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 Post subject: Project: Architype
PostPosted: Fri Oct 07, 2011 10:51 am 
Joined: Sun Dec 28, 2008 11:27 am
Posts: 223
Within the next 5 hours, a new zeta flow level will be made. Currently under the code name "architype-1," this level will be a revolution to the Zeta Flow game. For now, that is all I can say. More updates to come as avalible.


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 Post subject: Re: Project: Architype
PostPosted: Fri Oct 07, 2011 11:32 am 
Joined: Sun Dec 28, 2008 11:27 am
Posts: 223
Finnally. Project Architype can be revealed.
Presenting: Pick your Battle


In this level, you start off at a screen with three switches. Each one corresponds to an opponent that you can fight. An easy opponent (for those who are not that experienced), a more intermidiate level, and a hard(ish) level. However, because you have infinite lives, they are all beatable (unless I made a serious AI mistake but I tested them out before I released it so please inform me if there is).

This level took me a few days to actually design the concepts for, but once I had the level concept drawings made, it only took me about three hours to assemble. I made this level as I wanted to see how well this rellativly unknown concept of letting someone pick their fight become known. So far, I really have only seen one or two levels simmilar (in roundabout manners) to this one.

If you have any suggestions for the next Architype project, please let me know.


Attachments:
File comment: one of the opponents avalible to fight
choose your battle 2.jpg
choose your battle 2.jpg [ 29.52 KiB | Viewed 1422 times ]
File comment: starting screen
choose your battle 1.jpg
choose your battle 1.jpg [ 15.71 KiB | Viewed 1422 times ]
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 Post subject: Re: Project: Architype
PostPosted: Fri Oct 07, 2011 5:33 pm 
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Joined: Sat Sep 01, 2007 5:34 am
Posts: 153
Location: Finland
No link?
The concept has been done but nice job on implementing a full level on it :)

EDIT: Oh, you could color code the starting buttons by difficulty.


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 Post subject: Re: Project: Architype
PostPosted: Sat Oct 08, 2011 12:25 am 
Joined: Sun Dec 28, 2008 11:27 am
Posts: 223
Ok. Ill do that.
I reallized this would be a rather large level so I had to imput a couple extra AI commands just to reduce the lag (dissableling unnecesary guns for example). Otherwise, the level would probably be running at about 5 -8 FPS.


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