Primeval Labs – The Future?
I haven’t yet decided whether I will continue working on my game, Primeval Laboratories, at some point in the future (October Challenge?). The feedback seems to be quite positive so far, but I’m not sure where to go with a low-scope XNA game, other than XBox Live Indie, a market I have been singularly unimpressed with.
Anyway, I though I would brainstorm what I might do to complete the game. Any feedback from those who have played would be great!
- Music and sound effects. These should be a critical part of the game, and I learned too late that they take time and skill to produce that I did not have. Free resources from the internet should suffice.
- A character sprite. Should be human but as generic as possible (a la Portal’s Chelle).
- A degree of player evolution so the player isn’t so static. Maybe issuing the player a new type of gun each round. The guns would receive small boosts each round (fire rate upgrades, spread, etc). This should involve some kind of choice on the part of the player.
- More variety in enemies. As much as possible. Prominent things I had to leave out for the compo game were armor plates (bits of the enemies that block shots from certain angles, have their own health), and visual distinctions between the enemies (visual guns and such).
- Add passive stat genes to the Products display panel in addition to weapons. Add an interface for saving enemies through the Products panel.
- Currently the player can only load two bots and fight against their offspring. May also include a feature where the player can load two pairs of bots and have them fight each other and evolve.
- Balance difficulty (restrict how good enemies can be on the first wave a little better)
