Post subject: Warning Forever
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Warning Forever is a fixed shooter that involves beating an infinite series of ever-changing bosses. I want to make a TAS of this, but I'm not sure if it's a good game choice, mainly due to possible repetition, and the lack of music. Since this game is normally, infinite in length, I may try to TAS the 5 minute challenge instead. Good Points: 1. It's only 5 minutes long 2. Levels become increasingly harder 3. Increased difficulty is visible to viewers 4. Graphics aren't too bad Bad Points: 1. Warning siren makes your ears bleed. 2. Each level is similar 3. No Music I'll make a test run later to see if it's ok.
Joined: 7/2/2007
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I'd like to see this test run. The game adapts to your tactics, though, which could well mean that the best strategy overall requires suboptimal play in earlier levels. For example, IIRC armor will be more heavily built-up over areas that you attack first, which means that going straight for the core on the first level would make future levels slower...
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Derakon wrote:
I'd like to see this test run. The game adapts to your tactics, though, which could well mean that the best strategy overall requires suboptimal play in earlier levels. For example, IIRC armor will be more heavily built-up over areas that you attack first, which means that going straight for the core on the first level would make future levels slower...
Doesn't sound like a bad thing to me!
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Adding some more good points: - This would be a minmax TAS, which is kinda unusual (normally TASes only care about the "max" part) - Under normal mode, there's a point where it takes longer to kill the boss than it rewards you with time, so the game eventually ends forcefully. - Customisable difficulty - we could make the time rewards extra short for added FUN. - The ship's shot type is a little weird: the default shot does slight more damage than the aimed shot, and moving while firing the default shot makes it more concentrated, dealing much more damage (and making the next boss become much stronger). Now, I can think three categories for this game... "Reaches farthest level" and "Survives the longest" which are the most obvious, and the intended "100%" of the game - "Fastest unlock of all bosses" For those who don't know, the boss can only take through customised forms of these 13 "skeletons". Some work would have to be put on finding out what exactly triggers each evolution.
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brocoli wrote:
For those who don't know, the boss can only take through customised forms of these 13 "skeletons". Some work would have to be put on finding out what exactly triggers each evolution.
This may be helpful.
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Aren't you supposed to use the default difficulty for a TAS? Of course there's still several game modes to pick from. I would love to see this, but I'm having some difficulty envisioning a goal for this endless game.
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Radiant wrote:
Aren't you supposed to use the default difficulty for a TAS? Of course there's still several game modes to pick from. I would love to see this, but I'm having some difficulty envisioning a goal for this endless game.
I'm TASing the 5 minute challenge.
Joined: 5/22/2009
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Radiant wrote:
Aren't you supposed to use the default difficulty for a TAS? Of course there's still several game modes to pick from. I would love to see this, but I'm having some difficulty envisioning a goal for this endless game.
The site guidelines say: "Where a game has multiple difficulty levels, it is preferred to play on the hardest difficulty level (for more interesting gameplay) unless the only difference between difficulty levels is enemy/boss hit points, in which case the easiest difficulty levels are preferred in the interest of speed." There's also the fact that some games require a non-blank SRAM to enable hard mode, so to use hard mode they'd have to break a site rule...
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Uhm, we have a rule to cover that case. SRAM is fine as long it is warranted and you provide a verification movie.
Joined: 1/13/2007
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I believe most seconds elapsed before game over (in ingame time) is the ideal TAS category for default difficulty. For 3 ships mode, the game will most likely be endless under TAS conditions. In this case, unlocking all final evolutions is the ideal goal for this mode, gettign a game over after each one. Doing so with as few extra lives as possible is optimum. Use Chain destroy to minimize lives gained. Rapid destroy instead gains lives. FOr 5 minute challenge, greatest score is the apropriate objectve. Under TAS conditions, it is possible to repeatedly kill the original pure heart with zero extensions made, by aiming for the center rear area. In fact, i've done it real time a few times, so it should be easy under TAS conditions.
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zaphod77 wrote:
Under TAS conditions, it is possible to repeatedly kill the original pure heart with zero extensions made, by aiming for the center rear area. In fact, i've done it real time a few times, so it should be easy under TAS conditions.
Wait, so if you shoot at only the heart, and kill it without destroying any parts, it'll not upgrade it's extensions? I'm going to try that right now. Thanks!
Joined: 1/13/2007
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Yup, that's exactly what I mean. If the entire ship is destroyed all at once by attacking the core directly no extensions are made. But the instant you destroy a gun or a section, you will get one next round. This is counterproductive to the 5 minute challenge, though, because it will almonst certainly resutlt in a lower score. You need chain or rapid destroy bonuses to score well. A chain is cutting off pieces by destroying their root. A rapid destroy is taking it apart piece by piece rapidly. the opposite of a chain.
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zaphod77 wrote:
Yup, that's exactly what I mean. If the entire ship is destroyed all at once by attacking the core directly no extensions are made. But the instant you destroy a gun or a section, you will get one next round.
Uh...I can't seem to get this game to run on XP using virtualbox. Windows 7 works, but savestates crash the game almost everytime. The error I get is in Japanese, but it mentions DirectDraw in english, if that helps. So I can't TAS it atm.
Joined: 1/13/2007
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hmm i've been able to make it run in xp just fine, as I recall. Try vmware player instead.