Pyrian on 13/5/2019 at 13:10
Hmm. That actually kinda suggests you have a few long frames per second.
WingedKagouti on 13/5/2019 at 14:14
Quote Posted by Pyrian
Hmm. That actually kinda suggests you have a few long frames per second.
Which leads me to think there could some physics and/or gameplay calculations (which the renderer waits for) happening at specific intervals. Depending on the complexity of these calculations and their frequency, that could be the true source of the stuttering and FPS issues.
henke on 13/5/2019 at 15:13
Hmm! Thanks for the suggestions. Haven't looked at optimizing it at all yet but I guess I'll have to dig into it.
Pyrian on 14/5/2019 at 21:59
Hey, how much do you guys think would be an appropriate base non-discounted price for an expanded version of Cyborg Highway? I'd be adding more types of vehicles, a bunch of powers and enemies, much more dynamic traffic, and a story campaign.
(
https://pyrian.itch.io/cyborghighway)
PigLick on 15/5/2019 at 07:59
7.99
Sulphur on 15/5/2019 at 08:01
Quote Posted by Pyrian
Hey, how much do you guys think would be an appropriate base non-discounted price for an expanded version of Cyborg Highway? I'd be adding more types of vehicles, a bunch of powers and enemies, much more dynamic traffic, and a story campaign.
(
https://pyrian.itch.io/cyborghighway)
USD? Anywhere from $4.99 - $x depending on how much content goes in.
I liked the jam version enough as a souped-up Frogger, but my immediate reaction is, 'How does this translate to a meatier game?'. Keep in mind I'm probably not your target audience, as procedural score chasing isn't a genre I enjoy, but if there's a lot more interesting mechanics regularly thrown in the mix and zany story stuff I'd be likely to put down a bunch of notes proportionate to how long the game lasts.
Pyrian on 15/5/2019 at 08:32
Thanks for the input, everyone. :)
I'm planning a kickstarter for if it does well in the Ludum Dare scoring ("When the wave comes, be ready to catch it"). Setting a price without knowing my budget feels a little weird, lol. But basically planning on the minimum, which is really just a few months work - which is still a whole lot more than 3 days, though!
Sulphur, yeah, I'll be ditching the score chasing entirely in favor of a mission set, sort of brawler style. I've got lots of what I think are interesting mechanics planned, while trying to stay true to the principles of the core game (fast paced action focused on knocking enemies into hazards while navigating moving "terrain"). Upgrades, enemies, roads/trains, really there's no end of ideas IMO, and if I get stuck I can just go watch some silly movies for ideas.
henke on 15/5/2019 at 08:33
Quote Posted by Pyrian
Hey, how much do you guys think would be an appropriate base non-discounted price for an expanded version of Cyborg Highway? I'd be adding more types of vehicles, a bunch of powers and enemies, much more dynamic traffic, and a story campaign.
I'd stick with my earlier recommendation to make it a mobile game, and also cut down the color-scheme to a much simpler color gradient (maybe GameBoy-aesthetic) for increased readability, and release it as a free, ad-supported game with the option to remove ads for ~3$.
Pyrian on 21/5/2019 at 19:21
Just updated CyborgHighway on itch.io with a full screen button (still locked to 16:9 though), more restrained car colors, arrows to point out the player's starting position, and spinning flails on each enemy. Basically a big push to make things stand out a little better. Anybody got a chance to try it out this afternoon? Thanks!
(
https://pyrian.itch.io/cyborghighway)
qolelis on 22/5/2019 at 06:12
The new animations are a definite improvement.