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XNA development blog of Elbert Perez

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The opinions expressed herein are my own personal opinions and do not represent my employer's view in anyway.

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Impossible Shoota Postmortem

General Thoughts:

 

  1. This is my third game to be published on XBLIG
  2. Code base was derived from a unpublished game which had the framework setup
  3. I just wanted to create a simple shooter game
  4. Attempted to do cross marketing between my games
  5. Development time took 2 months

 

What went right:

 

  1. Very fast development time because I knew I just wanted a simple dual stick shooter
  2. The code base I have been using has been mature enough that I did not spend alot of time scratching my head
  3. Simpler menus allowed me to concentrate on the gameplay better

 

What went wrong: 

 

  1. The cross marketing seemed to have ticked some people off, even comparing my game to the Yaris game that came out of XBLA
  2. The game was not quite as impossible during the first release, I had to fix gameplay for a patch but that probably hurt my sales
  3. I did not try to innovate as much with this game to differentiate it from the dozens of twin stick shooters out there 

 

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Posted by Elbert on Wednesday, March 03, 2010 3:06 PM
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Impossible Shoota released on Xbox Live Indie Games for 80 ms pts

 

Click the image to go to Xbox.com and download the game

 

My game Impossible Shoota has just been released on Xbox Live Indie Games for 80 ms pts. It is a straightforward dual stick shoota where you fight 500 enemies, and at the end you are rewarded with a game code for my other game Neo Terra!

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Categories: Impossible Shoota | XNA
Posted by Elbert on Tuesday, February 09, 2010 5:54 PM
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Impossible Shoota almost ready to release

I'm in the final stages of getting Impossible Shoota ono the XBLIG service, hopefully I won't have anymore setbacks to getting it to the service. Here is the final trailer for the game. Enjoy!

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Categories: Impossible Shoota | XNA
Posted by Elbert on Friday, January 29, 2010 1:24 PM
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More changes to the game

After discovering that the game had an inefficient way of handling the turrets I have been able to increase performance of the game on the Xbox 360 which has always been a pain point in developing on XNA. I've also cleaned up the collision handling code and removed alot of excess calls that were not needed in the first place. I've also changed how the projectiles are rendered to make them more visible and crisper to the user, I used to do additive blend to make them more glowy, but the end resultas a bit blurrier and less defined outline that made them hard to see. I also made the background into a darker shade to make the ships seem more saturated/desaturated. I have also been tweaking with gameplay as I am trying to find the balance of making the game exciting at the first enemy versus easing in the player into the action. Overall though I am happy with the changes to the game both visually and techincally. However I am still unhappy with the gameplay. Here is a video of the latest changes:

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Categories: Impossible Shoota | XNA
Posted by Elbert on Wednesday, January 20, 2010 10:06 AM
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It's amazing what a week can do to your game

Over the week I started implementing polishes to the game. I added top times, because it is a mandatory for any game like this to have a top 5 table :) I've also gone the route of grey vs color. Enemy ships start desaturated (grey) but as they get more damaged they get saturated with color until they over saturate and explode. I've also cleaned up the HUD and added icons to the data that is being represented to the player, this added a better sense of polish to the game. So far so good, I should be able to submit the game for review within 2-3 weeks time :)

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Categories: XNA | Impossible Shoota
Posted by Elbert on Sunday, January 17, 2010 12:59 PM
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