned scout duty right before the Ploxians attack the human's forward base.

    Plans for the game:

    The following are things I plan on adding to the game. IF YOU HAVE ANY SUGGESTIONS OR IDEAS, whether original or simply adding onto things I've listed here, PLEASE TELL ME! I'm a big fan of feedback, and I believe your feedback and suggestions will help me make this game great. =)
    • I plan to add a 4th, unlockable, difficulty for elite players. It'll likely be called danmaku (thanks Moogy)
    • 5 unlockable ships. 3 for the standard difficulties, 1 for danmaku, and 1 super secret one.
    • Lots of missions. Right now there are 2 half levels. By the end, I'd like there to be upwards of 20 full-length levels. The code now supports multi-path levels, which I definitely plan to implement. For example, if you let bombers blow up your team's tank factory in one mission you will be charged with taking out the bomber fleet's base, whereas if you protect the factory you'll lead a ground attack against a base.
    • Full balance of the weapons. This is where feedback is very important. The game is bad about balance right now, I know. If you find that you can take out EVERY boss I release using some weapon/ship combination, bring it to my attention. An unbalanced game is not fun, especially if the most interesting ships are the most underpowered.
    • Lots of real voices. Right now, the intro is voiced by a crappy digitized voice. I intend to find people to lend their voices to the game, both for cutscenes and for the in-game transmissions.
    • Music! Right now the game can just loop one sound forever, but once I write stuff that will allow for switching of tracks (and support for appropriate triggers/events), I will really look into some good music. If you're interested in helping me with this, I'm looking for orchestral stuff. Military orchestra, like in Battlefield 1942. I'd prefer that far more than I would techno or 8bit sounding stuff.
    • Better sound effects. I mean both in the quality of each sound, but also in the quantity. Right now every enemy uses the same crappy shooting noise and every weapon the player has makes the same crappy shooting noise. I'd really like if lasers sounded different from missiles, but I don't have excellent SFX creation tools. Again, if you want to help, tell me. =)
    • Graphics. -__- Matt is working on this, and I may post some of his work to give you an idea of what to expect. The main hold-up is that we're planning on future games. We don't want to make cool-looking 2d sprites only to have them look completely retarded in future 3d games. We're trying to design everything from a 3d perspective and then dumb it down to 2d, so it's taking longer to make concrete ideas. Plus, we're both students and have other commitments, so it's hard to find time to sit down together and really decide on stuff. It IS coming, though!
    • Various options. If nothing else, the music/SFX/voices should be mutable, and the level of graphical detail should be selectable. This will be mainly for performance, but also because you may get annoyed by the noises. I'm looking into having selectable volume, but I'm not sure how much Java natively allows, and this is using a really simple system for sound. =\
    • Online version of the game. Since the game is written in Java, it could be turned into an applet and posted online. However, due to some of my design choices the game is not currently able to be played in a browser. Once I fix these (and once I get a webpage to put the game on) I will get an online version up. The online version will not have all the features of the downloadable game (mainly it'll be forced to use low graphical settings and cutscenes/transmissions won't have sound). This is mainly to help performance in the browser and to reduce bandwidth usage.
    • Big infantry additions. Right now infantry is just a class of Ally and Enemy, but I plan to expand this greatly. Namely, I'll have most units contain infantry and spit them out upon death (or start evacuating when near-death). Also, I want infantry to have different appearances, especially when dying. Probably in version 6 I will implement this, allowing you to toss infantry with explosives, light them on fire with the laser, or crush them with tanks and falling ships. =)
    • Enhanced program-based graphics. The actual sprites...well, I can't do anything about that. I can only draw boxes and simple shapes, end of story. I CAN however create mathematical beauty. For example, the visual effect of infantry parachuting out of downed planes, the fact that downed planes fall to the ground, or how buildings rattle and crash when killed. I plan to work on other neat math-based graphical updates, such as causing weapons to do more than just move up/down when selected, or causing hyperdrive to have a motion blur effect.
    • Plenty more that I can't think of.
    • Even more that YOU haven't suggested yet!


    I've got a lot on my plate, especially given that this is my first video game. I fully plan to get it all working as I envision. When I started out, it all seemed so overwhelming, but I've gotten much farther much faster than I ever expected. I hope you all enjoy

    PS: I plan to add some images so this wall-of-text first post isn't AS unappealing. I'm a bit wary, though, since my images are, well, not so good. It all looks so much better in motion, which is why I put the DL link up top. If you made it all the way down here, congrats! Sorry for typing so much. XD
    Last edited by evilbutterfly; 09-10-2007, 11:10 PM. Reason: tl;dr
    So I've gone completely slack-ass and haven't done any work on creating games. =(

    In less-depressing news, I got a job for an online business (which sells non-electronic games, of all things!) which has taught me a lot about marketing online and all that jazz.

    So now I'm on Twitter @NoahWright.
    And I write the blog for their website.

    Plus I do cool programming in-house that you'll never see. =O
  • hi19hi19
    lol happy
    FFR Simfile Author
    • Oct 2005
    • 12194

    #2
    Re: Delta Sector: Operation Shadow Strike

    I like the way damage = instability = eventual death (but better pilots can take more damage. I like it) That's very unique.

    The story, well, it's cliche but it works. I'd suggest you choose something more sinister than Plox. Plox is not the name of an alien homeworld, it's more like a sesame street character...

    Anyway, I've been watching this for a while now. Good luck, and I'd be more than glad to test things when the time comes! It's nice watching this evolve from a lolnoobgame to something with serious potential.


    Comment

    • evilbutterfly
      FFR Player
      • Apr 2003
      • 5784

      #3
      Re: Delta Sector: Operation Shadow Strike

      People keep saying that Plox isn't a menacing name, but you're missing the point. It's a planet of nerds. They're frail, geeky, humanoid things with weird proportions that love science and discovery. If anything, we're the burly big evil aliens to them. Besides, why does the planet's name have to be menacing? Earth isn't a menacing name. =\

      Also, the story isn't as cliche as you may think, but a lot of sci-fi things have VERY cliche openings and then diverge into very distinct stories. How many times do humans go do something in Alpha Centauri, or humans/aliens discover each other in the very beginning of a sci-fi? First-contact stories can only be so original, since discovery is a somewhat uninteresting thing. "Oh look I found something!" is about as exciting as it gets.

      Rest assured, the story of the games as a whole is very unique and intense. When I say I'm making a series, I mean it. Characters will rise and fall within each game, with some coming and going between games, and perhaps coming back after a several-game absense. Later games will have you playing as completely different people who have no idea about the events of the secret missions in other games, so you'll get different perspectives and opinions of events that you may have caused or witnessed directly in previous games. It'll all come together to form an intricate web of storyline that just gets deeper and deeper as the games go on. Shmups just aren't all that great for intense storyline, no matter how much you try to shove into them. =\
      So I've gone completely slack-ass and haven't done any work on creating games. =(

      In less-depressing news, I got a job for an online business (which sells non-electronic games, of all things!) which has taught me a lot about marketing online and all that jazz.

      So now I'm on Twitter @NoahWright.
      And I write the blog for their website.

      Plus I do cool programming in-house that you'll never see. =O

      Comment

      • hi19hi19
        lol happy
        FFR Simfile Author
        • Oct 2005
        • 12194

        #4
        Re: Delta Sector: Operation Shadow Strike

        Eh, Plox. Well, it's your game, waht can I do?

        Besides that, though, I'm very interested. It sounds like you have a ton of awesome stuff planned! I've downloaded the demo, I might check it out soon.


        Comment

        • ckj846
          FFR Player
          • Jan 2004
          • 2437

          #5
          Re: Delta Sector: Operation Shadow Strike

          Keep up the good work =D!

          O_o
          pyro31191: TELL EVERYONE YOU WANT TO TAKE IT IN THE ASS NOW
          pyro31191: rofl
          pyro31191: You should tell them earlier though
          pyro31191: so they can buy dildos instead of fleshlights

          Comment

          • evilbutterfly
            FFR Player
            • Apr 2003
            • 5784

            #6
            Re: Delta Sector: Operation Shadow Strike

            Cool stuff in the works now. Added damage types, which allows for specific infantry animations. This means when you shoot them with a burning attack like the laser, they do this:



            but if a crushing attack hits them, such as a tank rolling them over or a dying ship falling on top of them, this happens:



            Also, I'm working on changing the laser and plasma gun to make them more effective. The laser will cut through armor (moreso at higher levels) and the plasma gun's tracking will be greatly improved, so you only have to suffer through 1 level of REALLY ****TY tracking. Also, I've managed to make the speed ship cause motion blur when its hyperdrive is active. Here's what it looks like (yeah I know, this is the Power ship, this was taken while I was experimenting):



            It looks way cooler in motion (as does the whole game), but you can get the idea from that, at least.

            Also, I'd like to clarify what I meant by something in the first post. If you read the whole post, you may remember something about the graphics taking a long time because we're doing 3d stuff first. Well to show you what I mean, take this as an example:

            Here is the player ship sprite that Matt made:

            Before he made this, we talked about the style of the human ships a lot. Not just what the looked like, but why they looked like that. We're both being pretty detail-oriented with everything, so that we keep things consistent. The humans need to have a distinct style, and we had to make sure that all their stuff fits within that. Anywho, after we talked it all over, Matt drew this:



            and THAT is where we got the sprite for in-game use. He has various sketches for Ploxian and human stuff sitting around, and we're still refining the ideas for human/Plox styles. We've both been really busy lately, but as we're able to get together and hammer things out you'll get less of my box/triangle art and more of his awesome stuff.
            So I've gone completely slack-ass and haven't done any work on creating games. =(

            In less-depressing news, I got a job for an online business (which sells non-electronic games, of all things!) which has taught me a lot about marketing online and all that jazz.

            So now I'm on Twitter @NoahWright.
            And I write the blog for their website.

            Plus I do cool programming in-house that you'll never see. =O

            Comment

            • evilbutterfly
              FFR Player
              • Apr 2003
              • 5784

              #7
              Re: Delta Sector: Operation Shadow Strike

              Version 6 is here! New download link: http://www.onisplitter.net/DS_demo6.zip (thanks Oni)

              Changes (this is a big one):

              Code:
              -The Speed ship's warp drive now causes everything to leave a trail when activated.
              -Green's tracking has been improved.  Exact changes:
              	-Level 1 is the same, shots go  where the enemy was when the shot is done "winding up"
              	-Levels 2-3 do what levels 3-4 used to, shots head for where the enemy is right then.
              	-Level 4 does what level 5 used to, shots lead the target and intercept it.
              	-Level 5 is just like level 4, but now when its target dies it finds a new one.
              -Infantry have special death animations now.  Explosions, burning things (like lasers),
              	and "crushing" damage now trigger different animations for infantrymen.
              -Since Infantry are so cool, all units now carry some with them.  When their HP gets too
              	low or when they die, they will release these men.  Of course, when you're a guy running
              	out of a collapsing building, you might be scared or on fire.  ;)
              -Lasers now pierce armor.  At max, the blue laser completely ignores enemy armor,
              	and does double damage if they have negative armor.  This solidifies its role as
              	boss-killer and armor-piercer.  =)
              -Explosions now have 25% armor piercing, as well.  This may get increased later, we'll see.
              	Note: This applies to enemy explosions, too!
              -Shield's recovery rate and overall hp is now affected by difficulty.
              -Hyperdrive's recovery rate and overall charge is now affected by difficulty.
              	Yes I realize I need to lower the possible duration, especially now that it's
              	REALLY long on Easy mode.
              -The Strafe enemies (spawned with num3) no longer enter and leave too fast when the
              	hyperdrive is activated.
              -Num7 now spawns parachuting infantry, instead of regular ones.
              -Red and Blue weapons have new graphics.
              -Instead of losing the game as soon as your ship is killed, you now get to see it crash
              	the ground before the game lets you know you've lost.
              -While I was doing a lot of behind the scenes changes (see below), I messed with the
              	enemy and ally weapons.  A lot.  Too many changes to list here, but you will notice
              	most of them.
              -On that note, I've tried to make the projectiles look more visible on different backgrounds.
              	Opinions on their visibility is appreciate, cuz I don't want anybody being angry
              	about dying from bullets they can't see.
              -Things can rotate now.  Wheeeee!
              -Red's shots look and act a lot more like bullets now.  Basically: they're freaking fast.
              -Red's fragmentation has been revamped.  The little red shots that come out when enemies
              	die are a bit more directed and a lot more random.
              -I got tired of hearing the same 2 sounds, so I added more.  The sounds still suck,
              	but the variety is good.  =P
              	
              Behind the scenes:
              -I improved the way I add new things, which means it'll be less work.  The main problem before
              	was that once added, I had to add it again in the level editor.  Now I have like half the work.
              -Some notes on armor piercing and the way armor works.
              	-Each point of armor reduces damage by 1.  Negative armor values raise all damage.
              	-Armor can (pretty easily) make weapons useless.  Red/Green's highest damage right now
              		is 30, so an enemy with 30+ armor would be unharmed by those shots, unless they came
              		from the Power ship (or other variants with stronger shots than 30 damage).
              	-The laser weapon pierces armor at these rates (from level 1 to 5): 10%, 25%, 50%, 75%, 100%
              	-The laser's damage is done every frame, so its actual max damage is only 15.
              		This had made it even easier for bosses to nullify its damage.
              	-At level 5, the laser has 100% damage reduction.  This means it does the full 15
              		damage every frame.  Also, when hitting weakpoints in enemies (which it's good
              		at doing since it goes through things) that have negative armor, it'll do amplified
              		damage.  If they have -2 armor, for example, it'll do 15 - (-2*200%) = 19 dmg
              		every frame!  =)
              -I've gone through and written (basically empty) shells for all the Enemies and Allies
              	I can think of.  And I've added all the code for recognizing those types and spawning them.
              	This means that all I have to do is make images and define behaviors.  THAT means that
              	I'll prolly start making a bunch of units in the coming versions.
              -I rewrote the weapon code for enemies and allies.  I did have a whole bunch of enemy and ally
              	weapon types, each with their own special code.  Now it's all in one thing, which has more
              	functionality and makes global changes easier.  =)
              Basically, a lot of background stuff, and quite a bit of graphical stuff, too. The whole thing is a bit more hectic, too, with all sorts of infantry additions. Still only 2 levels, sorry, but I'm making way for massive additions of enemies and allies, which will make way for massive additions of levels. =)

              Also, I've been getting together with Matt more (he's less busy during the school year, wtf rofl) and he's working on stuff. New avatar is part of the logo he's working on. =)
              So I've gone completely slack-ass and haven't done any work on creating games. =(

              In less-depressing news, I got a job for an online business (which sells non-electronic games, of all things!) which has taught me a lot about marketing online and all that jazz.

              So now I'm on Twitter @NoahWright.
              And I write the blog for their website.

              Plus I do cool programming in-house that you'll never see. =O

              Comment

              • Shamo0
                FFR Player
                • Jan 2006
                • 424

                #8
                Re: Delta Sector: Operation Shadow Strike

                Kool, make it a psp homebrew game

                Nintendo Network ID: BigBadShamoo
                Join Date: Sep 2003

                Comment

                • OniSpltter
                  FFR Player
                  • Aug 2004
                  • 57

                  #9
                  Re: Delta Sector: Operation Shadow Strike

                  It's coming along nicely so far. I'm really excited about the potential that this game can hold. You've been dedicated to it enough thusfar, and I'm hoping it stays that way. At this point... all I can say is...

                  DS DEMO 7 GOGOGO!

                  Waiting for more,
                  Oni. =D

                  Comment

                  • evilbutterfly
                    FFR Player
                    • Apr 2003
                    • 5784

                    #10
                    Re: Delta Sector: Operation Shadow Strike

                    DS DEMO 7 GOGOGO!
                    I never stop working, rofl. If not for work and my wife I probably wouldn't do anything BUT work on the game. Now if I could just code more than I add to the to-do list, I might have a chance at finishing the game within the next 5 years.

                    Also, to anybody who has played this version and other version: The ability to rotate things means there's an extra step when drawing the images on-screen. If any of you notice a ridiculous drop in performance, let me know, and I'll try to make rotating have less impact. I don't see any performance difference, but since the rotation work is all included in Java I'm not sure how much work it's doing, exactly, so I'm wary of performance hits.

                    Really though, any feedback is helpful. I'm glad everybody likes it so far and is being supportive. =)
                    So I've gone completely slack-ass and haven't done any work on creating games. =(

                    In less-depressing news, I got a job for an online business (which sells non-electronic games, of all things!) which has taught me a lot about marketing online and all that jazz.

                    So now I'm on Twitter @NoahWright.
                    And I write the blog for their website.

                    Plus I do cool programming in-house that you'll never see. =O

                    Comment

                    • evilbutterfly
                      FFR Player
                      • Apr 2003
                      • 5784

                      #11
                      Re: Delta Sector: Operation Shadow Strike

                      Progress Report:

                      Haven't done too much, really. Added some things that'll make it a bit more user-friendly, though. Now there will be a professional-looking installer program (thank you Inno Setup), so people who aren't so computer-savvy will be able to install the program easily. It also puts shortcuts on the desktop/in the start menu, so I no longer have to explain to people what a .jar file is. There's even a custom icon, using the logo I have as my sig. =)

                      But enough of that, let's see what really matters! HELICOPTERS!!!





                      Yes I realize that helicopters in space makes no sense. Hush, it's still a test version!! Just be glad! Finally, an ally that doesn't suck!!

                      These things are fun to mess with. They tilt forward and back, trying to keep on the left side of the screen. They're a hell of a lot more useful than the pack of infantry that you could have running around before. They also take advantage of the ability to rotate that I came up with in the last version. I'm working on more, but trust me, version 7 will feature a lot more allies, and probably a handful more enemies, too. =)

                      Hell I might even add another variant for the player. THERE'S NO TELLING!
                      So I've gone completely slack-ass and haven't done any work on creating games. =(

                      In less-depressing news, I got a job for an online business (which sells non-electronic games, of all things!) which has taught me a lot about marketing online and all that jazz.

                      So now I'm on Twitter @NoahWright.
                      And I write the blog for their website.

                      Plus I do cool programming in-house that you'll never see. =O

                      Comment

                      • Temote
                        FFR Player
                        • Jun 2007
                        • 748

                        #12
                        Re: Delta Sector: Operation Shadow Strike

                        You should note that the laser doesn't work while your shields are up using the defense ship unless you are moving upwards.

                        Instead, it just ripples as if it hit an enemy shield.

                        EDIT:
                        Last edited by Temote; 09-8-2007, 09:17 PM.

                        Comment

                        • evilbutterfly
                          FFR Player
                          • Apr 2003
                          • 5784

                          #13
                          Re: Delta Sector: Operation Shadow Strike

                          Yeah, that came as a result of things I did to make it so falling enemy ships didn't hit the men parachuting out of them. The shield also doesn't work against ground enemies in V6. I like, NEVER use the defense ship, so I didn't notice either problem until a day or two after release. In fact, the pulse not affecting ground enemies like it should has been a problem since V5 (having just played V5 again to check). I really hate the defense ship, to be honest. It's already fixed in the code, so next version I compile and send out it'll be fine.

                          I will try to be more thorough with testing before I release. I always get excited when I'm releasing things and send it to people before going through and testing as much as possible myself. I guess because I know it's a test version I know it'll be fixed before too long and that nothing is really guaranteed to work, haha. =P

                          Thank you for pointing it out, though. If anybody else finds problems, please let me know so I can fix them. =)
                          So I've gone completely slack-ass and haven't done any work on creating games. =(

                          In less-depressing news, I got a job for an online business (which sells non-electronic games, of all things!) which has taught me a lot about marketing online and all that jazz.

                          So now I'm on Twitter @NoahWright.
                          And I write the blog for their website.

                          Plus I do cool programming in-house that you'll never see. =O

                          Comment

                          • Tokzic
                            FFR Player
                            • May 2005
                            • 6878

                            #14
                            Re: Delta Sector: Operation Shadow Strike

                            If you need a decent voice actor from the internets, I'm at your service.

                            Last edited by Tokzic: Today at 11:59 PM. Reason: wait what

                            Comment

                            • evilbutterfly
                              FFR Player
                              • Apr 2003
                              • 5784

                              #15
                              Re: Delta Sector: Operation Shadow Strike

                              Well, I'd like to retain the same voice actor for any of the characters that live through this game and into other games. Since over-the-internet voice actors would be harder to track down in a few years and get for other games, you'd probably get the part of some nobody or (at most) some important guy that dies. Then again, that's a ways away, I don't even have a script or anything written, just the basic idea of some of the main dialog in the game. *shrug*

                              More progress (and because I love these screenshots):

                              Let me tell you a story. A story about a convoy. A convoy of trucks. Trucks on a rooftop.



                              A tragic rooftop.






                              Poor boys never stood a chance. ;___;
                              So I've gone completely slack-ass and haven't done any work on creating games. =(

                              In less-depressing news, I got a job for an online business (which sells non-electronic games, of all things!) which has taught me a lot about marketing online and all that jazz.

                              So now I'm on Twitter @NoahWright.
                              And I write the blog for their website.

                              Plus I do cool programming in-house that you'll never see. =O

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