Strike Eagle – Post-Partum
by Paolo on Apr.04, 2009, under Meanderings
Strike Eagle Icon
It’s been a couple days since Strike Eagle has hit the Internet on MochiAds, NewGrounds, and Kongregate. And none of the ratings and feedback really surprise me. There were a couple bugs I had to quickly remediate and repost, but nothing drastically bad.
On NewGrounds, the folks there asked for more enemies, bosses, power-ups – the usual fare that you find in a shooter. But overall, I got positive feedback and a score of 7.8. I think it mostly has to do with the technical merit of the game.
The 2.5D effect was incredibly hard to achieve. My original design idea was just to make a regular 2D shooter that had a transition screen that used the FreeSpin3D component as an effect. But after some consideration, I thought that it was a cop-out and that the folks at FreeSpin3D were hoping for something that would truly showcase their product’s strengths. So after some fiddling with the ActionScript 3.0 API for FreeSpin3D, I decided to do an “Afterburner”-like game. I really didn’t know what I was getting into in terms of technical difficulty.

Mig-23
The game itself is really 2D. There isn’t any 3D background, much less z-ordering or z-calculations going on for the background or enemies. That is what made it really difficult because I had to somehow “fake” a way of making it act like it was 3D with no clue whatsoever of the z-location of the enemy planes, player players, missiles, etc. I originally wanted to do gunfire with tracer rounds like it was in Afterburner, but without a z-location, I couldn’t do a proper collision test. So I left it largely to the mouse location. I also wanted planes to have hit-points, so it took more than one shot to take it down. But considering the difficulty it would be to track the planes with a mouse, I left it at one-shot kill.
I think I’ll be revisiting the shooter genre later this summer when I have more time to create more a thought out design. But I think I’ll cut it down to a 2D shooter with robust particle effects similar to Space ROX than making it 2.5D/3D. 3D is hard enough to achieve, and good-looking 3D is impossible without a dedicated artist. There have been quite a few indie games out there that use 3D and unfortunately look very amateurish because of how difficult it is to create good looking 3D models. Sometimes I think that it is better to stick with great looking 2D than it is to go for a decent 3D look. Strike Eagle suffers from that.

Landing Strip
With the less than 5 weeks of time I had, working only in the late evenings, and with no real 2D or 3D artist support, I had to make due with any art I could find online. In either case, I had to do with the minimum available. As it was, the artist of Space ROX, only really created the runway. The rest of the game was taken from free sources and modified slightly to make it look more appropriate for the game. For my next shooter game, I’ll be sure to make some extra time to really take more time to produce some quality art assets.
The other factor is sound. I really didn’t feel like I had enough time to truly dig up some great music or buy some decent sound effects for the game, so I made due with whatever was free online. The music was something that was dug up from the archives of older songs that the artist of Space ROX, had done. If I could have had the choice, I would have loved to have kept Kenny Loggins’ “Danger Zone” still in the game, just for sheer comedic effect. But it would not have been legal to do so.
All around, this is a complete game with excellent technical merit for the 2.5D effect, but it isn’t polished to the level that I think it should have been for a full release. But given the time-constraints and limited resources I had on hand, I think that it turned out rather nicely. But if I had all the time in the world, I would have put a more robust z-calculations to make it look even more realistic, longer levels with refueling cutscenes, and an end scene where you would be gunning down the actual missile silo for the nuclear warheads.

Code Boom
I think that I will have to do a follow-up “post-mortem” for the Actionscript code because that is the ugliest part of the game. I’ve learned a lot about design techniques from just getting my hands dirty in Actionscript 3.0 and there are a ton of things that I would never do again. But that is the strength of the Agile development method I used to get the game out.
Rather than focusing on proper object-oriented techniques and planning and fully thought out requirements – the game was finished in an astonishingly fast pace with many clean iterations to review and look at. Halfway through, I didn’t realize how difficult it would be to determine collisions and attacks because I created the 3D ground effect without one. But instead of focusing on what I hadn’t designed, I kept on going with the current design and found ways to “cheat” a 3D effect and produce a game rather. It would have been counterproductive to have scrapped the game design to do things “properly” but instead, I kept going with what I had.
My initial attempts of game development were really slow and because I tended to “over-think” the game-design and thus I ended up doing nothing. I’m sure many indie game developers suffer from “analysis paralysis.” So doing things the “Agile” way really broke me free from spinning my wheels. Fast-iterations and tangible results are the best way to getting feedback and excitement over a product.

Jennifer Ann and her Father
For my next contest, I’ll once again be putting my interim builds in private for others to comment on and review until I submit it. The game will be for Jennifer Ann’s group who want a game that is both fun and educational that talks about “Teen Dating Violence”. The big design constraint is that the game itself cannot use violence.
I’ll be starting in about a week and a half. I first need to finish a minor freelancing job. I may post screenshots ofmy freelancing product online as a demonstration of the Agile methodology at work once again.