Sod it… reboot!

February 4th, 2010 by Jason

I’ve come to a decision; the previous iteration of the Blast Engine had become an ungainly mess internally and the object oriented approach used was all but crippling the options for expansion; for a month now I’ve been looking at specific elements of other shoot ‘em ups and thinking to myself that it can almost handle them but not quite – and that inadequacy (as well as the need for lots of little blocks of bespoke code to fudge around the engine’s failings) has finally become too irritating to ignore.

As a result, I started a new version of the Blast Engine pretty from scratch yesterday using an “oldschool” array-based object handling system (still with the SuperStrict mode enabled in BlitzMax to keep my variable declarations on the straight and narrow) and already have a movement pattern system that is significantly more flexible than the previous one and plans for a scripted firing manager that should give the old version a serious kicking as well. At the moment, the only question being raised is how to handle bosses and a few vague but reasonable ideas have already presented themselves…

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Messy code

January 12th, 2010 by Jason

Or at least it was messy, but along with three hours of re-jigging the bullet handling and adding a “blast radius” value for each object (the size of explosions were previously tied to the collision area, now it’s possible to define small collision zones on large objects for cores and so forth but still have an Earth-shattering kaboom when the thing loses it’s shielding) I’ve just spent another hour and a half going through all the functions and entites to remove unused variables; the code is now leaner and slightly meaner than before. Which is nice.

That bumps the engine up to version 0.7 and the next step is going to be strapping a test front end into place to get the thing working properly as a loop. Fingers crossed that shouldn’t prove hideously difficult, but there’s bound to be some variables that are currently not initialised that’ll run wild or places where the order needs a bit of a juggle to prevent global variables being declared more than once…

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Ifrit (PC) Review

January 10th, 2010 by Jason

Considering how often the phrase has been hideously abused lately, Ifrit really can be described as “retro themed”; the player has only three bullets in play at any one time and there are no power-ups, secondary weapons or smart bombs to be had and each of the three horizontally-scrolling stages should take around a minute to play through including the boss fight. At that point the game offers it’s congratulions before entering the second loop, unexpectedly playing it’s ace because, along with a drastic increase in the number of bullets being thrown into play, it introduces a fourth enemy, the first boss becomes incredibly trigger happy, the second gains a twin and so on!

Ifrit- in-game 1

At the risk of sounding hideously pretentious and arty, Ifrit is shoot ‘em up minimalism where the complexities that have been added to the genre over the decades are stripped away whilst the visceral playability is maintained. Oh dear, that was an abject failure to sound unpretentious on my part but what I’m trying to do is actively avoid using the word “simple” at this point because I don’t believe that’d be doing any kind of justice to this game; the in-level enemy deployment may well be randomised and almost every enemy shot fired is aimed, but the fixed movement rules for each type of nasty means they can be learnt and a single shot from the player kills everything bar the bosses.

Ifrit- in-game 2

It’s never going to win awards for originality or depth and probably sets the art game crowd’s collective teeth on edge, but that’s probably the reason I like Ifrit so much; it’s a spot of straightforward, totally unabashed blasting that looks and indeed sounds 16-bit whilst playing like an 8-bit game, making the player rely almost exclusively on their reactions rather than having to commit the level layouts to memory as would normally be the case for a horizontal shooter. Whilst a few people have bemoaned the lack of extra weaponry, commented on the unusual collision system (the player ship and enemy bullets are destroyed by the background detail, but enemies and player bullets sail through unharmed) and I suspect that any serious shoot ‘em up players will find themselves lamenting the lack of a scoring system that goes beyond “shoot stuff, get points”, these aren’t really necessities for an enjoyable example of the genre.

Basically, as long as there are enough bullets being fired to get the job done and there are points racking up for blowing the little feckers to kingdom come I’ll be entertained for ages and Ifrit therefore makes me a happy bunny.

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