Honestly I find the background very annoying. In a game of such precise control as Zone Runner, the last thing you need is death by visual distraction.
Always thought the Zone Runners were the best games by you, so I'm very much looking forward to this.
Sounds great, can't go wrong with a toggle option. Also I think you should include an option for the traditional pattern backgrounds like the previous two. How is the difficulty measuring up to the other games? Will there be an easy/hard mode?
If I'm being honest I'm much more looking forward to MSD2, and I know it's only a teaser but what is that showing that the older Zone Runners didn't do?
So I say bring us MSD2. On a silver platter.
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
7th June, 2009 at 13:14:00 -
The game looks awesome but I completely agree with Tom. The backgrounds would make the game very difficult to play to the point of extreme frustration. Other than that, I'm looking forward to this!
1. I've decided to get rid of the animated backgrounds altogether in order to keep with the simplistic style.
2. I guess the new things are merely cosmetic - a new engine, some parallaxing. The player can now duck, which allows me to make some more interesting challenges of dexterity. But the basic gameplay is the same - collect all the coins to progress. If I add too much it will change the gameplay dramatically and I don't want that.
3. Some levels will be timed.
4. Others will have special events.
5. The final level of each zone will be a survial onslaught challenge. Since the Zone Runner cannot kill anyone, he will instead have a set time to survive, and the level will fill up with obstacles and enemies. These will be moreorless the "boss" stages.
6. You will still be able to unlock things.
7. I'm also looking into the idea of a unlocked Time Attack Mode - which will ensure that all levels have a countdown, which starts from, say 500. When you finish the level, whatever time is left is added to your score. In Time Attack Mode you will NOT be able to save your progress, but either when you lose all your lives or you beat the game in this mode, your score will be uploaded to the Acoders website.
Originally Posted by Chris Street 1. I've decided to get rid of the animated backgrounds altogether in order to keep with the simplistic style.
2. I guess the new things are merely cosmetic - a new engine, some parallaxing. The player can now duck, which allows me to make some more interesting challenges of dexterity. But the basic gameplay is the same - collect all the coins to progress. If I add too much it will change the gameplay dramatically and I don't want that.
3. Some levels will be timed.
4. Others will have special events.
5. The final level of each zone will be a survial onslaught challenge. Since the Zone Runner cannot kill anyone, he will instead have a set time to survive, and the level will fill up with obstacles and enemies. These will be moreorless the "boss" stages.
6. You will still be able to unlock things.
7. I'm also looking into the idea of a unlocked Time Attack Mode - which will ensure that all levels have a countdown, which starts from, say 500. When you finish the level, whatever time is left is added to your score. In Time Attack Mode you will NOT be able to save your progress, but either when you lose all your lives or you beat the game in this mode, your score will be uploaded to the Acoders website.
8. I've also spent a lot of time on MSD2 today
Sounds fine to me. Even something as simple as a crouch move can add a lot if you get creative with the level design.
Okay, good call on dropping the animated backgrounds. And don't be afraid to add more and more to the engine, a few more solid moves = more potential for interesting challenges/level design. I don't think you can ever run the risk of over complicating a standard platform game anyway.