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Archive for the ‘2D games’ Category

On Shmups – Scrolling

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Summer is hot. If you’re anywhere within a few hundred miles from the hills, it is only too easy to pack your underwear and drive off to the nearest village for a cool breather. I like my peace and quiet, which is something I don’t get here in the city. Cars honking in the distance […]

On Shmups – Shootdodge!

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Avoiding obstacles can be challenging, especially when you’re only allowed limited control. Jumping in a 2D platformer for example is a careful exchange of control. Players read the map and formulate a strategy which informs their decision to relinquish substantial control in exchange for a height advantage. All this happens within fractions of a second. […]

On Shmups

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I don’t like playing shmups. They don’t feel right. On paper they might have neat rules and game mechanics that shake hands to make interesting gameplay, but personally I don’t enjoy actually playing them. The controls are too simple – linearly mapping the arrow keys to the ship’s position in 2D just makes it uninteresting. […]

VYDE

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It’s finally ready, available now for free on the App Store, get into the action here! Find out more about it at euglenalabs.com. A bunch of screenshots with the logo are sitting in a zip file here. If you could rate the app, leave some feedback or just share this game with your friends, it would […]

VYDE : Escaping Game Dev Limbo

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VYDE got two enormous updates a while back so I thought I’d put them here. It wouldn’t have been wise to release the game in its original form with black bands on either side of the screen on newer devices. The transition from letterbox to a wider screen required a few minor tweaks since the […]

VYDE – Playstyles

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We’ve agreed that VYDE is clearly one-dimensional in its execution, the player character is very weak and the game lacks variety. Players are not allowed to apply the rule-set to discover their own way of beating a level, rather it’s about performing what I as a level designer think is the best way through a […]

VYDE : A Whole New Game

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In most immersive sims, plenty of importance is given to playstyle and choice, they make it a point to provide players with an arsenal of options at ever step which empowers them in ways other games don’t. Most examples I can think of can be classified as stealth games, or at least games that allow […]

VYDE : Game Screen

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While the main menu went through quite a lot of makeovers and more than one complete redesign, the actual game screen, not so much. The problems with the game scene became apparent after we first had it play-tested after which I had to start considering the possibility of introducing some major design changes. I couldn’t […]

VYDE : Main Menu

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There was a point during the development of VYDE when we were stuck with forty untested levels and a horrible main menu populated with text labels for each level. It was all too convenient, the text labels fit perfectly with the name ‘VYDE’ occupying all of the 6×4=24 tiles on the screen. I needed a […]

Why VYDE Needs Fixing

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1) You Fail A LotYou fail often, you fail quickly. This process is not at all rewarding because I can easily tell that the player has no  incentive to go on when she hands the game back to me after trying only twice. There is no flow to keep you going and the game doesn’t […]