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  • LET GREEN GET STUFF!

  • Nice with multiplayers :)

  • @ImphenziaMusic yeah it's really fun, this was a bad run and we still go to level 60 with 3...

  • great shooting

  • Lol at green. What's your thoughts on 'sharing' powerups for multiplier? Everyone can collect powerups and everyone's ship gets upgraded in the same fashion.

  • @FiNaLMirage that does bring in more of a team aspect to the game. the way it is now, the stronger player can take more risks getting powerups and therefore gets more than weaker players, always. i'll forward that idea to J. we'll have to consider changing something for the sequel.

  • @FiNaLMirage I like the idea of this since it promotes team play, and allows the concept of only one individual trying to nab power ups while the rest decimate the fleet. We'll definitely consider this for Decimation II. The problem this creates is that single player games will suddenly feel weak. Perhaps the enemy strength could also increase with more players to balance this.

  • @JDoucette They way I currently have it set for our new game is it multiplies based on how many players are in-game. Every time a pickup spawns the score needed for the next one doubles. This then gets multiplied by the number of players in the game. Examples:

    1 player pickup drops are at 100,200,400,etc.

    3 player would be 300,600,1200,etc.

    I haven't done extensive testing with this formula yet and I'm sure there's a downside but I'll keep trying things out.

  • Green didn't do too well because you guys kept stealing the bullet powerups. He was left with a half-powered gun thanks to you guys!

    I can see all kinds of ways you could extend the life of this game beyond the addict level, just by making different variations. For example, you could have a "no shields" mode, or a timed mode, and perhaps you could earn powerups by staying in the same place for a set time, or by not firing for a set time. Just some ideas for Decimation X2...

  • @Bovineprogrammer Decimation X2 is going to better, no question. Thanks for the tips. I'll forward them to J!

  • @Bovineprogrammer You have to be a little daring to get power ups at times, and green wasn't as daring. If you attempt to both get the same power up, the game will give it to the player most in need. It's all that can be done. Often a player who is unwilling to dive in a grab a power up means the better player always will, and eventually they are much more powerful.

    Thanks for your ideas. The no shields mode is something I've already implemented. Perhaps you'll see it in Decimation II. ;)

  • @JDoucette It just seems that sometimes you or Matt were heading towards the powerup, and Green, feeling that his area was then being covered, went over somewhere else instead.

    I think the "stay in the same place for a powerup" idea has the potential to change the way people play the game - you'll see more people holding their ground against a barrage of bullets in exchange for a more powerful fighter, which, if nothing else, will make for more interesting videos.

  • @Bovineprogrammer Part of the game strategy is that you must power up as much as possible, otherwise the enemies ever increasing strength will overwhelm you sooner. This is why all players must make effort to power up.

    What do you mean by the stay in the same place for a powerup" idea?

    I think the game already does promote that you must stand your ground to collect firepower, if you desire a higher score.

  • @JDoucette I suppose you're right. I was just thinking, if you automatically gave the player a powerup (or even an item shower) for staying completely still for a set time, it would encourage more people to face off against a lot of bullets, and reward those that do. I'm just thinking of ways to expand the game, but I should really be leaving that to you guys.

  • @Bovineprogrammer Ah that's what you mean. Well, since most of the powerups appear within the bullet rain, you need to be able to navigate it to get lots of them. Standing still is sometimes a good thing, but what's even harder is moving through the rain and still not getting hit.

    I enjoy the feedback and ideas. Don't worry about anything you write.

  • not a superb run, but three players none-the-less... if anyone can showcase a great multiplayer run, i'll showcase it on xona games website

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