First, thank you to everyone who’s played, voted and provided feedback on Roller-Derby 20XX: Mega Islands of Awesome. You guys are the mega awesome ones!
Some responses to some of the comments:
- Music: I’m glad everyone likes the soundtrack. As requested by skintkingle I’ve uploaded the MP3s and they are accessible here: http://www.refrag.com/game-dev/roller-derby-20xx/
- Title Screen: Glad you liked this Terry. I had so much fun making myself into an NES style titlescreen. I saved extra time on Sunday just for this final touch.
- Collisions: Feedback around the “fishy” nature of collisions is good feedback to hear and very valid! In reality collisions are working exactly as I coded them. When you intersect an enemy there is a dice roll based on their “aggro-level” (which is randomly generated at spawn). There is a chance they will hit you. If they hit you you will either bump forward, or there is a chance you will fall. But yes I can totally see how this isn’t very intuitive. Surprisingly this dynamic tests better with more casual game players who seem to accept a “fuzzy” logic to collisions. The more experienced gamer seems to expect either binary rules or a way to pre-determine the result to better strategize. (Neato!)
I have some ideas on how to build on this game concept (thanks to your feedback!) and hope to flesh out and expand on this “world” in the near future.