The game is exceedingly simple by modern videogame standards, but that simplicity makes it an excellent starting point for an arcade clone. Players score a point by surviving longer without a collision first player to reach six points wins. Each player controls a growing wall, or blockade, steering its leading edge around the screen in an attempt to avoid colliding with itself, the screen border, or the opposing blockade. Blockade is an early precursor to Snake and its ilk, minus the touch-an-item-to-grow mechanic. I had the basic idea today but only fleshed it out in the past hour.In Technology, Videogames Stencyl Tutorial Series: Blockade (Part I)įor our introductory tutorial, we will use Stencyl to replicate the 1976 arcade game Blockade. Yes, this game was influenced by that mouse game in the flash game thread. phalanx formation or leading enemy’s focus to create a gap in a line of soldiers. Hopefully players could pull off basic strategies e.g. follow player soldier or attack closest enemy. Could blip them out of existence or set them on basic ai eg. It will be interesting to decide what to do with a ghost if their cause of death is avoided. Soldiers should have tiny health bars, maybe die within one hit. The enemy army will have long range units, the player might need to be able to block. The player is ranked on how many units used and how long it took to defeat objective.Īll the player’s soldiers will collide with each other (they cannot walk through each other). Return to d until the objective is complete.į. All ghost soldiers are spawned alongside the new soldier.Į. A new soldier is spawned from the player’s base and the player is assigned control. The game saves the players inputs and creates a “ghost”.ĭ. The player moves into the battlefield, the army will attack the soldier if the they enter within an enemies range.Ĭ. A soldier is spawned from the the player’s base and the player is assigned control.ī. The battlefield will have objectives like defeat General X or take control of Structure Y.Ī. A soldier is controlled like a GameBoy Zelda (move + slash). The game has a top down view of the battlefield. Fight hundreds of melee soldiers by controling your soldiers one at a time, NOT AN RTS. I’m writing it down becuase it has potential, it’s not that memorable or original, and I don’t really have the time to make it.ĭefeat an army in an Alexander the Great-esque battle. I think there are maybe fewer than 10 people that ever got to anywhere approaching this level of devotion with gunhouse, but even reaching a couple people feels like a huge victory for this game. I also love how they showed their stats at the end (they got to day 8 in survival which is really impressive) - they fired over 2 million shots!! they created almost 8k full-screen blocks!Īnyway. This is my first real experience of seeing people play my game in ways I didn’t expect, and it’s really cool to see. Likewise they would sometimes just block and not attack because their attack position wasn’t optimal, OR to let more enemies get on screen so they could all be hit by a flame special, or similar. But the habits I fell into were quite different than this player’s - they noticed that there are caps on the DPS of a given gun once you get to a certain point, so rather than continuing to load ammo in it, would save it for next round. I considered myself to be the person who had played this game the most in the world because of all the dev time I played it. The best thing for me was seeing how they didn’t actually do things the way I would have. But more crucially, a lot of the tower defense strategy is still in the puzzle mode, which is why you’ll see them set up a big block, not use it, then slot it in next turn. But here you see them use careful timing to block shots, hit flying enemies, etc. We also had folks saying that the tower defense had no strategy to it. But you can see the player here deftly making full-screen blocks, manipulating their positions to get to where they wanted them while also being mindful of the current bonus element etc. It’s really gratifying to see because we’ve had a lot of reviews of this game where folks said the puzzle system was just “random swiping” because our tutorial didn’t explain to them how it worked well enough. We estimated that if you never lost it would take about 280 hours to get to this point. This is someone beating day 999 of our game Gunhouse. I also wanted to share this flex, which is technically somebody else’s. Whoa, this vertical collapse game looks cool!! I’m gonna have to check it out.
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