News
Key Features
FAQ
Character Classes
Units
Arrows and Spells
Story
Screen Shots
Demo?
BowMaster1
BowMaster Prelude
BowMaster 2
|
About BowMaster
2 - 2006/05/21
BowMaster 2 is the sequel to my original BowMaster. BowMaster
1 is a game that combines angle/velocity shooting elements
from such games as Worms and GunBound and combines the genre
with real time 'Defend your Castle' action. This game was
intended as a simple fun timer -- some people tell me that
it helps them get through the day at their boring jobs while
others still in school curse their administration for banning
my website.
There was no doubt that I would eventually create a sequel.
I have received a tremendous amount of feedback from the first
game and I'm doing my best to ensure people will be pleasantly
surprised with the continuation of the series. I have learned
a tremendous amount since my Bow1 and I'm using everything
I've learned from making Flash games such as GunMaster, MoonMaster,
RawBawJaw, and JediTrainer to make BowMaster 2 my best and
most ambitious game thus far.
Design
BowMaster 2 is not merely a rehash of the original game code.
It has been completely designed from the ground up. This new
design allows for a tremendous amount of flexibility to allow
for several new types of units, upgrades and spells. This
game is being designed using the Object Oriented Design methodology
with Flash 8 and Action Script 2.0. Bow1 used a functional
design approach and was developed using Flash 6 which did
not allow for easy maintainability. With this new design,
I'll be able to add new content easily even after I distribute
the game.
Performance
Bow1 was quite a learning experience and I learned
a lot about how to make a flash game, but since then I've
learned several techniques to optimize Flash games to make
them run smoother at more consistent frame rates. Working
with flash is tricky when it comes to performance because
no matter how badly you want to have huge epic battles you'll
inevitably have to reduce the unit counts in order to make
the game playable. I've been hard at work trying to improve
the performance without sacrificing gameplay and I'm proud
to say that with the current development version of the game
I've been able to get consistent frame rates with up to 30
units on the screen at once (15 units per team). Not only
that but each unit is now animated! The final version may
allow for more or less units -- this is also a game balancing
issue.
And Ending?
Yes, this version will actually have an ending. I know several
of you have emailed me (as directed;) when you reached level
100 in Bow1. I'm truly sorry for the lame easter egg -- you
deserve much more.
Bow2 will have a story that will progress through chapters.
Every five to ten levels more of the story will be revealed
until in the form of cut scenes (which you can skip if you
like). You will most likely have to beat a challenging final
level/boss but when you do it will in fact say "Game
Over" or something to that affect. Hopefully you'll get
a nice sense of accomplishment from this. But should you yearn
for more, I plan to have "unlockables" which you
can acquire by performing certain tasks. For example, there
are three character classes. If you beat the game with all
three classes then maybe it will unlock a fourth ::cough::
gunmaster ::cough:: character class ;-) There's also a configurable
practice mode.
Release Date?
Sometime after the release of BowMaster
Prelude
|