W.I.P. : Type Crisis

edited September 2011 in Development
My (first) spectrum game is now making some progess, such that I'd like to formally announce it as a 'work in progess' (complete with playable demo).

Starting the game puts the game in a playable form - a seven level demo, with suitable settings to make it 'quite hard'. Its pretty easy to understand.


The MAJOR revision/time-sink is that I've built a level editor within the game : pressing 'X' on the menu brings it up. I'd happily accept anybody's levels to put into the finished game! It's not entirely simple to use, but it IS usable.

Grab the demo here: http://www.andyjenkinson.com/TypeCrisis043.z80 (updated 8/9/11)

And the readme here: http://www.andyjenkinson.com/TypeCrisis.txt

Feedback VERY welcome.

Here is a screenshot (of v0.4.1 Stage 5)
TypeCrisisv041.png

(and v0.4.3 Stage 3)
TypeCrisis043.png

(and the level editor in action)
TypeCrisis043-b.png
Post edited by uglifruit on

Comments

  • edited September 2011
    Is this game a homage to WOS-member Crisis ?
    Crisis wrote: »
    How did you know i cant type :???:


    :-P
  • LCDLCD
    edited September 2011
    Oh, this game is very hard to beat.
  • edited September 2011
    Um, I've not played it yet, well, I have, but the timing mode was on random, so the game started and then immediately my game was over due to being 'Out of Time'. I'm going to try again, but.

    Edit..no, every time i start the game it ends with out of time.
  • edited September 2011
    Ah yes, if you run out of time... you'll need to reset the timer (to a more forgiving 99.99) using '9' on the main menu.

    I should probably have changed that in this 'public' build, to reset it when you 'started' a game.
  • edited September 2011
    Updated, so that timer is reset when you 'Start' the game. [Changed in first post to version 0.4.2]

    redballoon, this should cure your restart woes (although the clock is 'tight' on the default settings!).

    Setting the timing to 'FIXED' and the speed to around 35 makes the game considerably more friendly. I have got rather good at this, and my default settings reflect that.
  • edited September 2011
    Well...

    I'm not sure if I'm missing something or not :-?

    The stage 1 begins. Two letters appear in windows. Later some guys appear in the same windows. I press both letters and it's suddenly "Well done. Stage cleared" and fanfares. It lasted less than 5 seconds.

    Is it supposed to work this way?
  • edited September 2011
    Yep... that is how it's supposed to work. Use the letters to shoot the baddies (the letters indicate where you'll shoot, and what letter to use). Completing Stage 1 should lead to Stage 2 etc (up to stage 7).


    By stage 4 (which has five baddies, 'A', 'B', 'C', 'D' and 'E') things get much more tricky. Stage 6 is very hard imho.

    Stages 1-3 can be seen as a 'tutorial stages' (Stage 2 and 3 deliberately use keys that physically use similar layout to those on the screen).


    ...And if you find the stages too easy, use the built in level designer ('X' from the menu) to make a really awkward combination of letters/placements! (User stage is 'Stage 0').


    p.s. The tunes can be skipped with a press of any key, and completing a level awards a time bonus for the next stage (as well as more points).
  • edited September 2011
    As a benchmark - I've just completed this demo (by starting at stage 1) on the default settings with a score of: 1746, and a time of 55.49 left on the clock.
  • edited September 2011
    v0.43 now up (www.andyjenkinson.com/TypeCrisis043.z80).

    This adds a bonus 'Kill Spree' mode which is awarded for finishing a level after a run of 8 consecutive 'hits' and no 'misses'. The next level will then be played in 'Kill Spree' mode, which has a very-quick machine gun style re-load time, and no penalties for missing the targets.

    Menu tweak for Skill / Speed to limit them to more useful values.
    Also introduced music for menu screen.

    There is plenty still to do though.
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