AuthorTopic: Firewall Demo (A tablet/stylus-oriented game)  (Read 10047 times)

Offline Helm

  • Moderator
  • 0110
  • *
  • Posts: 5159
  • Karma: +0/-0
    • View Profile
    • Asides-Bsides

Re: Firewall Demo (A tablet/stylus-oriented game)

Reply #10 on: September 11, 2007, 08:43:49 pm
Big Brother, Adam can take it. When I first tried this I basically told him to abandon this project outright (mean and evil Helm!!) and he took that quite well, meaning that I still have operational use of both my legs.

Offline AdamAtomic

  • 0100
  • ***
  • Posts: 1188
  • Karma: +0/-0
  • natural born medic
    • View Profile
    • Adam Atomic

Re: Firewall Demo (A tablet/stylus-oriented game)

Reply #11 on: September 24, 2007, 07:48:20 am
I think I have mapped out the path to the next update.  Going to be a lot of little changes, hopefully they add up to a big difference!

> Adding sound & animation to the programming pad
> 1 upload button PER LINE, instead of one overall
> Allow launching of bad viruses (will up difficulty of virus it hits)
> Decrease overall difficulty dramatically
> Reduce amount of text
> Add more simple missions to front end of mission selection
> Add grid edge to approaching viruses to increase visibility
> introduce the inverted antiviruses as a way to pause a line FIRST
> reorganize the HUD

[Helm you may recognize a thing or two in that list!]  Thanks again for all the feedback...I will make this game fun yet!!  If you have any last minute requests/ideas toss em out...

Offline Froli

  • 0010
  • *
  • Posts: 293
  • Karma: +1/-0
  • Dragon Highlord
    • View Profile

Re: Firewall Demo (A tablet/stylus-oriented game)

Reply #12 on: September 24, 2007, 07:58:53 am
How about giving some incentives for each misson/clearing viruses?, something players  would look forward to as a bonus. I mean there are strip pokers <don't put teh nude though>, or in tetris DS, you see mario trying to finish a stage on the background as you clear lines. It gives you a reason why you are killing this viruses.

Offline AdamAtomic

  • 0100
  • ***
  • Posts: 1188
  • Karma: +0/-0
  • natural born medic
    • View Profile
    • Adam Atomic

Re: Firewall Demo (A tablet/stylus-oriented game)

Reply #13 on: September 24, 2007, 08:09:02 am
Yeah - well it has some background story to each level, but it will need a more medium-term incentive, you're right.  that will probably go in at the polish/animating stage of things I think, with point-based rewards and cool gfx and stuff.

Offline reydragk

  • 0001
  • *
  • Posts: 67
  • Karma: +0/-0
    • View Profile

Re: Firewall Demo (A tablet/stylus-oriented game)

Reply #14 on: September 26, 2007, 05:57:14 pm
I love this idea.  I definitely had a hard time drawing the secure.exe program though...

Offline AdamAtomic

  • 0100
  • ***
  • Posts: 1188
  • Karma: +0/-0
  • natural born medic
    • View Profile
    • Adam Atomic

Re: Firewall Demo (A tablet/stylus-oriented game)

Reply #15 on: September 30, 2007, 01:56:06 am
ok, new version is up!  I didn't get to everything in that list yet, but here's the main new features:

> Added sound & animation to the programming pad
> 1 upload button PER LINE, instead of one overall
> Decrease overall difficulty dramatically
> Reduced amount of text per mission
> Added more simple missions to front end of mission selection
> Added grid edge to approaching viruses to increase visibility
> introduced the inverted antiviruses as a way to pause a line FIRST
> reorganized the HUD
> added new mission information area to HUD

Please try it out and let me know what you think!  Thanks!

Offline ndchristie

  • 0100
  • ***
  • Posts: 2426
  • Karma: +2/-0
    • View Profile

Re: Firewall Demo (A tablet/stylus-oriented game)

Reply #16 on: September 30, 2007, 02:51:37 am
hmm.....maybe no need to make it THAT easy, but it's definitely better.

i do have one lingering question.......why would someone want to play this game?  it is very fun, yes, but it has a very long way to go.......

BTW that question isn't meant as an insult, it's a real question you should ask yourself and find an answer to for this game and for any game, even a demo.
A mistake is a mistake.
The same mistake twice is a bad habit.
The same mistake three or more times is a motif.

Offline AdamAtomic

  • 0100
  • ***
  • Posts: 1188
  • Karma: +0/-0
  • natural born medic
    • View Profile
    • Adam Atomic

Re: Firewall Demo (A tablet/stylus-oriented game)

Reply #17 on: September 30, 2007, 03:28:21 am
Definitely not taken as an insult!  I agree, it has a very long way to go.  Among the stuff planned just for the demo:

7 - No, this is not the "complete" game.  The final demo will feature a simple overworld-type area where you can walk around and talk to folks and get missions, buy upgrades for your terminal, etc.  There may be more missions in the demo but there will be at least these 6.

8 - If anyone is actually interested, the game's story is a kind of shonen-jumpy type hacker story.  You play as a female high school student who is a preternatural hacking phenom.  Scouted by a counter-espionage government agency called the ESD, you begin your career as a professional hacker for the good guys.  But all is not as it seems...

Do you mean that it also needs a bunch of stuff beyond that, or?

Offline ndchristie

  • 0100
  • ***
  • Posts: 2426
  • Karma: +2/-0
    • View Profile

Re: Firewall Demo (A tablet/stylus-oriented game)

Reply #18 on: October 01, 2007, 11:29:15 am
that all is good; personally though i wouldn't mind some color and effects as well though that might be considered polish.  i missed that originally so it looks now like you've got a very good idea of where you are taking this :P
A mistake is a mistake.
The same mistake twice is a bad habit.
The same mistake three or more times is a motif.

Offline AdamAtomic

  • 0100
  • ***
  • Posts: 1188
  • Karma: +0/-0
  • natural born medic
    • View Profile
    • Adam Atomic

Re: Firewall Demo (A tablet/stylus-oriented game)

Reply #19 on: October 01, 2007, 03:16:55 pm
3 - This is a functional but WIP prototype with NO fancy animation, NO real artwork, and NO special effects.  Basically I want to make sure the game is fun and addictive BEFORE there are explosions, screenshakes, sound effects, and nice bright colors.  I figure if I can get it to that state then I've got a winner on my hands (or I hope so anyways)

 :P