• After 15+ years, we've made a big change: Android Forums is now Early Bird Club. Learn more here.

Tempest Game - Early Version

markb

Well-Known Member
Hi folks,

I'm working on a game similar to the old 80's arcade game Tempest.
I started off basing it on the original game, but finally decided not to try to emulate the original. So it looks similar, but won't be quite the same if you're familiar with the original.

The game is pretty much working. There a few bugs to work out and a few bells and whistles to add. Then I need to design more levels, and it'll be ready for release.

I'd be very grateful for any feedback if anyone wants to give it a go.
There are some screenshots and a downloadable apk file on my website:

Tunnel Shooter

I've developed it on a Nexus One, but have tested it on a G1 and a HTC Tattoo.
It requires a D-pad or trackball to move the player. (left to go clockwise, right to go anti-clockwise). And you touch the screen to fire.

I haven't written any help instructions for it yet. But I'd like to see how people get on with it without any extra info. Although if anyone needs any more info I'll be happy to provide it here.

Regards,

Mark

tempest8.png


tempest9.png
 
id love to try it out, just have to wait for my HTC Desire to come through the post, then ill give you my feedback once im all setup and ready to go! =]
 
Hi Naos,

Thanks for your interest. I look forward to getting any comments you'd like to share.
I hope the postman doesn't make you wait too long for it!

Regards,

Mark
 
I'll give it a shot on my BH2

Update, I tried it.
Its fun however its kinda easy, it is also kinda annoying that you have to click 3 times to move over a space. The game runs smoothly on my phone though and no lag.
 
Hi bearsfan85,

Thanks for the feedback!

This early unfinished version will be pretty easy. I set the levels up for my own testing, so didn't make it too hard. For the final version I'm planning 20-30 levels, which will get progressively harder.

I take your point about having to click 3 times to move from one sector to the next. I wanted to emulate the way the player's ship moves in the original arcade game. It leans over in the direction you're moving, and leans at 3 different angles as it moves across a sector. It probably works better with a trackball than a d-pad. (Although you can hold the button down for smoother movement.)

I'm considering making the controls configurable, and adding support for the accelerometer. I'd like to be able to support phones that don't have a trackball or d-pad, and the only way to control the ship would be to tilt the phone.

Thanks again,

Mark
 
Tried to play on my Evo (no trackball). But you could make the back and search button move the shooter. Also a High Score section would be cool.
 
Hi louisd11

Thanks for trying out my app!
And thanks for the suggestions. I'll be putting in a high score table at some point.

As far as controlling the player, I think using the back & search buttons would probably go against UI design guidelines. The only other way I can think of to control the player, for phones without a trackball or d-pad, is to use the phone orientation.

I've put something in to detect the tilting of the phone. To be honest I don't think it works as well as the trackball, but it's better than nothing.

I've put that new version on my website, in the same place as before.
Tunnel Shooter

If you'd like to give it a try, I'd be grateful for any feedback. You might need to uninstall it before you can re-install it.

It's a very quick & dirty change, and the app uses all 3 possible input methods at the same time (trackball, d-pad and tilt). I need to add an options screen so the user can choose one of the input methods.

Mark
 
Markb, played your game. The movement was too sensitive. When I moved my Evo the shooter just moved around. Maybe you can add a "hold here" in the bottom corners to move the guy and then the player can push on the side of the shooter to where he wants to move the shooter one spot. As far as the game though...I think it needs a lot of work. I never played the original game your trying to duplicate, but instead of squigly lines maybe you can have a better looking enemy. I wish I could program games, but I know nothing about programming and everything else about networking(Cisco). I do have a few app ideas maybe we can work together and create something. If so PM me. Or maybe I should just get my lazy butt some books and start learning. Anyway those are my thoughts.

EDIT:I found your game here and it is pretty fun..
http://www.springfrog.com/games/tempest/
 
Hi louisd11

Thanks for the feedback.

The movement was too sensitive. When I moved my Evo the shooter just moved around.

I can't say I was very happy with it myself.

The player ship should move slowly with a small tilt, and faster with a larger tilt.
It seems to work that way on my Nexus One.

I'll have a play with it to see if I can make it better.
Personally I'm not a huge fan of using tilting as a control mechanism. If I can't make it work well enough then I might give up, and release the game just for phones that have a trackball.

As far as the game though...I think it needs a lot of work. I never played the original game your trying to duplicate, but instead of squigly lines maybe you can have a better looking enemy

From your post I guess you'll have seen what the original game looks like now.
(Your link didn't work for me, I'm using Chrome and it doesn't seem to run Java applets. So I can't see what that browser based version of the game looks like.)

The simple abstract geometric shapes are deliberate, and are based on the graphics in the original game. The original arcade game used vector graphics rather than raster graphics, and it had a very distinctive look that I'm trying to reproduce.

For anyone else who wants to see what the original game looks like, there's a video here:
YouTube - SIGGRAPH 2007: EA's Richard Taylor playing Tempest


I do have a few app ideas maybe we can work together and create something. If so PM me. Or maybe I should just get my lazy butt some books and start learning

Thanks for the offer.
Working on my own seems to suit me better at the moment, as I never know when I'll have time to work on things. I was hoping to get this game released before Christmas last year, but work stuff got in the way. And I've only spent a few evenings on it so far this year. I think it would be too frustrating for someone else if they tried to work with me. :-)

I'd definitely recommend learning to program if it interests you. If you need any pointers, just ask.

Mark
 
Back
Top Bottom