Re: Psycho Strike - New Strategy/Action game

I have looked at the demo and at the manual, but what I was unable to figure out is how certain things are supposed to work in this game.
I get it that you can free prisoners to become your minions.
But how does this works.
I break a prison door down with whatever weapon I have, but what then?
Will all freed prisoners follow me automatically while still in the prison, or will they automatically exit the stage before the main player character does it?
And if I get some party members, how do I missions with them?
What can I order them to do and what is computer controlled?
And while I played the demo for several times, I was totally unable to get other weapons than knifes.
Seriously, I was in the weapon shop for over five minutes and I  killed lots of people and I got lots of ammo for a pistol, but I was totally unable to get said weapon itself.
Is this a demo limit, or am I doing something totally wrong here?

About the entire audio vs mainsteream discussion:
It is sadly true that audio games often are released, get some maintenance updates but are never expanded and then later get abandoned (Bavisoft, BSC Games etc).
On the other hand, games like ESP Pinball Classic/Extreme for example were prime material for lots of expansions in the form of new pinball tables.
Why Pinball extreme got only one expansion I never got.
And why such games as Shades of Doom or the above mentioned ESP Pinball Extreme never got level editor tools released to the public for free or as a paid feature I also don't know.
Imagine if we could have created our own tables for the pinball game or made our own mods/levels for Shades of Doom in the time when these games were first released..

I haven't played much with Paladin of the Sky and Adventure at C. However even I know that Adventure at C: has many levels, good sounds and a level editor.
Granted I am not sure if a level editor was a go od idea for Psycho Strike, but we know that it is possible to expand such games.
I also don't know why Paladin of the Sky is perhaps too minimalistic regarding sounds (environment, fights, your characters walking around), while this first version of Psycho Strike seems to have lots of good sounds but not a big story or not so many unlockable features at the moment.

And like assault_freak I know of the Japanese audio games.
What I don't know is how the Japanese developers can design games like BK3 or Shadow Line, release them for free and still manage to release content expansions frequently with high quality sounds and music without requiring the players to pay for the expenses of the developers.
On the other hand, the non Japanese audio game developers release their games and put updates out, but most of these games don't get this high amound of content updates regardless of whether expansions would be free or paid.
And if good sounds and mu sic are expensive, how come that the Japanese developers manage to create their work without charging $50 per game while some game companies who put out several paid games still seem to be using the same sound or music sets/sources in their titles or the same style of gameplay?
Why are only the Japanese sidescroller/RPG games filled with over 100 individual levels/stages to play (BK2 and BK3) with the possibility of more to come later?
If BK3 was a paid game, several content updates apart from bug fixes could have been expansions like the DLC characters in mainstream fighting games, more unlockable features or new levels or missions.
What I don't get is why most commercial audio games are not designed in a way which makes it easier for the developer to add content later on?
However I think I know why this is.
I personally think that BGT as a programming language specially designed to work best for audio game creation is a good starting point, but if we look closer at what is actually delivered with it I start to ask some questions.
For Example, BGT has the ability to be used to compress your game data (e.g. sounds and music) into a special encrypted archive format.
But if the archive format remains the same except the encryption key/password, then why doesn't BGT ship with a universal pack creator/extractor?
Did everyone who made free or paid BGT games write his or her own Pack creator to create their data files themselves?
What I mean is that mainstream games often are created with game engines which do lots of tasks in the background but simplify game creation in the end even for sighted people.
If a 3D world is used for example, you would have some kind of level editor where you could move around a part of your world with a virtual camera and place objects, enemies or other NPCs with a few clicks.
If the world is complex, this is better than to design the world in your scripting language line by line.
I think our community would need such an engine which would probably help.
We partially have seen how audio level designing tools would work (2D Platformer or Adventure at C:).
Imagine to have such a tool and create BK3 style levels and make them into a set like the branching user stages for Adventure at C.

If a game in this community is a commercial success, then why don't we see more features added later in the future of the game?

This is enough from me for now.

_______________________________________________
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
  • ... AudioGames . net Forum — New releases room : musicman via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : raygrote via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : raygrote via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : assault_freak via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : robjoy via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : seal via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : lukas via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : Spiraling Wyvern via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : raygrote via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : Lord_Raven via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : turtlepower17 via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : patjk via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : arabic Three Thousand via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : scv via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : TheOnlyPKMNmaster via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : scv via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : philip_bennefall via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : bcs993 via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : turtlepower17 via Audiogames-reflector
  • ... AudioGames . net Forum — New releases room : bcs993 via Audiogames-reflector

Reply via email to